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 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

Additional Information

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Unfriendly Expose Thieves  • Mystic Vortex