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Swirve Blog: Age 70 Changes
Posted by Utopia Temple, 1507 days, 9 hours and 6 minutes ago
Category: Swirve Related

Here are the changes for Age 70. Thank you to everyone that gave constructive feedback. Hit “show text” to see last ages stuff.


-30% Attack travel time
Cannot be ambushed
+50% Birth rates

Elite: 9/3, 625gc, 8.5 NW
Spellbook: Fanaticism, Greater Protection

+ 15% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
+1 offensive specialist strength
+1 defensive specialist strength

Can’t use Accelerated Construction
+75% food consumption

Spellbook: Mystic Aura, Clear Sight
Elite: 9/5, 800gc, 8NW

+2 defensive specialist strength
+50% Spell Success
- 50% military wages

Spellbook: Pitfalls, Invisibility, Fools Gold
Elite: 7/6, 800gc, 8.5NW

+ 40% Combat Instant Spell Damage
+ 40% Sabotage Operation Damage
+1 mana per tick in war
+2 Offensive specialist strength

Spellbook: All racial spells and Tree of Gold
Elite: 5/9, 900gc, 11NW

+10% population
+50% Thievery Operation Success (TPA)
-50% thief cost
+1 stealth per tick

Spellbook: Aggression, Mages Fury
Elite: 6/8, 700gc, 10NW

+ 40% income
Immune to Income Penalties
- 66% defensive losses

-10% Spell Success

Spellbook: Revelation, Quick Feet
Elite: 10/3, 950gc, 9NW

+20% Battle Gains
Free draft
+20% Enemy casualties when attacking

-10% science effectiveness

Spellbook: Reflect Magic
Elite: 12/2, 950gc, 10.5NW


-66% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required

Basic Thievery (Intel operations only)

Spellbook: Town Watch, Animate Dead
Elite: 11/3, 1050gc, 9.5NW


The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits

The Heretic
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves

The Mystic
All Guilds and Towers are 50% more effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
Starts with +200 Wizards

The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Double effect from Thieves Dens
+50% Thievery Science Effectiveness
Access to Gluttony
Starts with +400 thieves

The Sage
Protect 50% of scientists on abduct attack
Scientists are 40% more effective
Access to Amnesia
Starts with 20% extra scientists

The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits

The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites


Higher initial scientists
Abduct rate boosted
Spawn rate boosted
Spawn rate increases each tick you do not get a scientist
Laboratories boosted
Revelate will double spawn rate
Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice
Professors will not accumulate experience past 72 hours
Caps on some science categories modified along with impact of professors etc.
Alchemy: 30%
Tools: 20%
Population: 15%
Food: 200%
Military: 15%
Channeling: 125%
Crime: 100%

Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.

Other bits and pieces
Updated Vacation Mode messaging around war and exiting VM
Blizzard duration increased
Intra-kd robbing of runes will incur a resource loss
Starving will have a province news event
Messaging on science page when you are in fortified and so not gaining scientists
Embarrassing invitation text modified.

(Original post)

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