|| Една готинка лекция за магесници
Mehul Patel (Swirve Admin)
SECTION 1. HOW MAGIC WORKS IN UTOPIA
Your % of Guilds as well as your mana level determines your success and duration of 'self spells'. It is effected by both racial and science modifiers.
If you are a mystic your Guild % is considered to be doubled from what it says on the internal advisors screen.
So, since I have 7.7% Guilds ... it is treated as 15.4% because I am a mystic/sorceror.
[15.4% (base guilds) * 0.93 (Building effectiveness at 'content')] * 1.50 (elf bonus) * 1.32 (science bonus) = 28.4% Effective Guilds.
To get basic self spell off such as Minor Protection and Fertile Lands 8% Effective Guilds is the minimum you should have.
15% effective guilds will get a patriotism off (a much harder spell) more often then not. But at lower mana levels you have a higher tendancy to fail compared to someone with a larger % of guilds.
Offensive spells on the otherhand (such as CB) is based on your WPA (wizards per acre) and mana, then compared to your opponents WPA and mana level.
I have 193 wizards.
193 * 1.5 (elf bonus) * 1.32 (science bonus) = 382 modded number of wizards.
Since I have 404 acres at this moment in time:
WPA = 382/404
WPA = 0.94
(being a mystic does not help WPA directly, but since your base guild % is doubled you train more wizards per hour)
(science or racial bonuses does not affect how many wizards you train, building effectiveness does though)
That 0.94 along with my mana level is tossed into some unknown equation and then compared to my opponents WPA and mana level.
Pending on the difficulty of the spell this determines wheather or not you will succeed or fail with your casting. CB is actually very easy, so even if someone has a higher WPA / mana level you have a decent chance to succeed. It is almost impossible though to CB someone a lot better.
Magic Shield (spell) increases your defence against offensive spells.
Reflect Magic (spell) gives you a chance to reflect the spell cast on you.
Mystic Aura (spell) automatically lets you defend against the next spell cast on you.
Thieves have 2 op's to hurt wizards:
Sabatoge Wizards (HOSTILE/WAR ONLY): This lowers an enemies Mana level by (I belive, could be wrong) 15% of their remaining mana per time.
100% Mana --> 85%
85% Mana --> 72.25%
Assassinate Wizards(HOSTILE/WAR ONLY -- Rogues Only):
This just kills a small % of their wizards. If they have a super high WPA you'll get a lot of wizzie kills.
(btw, you are assumed to have a minimum of 500 acres when calculating WPA and TPA ... so my WPA is actually lower then I said it to be)