Formulas
Thievery
 
 
Operation Amount  Gains / Thief Damaged Inflicted
Infiltrate N/A The more thieves you send, the more accurate the results. Results can be as high as 40% off. Usually, however, 1 thief will get you a decent estimate.
Survey N/A 1 Thief will almost always provide a somewhat accurate report.
Spy on Military N/A The more thieves you send, the more accurate the results. Results can be as high as 20% off. Usually, however, 1 thief will get you a decent estimate.
Assassinate Wizards (WAR ONLY) 1 Wizards / 50 Thieves Can kill about 6% of the target's wizards per operation.
Rob the Granaries 90 Bushels / Thief Steal about 36% of the target's bushels per operation.
Rob the Vaults 90 Gold Coins / Thief Steal about 3-4% of the target's gold per operation.
Rob the Towers 15 Runes / Thief Steal about 30% of the target's runes per operation.
Kidnapping 1 Peasant / 2 Thieves You gain half the peasants that you kidnapped from the target. Can steal about 6% of the target's population each operation.
Arson
(WAR ONLY)
1 Burnt Home / 100 Thieves Burn up to 5% of the target's homes per operation.
Night Strike
(WAR ONLY)
1 Soldier / Thief Kill about 9% of the target's soldiers per operation.
Incite Riots 1 Day / (Target Land/5) Thieves You need to send Target Land / 5 thieves for one day of rioting. Just multiply it with the number of days you want.
Steal Horses 1 Horse / 30 Thieves You will get 1/2 of the stolen horses.
Bribe Thieves
(WAR ONLY)
Halfings Only
--
--
Bribe Generals
(WAR ONLY)
Halfings Only
--
--

 Back To The Entrance

The Arts & Sciences
 
 
Goal Formula Race Bonus
Science % Science Max * (1-Exp[-Race Bonus*Points / (3.5*Land+100)] Undead: 0.5
Others: 1
Science Points -(3.5*Land+100) * Ln(1-Science% / ScienceMax)*Race Bonus Undead: 2
Others: 1
Science Max Normal Science Max * Race Bonus * (1+2*Util*#School/Land) Human: 1.1
Undead: 0.75
Others: 1

 
Art / Science Normal Science Max. Percentage
Alchemy 25%
Tools 57%
Housing 20%
Food 50%
The Art of War 20%
Crime & Deceit 50%
Channelling 50%

 Back To The Entrance

Mystics

Base = (2 / 15 * Land+100) * Race Bonus
RaceBonus
Elf: 0.9
Dwarf: 1.5
Rest: 1
 
 
Self Spell Cost Level Race
Minor Protection 3.5 * Base Easy All
Greater Protection 4.5 * Base Easy Avians, Faeries
Miner's Mystique 6 * Base Easy Dwarves, Faeries
Fog 6 * Base Easy Elves, Undead, Faeries
Magic Shield 5 * Base Easy All
Mystic Aura 5 * Base Moderate Elves, Faeries
Fertile Lands 5 * Base Moderate All
Nature's Blessing 6 * Base Moderate Elves, Faeries
Love & Peace 7 * Base Moderate All
Tree of Gold 8 * Base Moderate Undead, Faeries
Quick Feet 8 * Base Moderate Humans
Haste 15 * Base Moderate All
Inspire Army 15 * Base Moderate All
Bloodlust 15 * Base Moderate Orcs, Avians
Illusionary Forces 20 * Base Moderate Humans, Faeries
Invisibility 22 * Base Difficult All
Clear Sight 10 * Base Difficult Faeries
Mind Focus 15 * Base Difficult All
Town Watch 15 * Base Difficult Avians
Animate Dead 15 * Base Difficult Elves, Faeries
Reflect Magic 24 * Base Extremely Difficult Undead, Humans, Halflings, Faeries
Shadowlight 14 * Base Extremely Difficult All

 
Offensive Spells Cost Level Race
Crystal Ball 1 * Base Very Easy All
Crystal Eye 2 * Base Very Easy All
Storms 8 * Base Easy All
Droughts 10 * Base Easy All
Vermin 12 * Base Moderate Halflings, Faeries
Expose Thieves 12 * Base Moderate All
Fireball 14 * Base Difficult All
Lightning Strike (War Only) 18 * Base Difficult All
Amnesia (War Only) 13 * Base Difficult All
Nightmares (War Only) 20 * Base Difficult Undead, Faeries
Mystic Vortex (War Only) 24 * Base Challenging All

*Formulas listed here are obtained with permission from Czak of  Utopia Depot.  More formulas can be found on their site.

 Back To The Entrance