Difference between revisions of "Wizards Per Acre"

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(Calculating Mod WPA)
m (Offensive Spells)
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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)
+
  <b>Modifier =</b> Your Mod WPA / Opponent's Mod WPA
  
 
The higher this modifier is, the greater the:
 
The higher this modifier is, the greater the:
 
* Chance of a Successful Cast
 
* Chance of a Successful Cast
 
* Chance of Preventing an Opponent's Spell
 
* Chance of Preventing an Opponent's Spell
 
  
 
=== Self Spells ===
 
=== Self Spells ===

Revision as of 07:47, 11 November 2011

Calculating Raw WPA

Wizards per Acre is abbreviated as WPA. Unmodified, it is called raw WPA.

Wizards per Acre = Total Number of Wizards / Total 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
Channeling Science Check your science page
Race: Faery 1.5 1
Race: Human 0.8 1
Mage's Fury: Mage's Fury 1.1(off) / 0.9(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.


Spell Duration

Spell duration, for both Offensive and Self Spells, is influenced by the Percent Guilds and applicable Race or Personality modifiers.

Additional Information