Difference between revisions of "Magic Formulas"

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Revision as of 11:08, 9 April 2013

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


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

Limit Wizard training

Guilds train wizards if it allowed and number of wizards a less then Maximum Allowed

Maximum Wizards Allowed to Train = Peasants * 2

Runes Cost Formula

Runes cost = ROUNDDOWN ( (0.68 * Size + 680) * Spell Cost Multiplier )


The Spell Book

Main article The Spell Book

Spell Table [Self Spells]

Spell Spell-Bonus Cost Multiplier Human Halfling Elf Dwarf Orc Avian Undead Faery Duration (Average) Description
Minor Protection 105% 0.35 12 Defensive Military Efficiency 5% higher (multiplied not added)
Greater Protection 105% 0.45 24 Defensive Military Efficiency 5% higher (multiplied not added)
Magic Shield 120% 0.5 14 Increases defensive Magic Effectiveness by 20%
Mystic Aura 0.5 Makes the next spell casted on you to fail automatically
Fertile Lands 125% 0.5 16 25% higher food production.
Nature's Blessing 100% 0.6 16 Defense against droughts and storms. Has a 20% chance to cure the Plague on a successful cast.
Love & Peace +0.85% 0.7 14 Increases base population growth by 0.85%
Tree of Gold 40 - 80% 0.8 Gives 40-80% of daily income
Quick Feet 90% 0.8 Decreases your next return time by 10%
Builder's Boon 90% 1 12 10% reduced construction time
Inspire Army 85% / 80% 1.1 12 15% reduced army upkeep / 20% quicker training time
Anonymity 1.3 Hides province name in the next attack, but reveals kingdom location. No honor gains when active. Prevents being ambushed. -15% attack gains/results
Invisibility 110% 1.35 12 10% more thievery offense
Clear Sight 75% 1.4 18 Gives a 25% chance to catch thieves in addition to the normal chance
Mage's Fury 120% / 80% 1.4 8 Magic effectiveness 20% higher for offense, 20% lower for defense
War Spoils 1.45 4 Land gained in attacks are taken control of immediately
Fanaticism 105% / 97% 1.5 8 Military efficiency 5% higher for offense, 3% lower for defense
Fountain of Knowledge 110% 1.55 18 Science points learned each turn are increased by 10% during the duration of the spell
Town Watch 12.5% 1.6 10 Peasants defend equal to 1/4 of a soldier but suffer high casualties.
Aggression 1.65 12 Soldiers are 2/0 units instead of 1/1 units for the duration of the spell
Animate Dead 50% 1.7 In your next defensive battle, half your army casualties are returned as soldiers
Reflect Magic 80% 1.8 12 20% of all spells cast on you are reflected back
Shadowlight 1.9 Reveals the origin province for the next thievery on you.
Bloodlust 15% more kills and suffer 5% higher losses on their next attack
Patriotism 130% 2.0 12 Increases draft speed by 30%
Paradise 3.0 Creates a few acres of land
Spell Spell-Bonus Cost Multiplier Duration (Average) Description

Spell Table [Offensive Spells]

Spell Spell-Bonus Cost Multiplier Human Halfling Elf Dwarf Orc Avian Undead Faery Duration Description
Chastity 0.7 No No No No No No Yes Yes Reduces Pop Growth Rate to 0
Storms 33% 0.8 Yes Yes Yes Yes Yes Yes Yes Yes 12 Kills 1.5% of total population. Cancels Drought
Drought 75% 1.0 Yes Yes Yes Yes Yes Yes Yes Yes 12 Food production reduced by 25%. Draft Speed is also reduced by 15%. Even kills some horses. Cancels Storms.
Vermin 450% 1.2 No No No No No Yes No Yes 12 Food decay increased to 4.5% (from 1%)
Expose Thieves 93% 1.2 Yes Yes Yes Yes Yes Yes Yes Yes Opponent stealth reduced to roughly 93% of original stealth
Greed 1.3 Yes Yes Yes Yes Yes Yes Yes Yes 12 Increases draft cost and army upkeep by 25% for the opponent
Fools Gold 75% 1.4 No No No Yes No No No Yes Converts 25% of equal sized opponent's gold into worthless lead
Pitfalls 1.5 No No Yes No No No No Yes 12 Causes opponent to suffer higher losses
Fireball 97% 1.5 Yes Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Kills 3% of equal sized opponent's peasants
Lightning Strike 75% 1.55 Yes Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Destroys up to 65% of opponent's runes
Explosions 1.8 Yes Yes Yes Yes Yes Yes Yes Yes 12 When sending aid if either the donor or the receiver are under the explosions spell, then there is a 50% chance that the shipment will be reduce to 55%-80% of what it would have been otherwise.
Amnesia 97% 1.9 No No Yes No No No No Yes Unfriendly + Hostile + War: Turns up to 13% of opponent's science back into research, 65% of this science is relearned, the rest is destroyed.
Nightmares 97% 2.2 No No Yes No No No No Yes Unfriendly + Hostile + War: Makes roughly 1.5% of troops be put back in training over 6 hours. Soldiers will quit instead.
Mystic Vortex 50% 3.5 Yes Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: For each active spell your opponent has, there's a 50% chance it's removed.
Meteor Showers 2.4 No No No No No No No No 8 The Mystic personality also has access to this spell. Unfriendly + Hostile + War: Kills some peasants and troops.
Tornadoes 2.5 Yes Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Destroys several of your opponent's buildings
Land Lust 3.5 Yes Yes Yes Yes Yes Yes Yes Yes Unfriendly + Hostile + War: Captures between 1 acre and 1% of opponents land.
Spell Spell-Bonus Cost Multiplier Human Halfling Elf Dwarf Orc Avian Undead Faery Duration Description

Additional Information


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
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