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Percent Guilds, or % Guilds, refers to the current percentage of guilds a province has.
Percent Guilds, or % Guilds, refers to the current percentage of guilds a province has.
<b>% Guilds =</b> Total Number of [[Growth#Guilds|Guilds]] / Total [[Throne#Top_Bar|Acres]]
<div class="formula-box">
<b>% Guilds =</b> Total Number of [[Growth#Guilds|Guilds]] / Total [[Throne#Top_Bar|Acres]]
</div>


== Effects of Percent Guilds ==
== Effects of Percent Guilds ==
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===Raw WPA===
===Raw WPA===
<b>Raw WPA =</b> Number of [[Military|Wizards]] /[[Throne#Top_Bar|Acres]]
<div class="formula-box">
<b>Raw WPA =</b> Number of [[Military|Wizards]] /[[Throne#Top_Bar|Acres]]
</div>


===Calculating Mod WPA===
===Calculating Mod WPA===
Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
<b>Offensive Modified WPA =</b> Raw WPA * [[Science|Channeling Science]] * Race Mod * [[Honor|Honor Mod]] * [[Mystics|Mage's Fury Mod]] * Dragon Mod


<b>Defensive Modified WPA =</b> Raw WPA * [[Science|Channeling Science]] * Race Mod * [[Honor|Honor Mod]] * [[Mystics|Mage's Fury Mod]] * [[Mystics|Magic Shield Mod]] * Dragon Mod
<div class="formula-box">
<b>Offensive Modified WPA =</b> Raw WPA * [[Science|Channeling Science]] * Race Mod * [[Honor|Honor Mod]] * [[Mystics|Mage's Fury Mod]] * Dragon Mod
</div>


{{Mods}}
<div class="formula-box">
<b>Defensive Modified WPA =</b> Raw WPA * [[Science|Channeling Science]] * Race Mod * [[Honor|Honor Mod]] * [[Mystics|Mage's Fury Mod]] * [[Mystics|Magic Shield Mod]] * Dragon Mod
</div>
 
{| class="wikitable"
!Modifier Type
!Active
!Otherwise
|-
| '''Race: [[Races and Personalities|Dark Elf]]''' || 1.1 || 1
| '''Race: [[Races and Personalities|Dark Elf]]''' || 1.1 || 1
|-
|-
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== Effects of Mod WPA ==
== Effects of Mod WPA ==
=== Offensive Spells ===
=== Offensive Spells ===
<b>Modifier =</b> Your Mod WPA / Opponent's Mod WPA
 
<div class="formula-box">
<b>Modifier =</b> Your Mod WPA / Opponent's Mod WPA
</div>


The higher this modifier is, the greater the:
The higher this modifier is, the greater the:
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Guilds train Wizards if it allowed and current number of Wizards is less then Maximum Allowed
Guilds train Wizards if it allowed and current number of Wizards is less then Maximum Allowed


<b>Maximum Wizards Allowed to Train</b> = [[Military|Peasants]] * 2
<div class="formula-box">
<b>Maximum Wizards Allowed to Train</b> = [[Military|Peasants]] * 2
</div>


==Runes Cost Formula==
==Runes Cost Formula==


<b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )
<div class="formula-box">
<b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )
</div>

Latest revision as of 12:33, 13 February 2026

Calculating Percent Guilds

Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.

Trains 0.02 Wizards Daily (2% chance to train a Wizard per Guild) Unaffected by BE (Building Efficiency) Guilds also increase the duration of your self spells and offensive spells. Guilds are unaffected by Building Efficiency for the purposes of calculating spell duration or wizards trained.

Percent Guilds, or % Guilds, refers to the current percentage of guilds a province has.

% Guilds = Total Number of Guilds / Total Acres

Effects of Percent Guilds

Spell Duration

Percent Guilds determines Spell Duration. The higher the percent Guilds, the longer a spell will last. This remains true until the maximum Duration for that particular Spell is reached. Maximum durations can be attained when 20% of your Land dedicated to Guilds (unaffected by Building Efficiency).
Some Races or Personalities may have a bonus or penalty to Spell Duration. Destabilize Guilds lowers Spell Duration.

Self Spells

For Self Spells, a higher percent Guilds results in a greater:

  • Spell Duration
  • Chance of a Successful Cast

Offensive Spells

For Offensive Spells, a higher percent Guilds results in a greater:

  • Spell Duration

Wizards Per Acre

The ratio of your WPA to your opponent's WPA will determine the success rate of your conducted magic spells.

Raw WPA

Raw WPA = Number of Wizards /Acres

Calculating Mod WPA

Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.

Offensive Modified WPA = Raw WPA * Channeling Science * Race Mod * Honor Mod * Mage's Fury Mod * Dragon Mod

Defensive Modified WPA = Raw WPA * Channeling Science * Race Mod * Honor Mod * Mage's Fury Mod * Magic Shield Mod * Dragon Mod

Modifier Type Active Otherwise
Race: Dark Elf 1.1 1
Race: Elf 1.25 1
Race: Human 0.7 1
Mage's Fury: Mage's Fury 1.25 (off) / 0.75 (def) 1 / 1
Magic Shield: Magic Shield 1.2 (def) 1
Ritual: Havoc 1.25 (off) 1
Dragon: Sapphire 0.7 1

Effects of Mod WPA

Offensive Spells

Modifier = Your Mod WPA / Opponent's Mod WPA

The higher this modifier is, the greater the:

  • Chance of a Successful Cast
  • Chance of Preventing an Opponent's Spell

Self Spells

WPA does not influence self spells.

Limit Wizard Training

Guilds train Wizards if it allowed and current number of Wizards is less then Maximum Allowed

Maximum Wizards Allowed to Train = Peasants * 2

Runes Cost Formula

Runes cost = ROUNDDOWN ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )