Difference between revisions of "Magic Formulas"

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(Calculating Mod WPA)
(Raw WPA)
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  <b>Raw WPA =</b> Number of [[Units|Wizards]] / Acres
 
  <b>Raw WPA =</b> Number of [[Units|Wizards]] / Acres
  
'''== Calculating Mod WPA =='''
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'''Calculating Mod WPA'''
 
Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
 
Magic Effectiveness increases the WPA without changing the number of Wizards. This is known as mod WPA.
 
  <b>Offensive Modified WPA =</b> Raw WPA * [[Science|Channeling Science]] * Racial Mod * [[Honour|Honour Mod]] * [[Spells#Mage.27s_Fury|Mage's Fury Mod]]
 
  <b>Offensive Modified WPA =</b> Raw WPA * [[Science|Channeling Science]] * Racial Mod * [[Honour|Honour Mod]] * [[Spells#Mage.27s_Fury|Mage's Fury Mod]]

Revision as of 15:26, 20 February 2023

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: 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

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


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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Rules Game Rules
Races & Personalities
Races Avians  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dark Elves  • Dryads  • Gnomes
Personalities The Cleric  • The Mystic  • The Necromancer  • The Rogue  • The Sage  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Artisan  • The Freak  • The General  • The Heretic  • The Merchant  • The Paladin  • The Raider  • The Shepherd  • The Undead
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  • Patriotism  • †Hero's Inspiration
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  • Paradise  • Revelation  • Scientific Insights  • Tree of Gold  • †Mind Focus
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  • Pitfalls  • †Crystal Eye
Unfriendly Expose Thieves  • Mystic Vortex