Magic Formulas

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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 Yes Yes Yes Yes Yes Yes Yes Yes 12 Defensive Military Efficiency 5% higher (multiplied not added)
Greater Protection 105% 0.45 No No No No No No Yes Yes 24 Defensive Military Efficiency 5% higher (multiplied not added)
Magic Shield 120% 0.5 Yes Yes Yes Yes Yes Yes Yes Yes 14 Increases defensive Magic Effectiveness by 20%
Mystic Aura 0.5 No No No No No Yes No Yes Makes the next spell casted on you to fail automatically
Fertile Lands 125% 0.5 Yes Yes Yes Yes Yes Yes Yes Yes 16 25% higher food production.
Nature's Blessing 100% 0.6 Yes Yes Yes Yes Yes Yes Yes Yes 16 Defense against droughts and storms. Has a 20% chance to cure the Plague on a successful cast.
Love & Peace +0.85% 0.7 Yes Yes Yes Yes Yes Yes Yes Yes 14 Increases base population growth by 0.85%
Tree of Gold 40 - 80% 0.8 Yes No No No No No No Yes Gives 40-80% of daily income
Quick Feet 90% 0.8 No No No Yes No No No Yes Decreases your next return time by 10%
Builder's Boon 90% 1 Yes Yes Yes Yes Yes Yes Yes Yes 12 10% reduced construction time
Inspire Army 85% / 80% 1.1 Yes Yes Yes Yes Yes Yes Yes Yes 12 15% reduced army upkeep / 20% quicker training time
Anonymity 1.3 Yes Yes Yes Yes Yes Yes Yes Yes Hides province name in the next attack, but reveals kingdom location. No honor gains when active. Prevents being ambushed. +15% attack time
Invisibility 110% 1.35 No Yes No No No No No Yes 12 10% more thievery offense
Clear Sight 75% 1.4 No No No No No No Yes Yes 18 Gives a 25% chance to catch thieves in addition to the normal chance
Mage's Fury 120% / 80% 1.4 No No Yes No No No No Yes 8 Magic effectiveness 20% higher for offense, 20% lower for defense
War Spoils 1.45 Yes No No No No No No Yes 4 Land gained in attacks are taken control of immediately
Fanaticism 105% / 97% 1.5 No No No Yes Yes No No Yes 8 Military efficiency 5% higher for offense, 3% lower for defense
Fountain of Knowledge 110% 1.55 Yes No No No No No No Yes 18 Science points learned each turn are increased by 10% during the duration of the spell
Town Watch 12.5% 1.6 No Yes No No No Yes Yes Yes 10 Peasants defend equal to 1/4 of a soldier but suffer high casualties.
Aggression 1.65 No Yes No No No No No Yes 12 Soldiers are 2/0 units instead of 1/1 units for the duration of the spell
Animate Dead 50% 1.7 No Yes No No No No No Yes In your next defensive battle, half your army casualties are returned as soldiers
Reflect Magic 80% 1.8 No No No No Yes No No Yes 12 20% of all spells cast on you are reflected back
Shadowlight 1.9 Yes Yes Yes Yes Yes Yes Yes Yes Reveals the origin province for the next thievery on you.
Bloodlust No No No No Yes No No Yes 15% more kills and suffer 5% higher losses on their next attack
Patriotism 130% 2.0 Yes Yes Yes Yes Yes Yes Yes Yes 12 Increases draft speed by 30%
Paradise 3.0 Yes Yes Yes Yes Yes Yes Yes Yes Creates a few acres of land
Spell Spell-Bonus Cost Multiplier Human Halfling Elf Dwarf Orc Avian Undead Faery 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 93-66% 1.2 Yes Yes Yes Yes Yes Yes Yes Yes Opponent stealth reduced to between 93% to 66% 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

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