Magic Formulas
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 )