Magic Formulas
Contents
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 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 Percent Guilds
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.
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
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: Elf | 1.35 | 1 |
Race: Human | 0.85 | 1 |
Mage's Fury: Mage's Fury | 1.2(off) / 0.8(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
The Utopia Guide | |
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Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
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Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
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Rules | Game Rules |
Races & Personalities | |
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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 |