12/17/2023 0 Comments Utopia game patriotism![]() ![]() Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.įor example, given a spell with a nominal duration of 24 days: A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. One quarter of the nominal duration of a spell is always contributed to the final cast time. The current relations between the two provinces' kingdoms.Īdditionally, there is an element of randomness.The relative networth of the two provinces.The percentage of guilds the casting province has, with no additional effect for amounts over 20%.The nominal duration of that particular spell, which differs for each spell.The duration of successful spells is affected by: In other words, although you still need WPA it won't be a very significant part of the formula. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.įor support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. ![]() However, there is always a great deal of chance in every spell. The higher your WPA compared to an enemy, the better your success. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. ![]() For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. To cast a spell, you must have Guilds, wizards and mystic Runes. Failed attempts can result in explosions and kill a small portion of your wizards. Your Wizards will not cast spells without at least a 5% Mana Rating. This rating rises automatically each day and drops each time you cast a spell. Your Wizards maintain a Mana Rating which determines whether or not they can cast spells. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, thieves, or military. Like all of the other individuals across your lands, they come from your peasantry and reduce your number of available workers. Wizards are naturally trained by your Guilds. Towers produce runes every hour, which are consumed with each spell. Spells require Runes, Wizards, and Guilds to be cast.
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