Difference between revisions of "Wizards Per Acre"

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(Spell Duration)
(Cast Failure)
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== Cast Failure ==
 
== Cast Failure ==
When casting [[Spells|Offensive Spells]], the chance of a successful cast is proportional to the quotient of your WPA and the Opponent's WPA.
+
When casting [[Spells|Offensive Spells]], the chance of a successful cast is influenced by your WPA.
 
  <b>~ Chance for Success:</b> (Your Mod WPA) / (Opponent's Mod WPA)
 
  <b>~ Chance for Success:</b> (Your Mod WPA) / (Opponent's Mod WPA)
  
  
When casting [[Spells|Defensive Spells]], the chance of a successful cast is proportional to your province's percent [[Buildings#Guilds|Guilds]].
+
When casting [[Spells|Defensive Spells]], the chance of a successful cast is influenced by your province's percent [[Buildings#Guilds|Guilds]].
 
  <b>~ Chance for Success:</b> Guilds / Acres
 
  <b>~ Chance for Success:</b> Guilds / Acres
 
  
 
== Spell Duration ==
 
== Spell Duration ==

Revision as of 02:19, 5 January 2010

Wizards per Acre is often abbreviated as WPA. In its unmodified form it is also known as raw WPA.

Wizards per Acre = Total Number of Wizards / Total Acres


Magic Effectiveness causes an apparent change in WPA, without changing the actual value. This is known as mod WPA.

Modified WPA = Raw WPA * Channeling Science * Racial Bonus * Honour Bonus


Cast Failure

When casting Offensive Spells, the chance of a successful cast is influenced by your WPA.

~ Chance for Success: (Your Mod WPA) / (Opponent's Mod WPA)


When casting Defensive Spells, the chance of a successful cast is influenced by your province's percent Guilds.

~ Chance for Success: Guilds / Acres

Spell Duration

On Self Spells, Spell Duration is related to your province's percent Guilds.

Spell Duration Mod: Guilds / Acres

On Offensive Spells, Spell Duration is related to.

Spell Duration Mod: Guilds / Acres
Spell Duration Mod: Your Networth / Enemy's Networth