Difference between revisions of "Magic Formulas"

From The Utopian Encyclopedia
Jump to: navigation, search
(Runes Cost Formula)
Line 30: Line 30:
  
 
===Raw WPA===
 
===Raw WPA===
  <b>Raw WPA =</b> Number of [[Units|Wizards]] / Acres
+
  <b>Raw WPA =</b> Number of [[Units|Wizards]] /[[Throne#Top_Bar|Acres]]
  
 
===Calculating Mod WPA===
 
===Calculating Mod WPA===
Line 45: Line 45:
 
| '''Magic Shield: [[Spells#Magic_Shield|Magic Shield]]''' || 1.2 || 1
 
| '''Magic Shield: [[Spells#Magic_Shield|Magic Shield]]''' || 1.2 || 1
 
|}
 
|}
 
==Limit Wizard training==
 
 
Guilds train Wizards if it allowed and current number of Wizards is less then Maximum Allowed
 
 
<b>Maximum Wizards Allowed to Train</b> = [[Units|Peasants]] * 2
 
 
==Runes Cost Formula==
 
 
<b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )
 
 
== Calculating Raw WPA ==
 
Wizards per Acre is abbreviated as WPA. Unmodified, it is called raw WPA.
 
<b>Wizards per Acre =</b> Total Number of [[Units#Wizards|Wizards]] / Total [[Throne#Top_Bar|Acres]]
 
  
 
== Effects of Mod WPA ==
 
== Effects of Mod WPA ==
Line 71: Line 57:
 
WPA does not influence self spells.
 
WPA does not influence self spells.
  
== Spell Duration ==
+
==Limit Wizard Training==
Spell duration, for both Offensive and Self Spells, is influenced by the [[Percent Guilds]] and applicable [[Race]] or [[Personality]] modifiers.
+
 
 +
Guilds train Wizards if it allowed and current number of Wizards is less then Maximum Allowed
 +
 
 +
<b>Maximum Wizards Allowed to Train</b> = [[Units|Peasants]] * 2
 +
 
 +
==Runes Cost Formula==
 +
 
 +
<b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 )
 +
 
 +
Further information on the spell cost multiplier can be found [[Mystics_Spell_Table|here]].
  
 
== Additional Information ==
 
== Additional Information ==

Revision as of 16:57, 20 February 2023

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 is the sole factor involved in 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.

In Age 100, Elves have a +20% 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 * Racial Mod * Honour Mod * Mage's Fury Mod
Defensive Modified WPA = Raw WPA * Channeling Science * Racial Mod * Honour Mod * Mage's Fury Mod * Magic Shield Mod
Modifier Type Active Otherwise
Race: Faery 1.2 1
Mage's Fury: Mage's Fury 1.25 (off) / 0.75 (def) 1
Magic Shield: Magic Shield 1.2 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 )

Further information on the spell cost multiplier can be found here.

Additional Information

The Utopia Guide
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News

Explore  • Growth  • Science  • Military

Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules
Races & Personalities
Races Avians  • Dark Elves  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dryads  • Gnomes
Personalities The Artisan  • The Cleric  • The Heretic  • The Merchant  • The Mystic  • The Rogue  • The Sage  • The Shepherd  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Freak  • The General  • The Paladin  • The Raider  • The Undead  • The Necromancer
The Spellbook
Self Spells Army Spells Defensive Spells Animate Dead  • Greater Protection  • Minor Protection  • Town Watch  • Wrathful Smite  • †Fog
Offensive Spells Aggression  • Anonymity  • Bloodlust  • Fanaticism  • Quick Feet  • War Spoils
Army Spells Inspire Army  • Hero's Inspiration  • Patriotism
Civil Spells Mystic Security Spells Divine Shield  • Mage's Fury  • Magic Shield  • Mystic Aura  • Nature's Blessing  • Reflect Magic
Thievery Spells Clear Sight  • Illuminate Shadows  • Invisibility  • Shadowlight
Economy Spells Builders' Boon  • Fertile Lands  • Fountain of Knowledge  • Love & Peace  • Mind Focus  • Paradise • Tree of Gold  • Revelation  • †Scientific Insights
Combat Spells Economy Damage Spells Friendly Blizzard  • Droughts  • Explosions  • Greed  • Gluttony  • Vermin
Unfriendly Amnesia  • Fool's Gold  • Land Lust  • Lightning Strike  • Magic Ward  • Sloth  • Tornadoes  • †Barrier of Integrity
Population Damage Spells Friendly Storms
Unfriendly Chastity  • Fireball  • Nightmares
Hostile Meteor Showers
Interaction Spells Friendly Crystal Ball  • Crystal Eye  • Pitfalls
Unfriendly Expose Thieves  • Mystic Vortex