Difference between revisions of "Magic Formulas"
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+ | == 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. | ||
+ | <b>% Guilds =</b> Total Number of [[Buildings#Guilds|Guilds]] / Total [[Throne#Top_Bar|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, [[Race#Elves|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== | ==Wizards Per Acre== | ||
The ratio of your [[WPA]] to your opponent's WPA will determine the success rate of your conducted magic spells. | The ratio of your [[WPA]] to your opponent's WPA will determine the success rate of your conducted magic spells. | ||
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<b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 ) | <b>Runes cost =</b> ''ROUNDDOWN'' ( (0.6 * Size + 200) * Spell Cost Multiplier * 1.5 ) | ||
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== Calculating Raw WPA == | == Calculating Raw WPA == |
Revision as of 16:44, 20 February 2023
Contents
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 |
Channeling Science | Check your science page | |
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 |
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 )
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
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
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 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 |