Mana: Difference between revisions
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{{Otheruses4|the concept of magical energy|the verb|MANA (verb)}} |
{{Otheruses4|the concept of magical energy|the verb|MANA (verb)}} |
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[[Mana]] is the raw magical energy found in each of the spheres of magic. It is by tapping into this energy that characters can power their spells, whether they tap into the magic through prayer to a god, focusing their inner will and psyche, or arcane words and gestures that harness the powers of the elements. |
[[Mana]] is the raw magical energy found in each of the spheres of magic. It is by tapping into this energy that characters can power their spells, whether they tap into the magic through prayer to a god, focusing their inner will and psyche, or arcane words and gestures that harness the powers of the elements. |
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== Mana |
== Mana Points == |
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⚫ | Each character has a reserve of '''mana points''', representing how much magic they can cast safely. [[CAST (verb)|Casting]] a [[spell]] requires the expenditure of a certain amount of mana points, generally equal to the level of the spell being cast. For example, a level 1 spell would cost the caster 1 MP. Casting without having enough mana will cause the caster to suffer nervous system [[injuries]]. |
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A character's maximum mana point capacity includes their '''Base Mana''' plus additional mana from their '''Harness Power''' training. |
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=== Base Mana === |
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{| {{Prettytable|float:right}} |
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|- |
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! Profession || Mana Statistic(s) || Sphere(s) of Power |
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|- |
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| [[Bard]] || [[Aura]], [[Influence]] || [[Elemental]], [[Mental]] |
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|- |
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| [[Cleric]] || [[Wisdom]] || [[Elemental]], [[Spiritual]] |
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|- |
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| [[Empath]] || [[Wisdom]], [[Influence]] || [[Spiritual]], [[Mental]] |
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|- |
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| [[Monk]] || [[Logic]], [[Wisdom]] || [[Spiritual]], [[Mental]] |
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|- |
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| [[Paladin]] || [[Wisdom]] || [[Spiritual]] |
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|- |
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| [[Ranger]] || [[Wisdom]] || [[Spiritual]] |
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|- |
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| [[Rogue]] || [[Aura]], [[Wisdom]] || [[Elemental]], [[Spiritual]] |
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|- |
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| [[Sorcerer]] || [[Aura]], [[Wisdom]] || [[Elemental]], [[Spiritual]] |
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|- |
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| [[Warrior]] || [[Aura]], [[Wisdom]] || [[Elemental]], [[Spiritual]] |
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|- |
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| [[Wizard]] || [[Aura]] || [[Elemental]] |
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|} |
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Each [[profession]] uses one or two [[statistic]]s to determine its base mana points. The statistic bonuses (including racial modifiers), not the raw values, is used. Bonuses used in the mana formula are based on the character's statistics at [[Level]] 0 (shown with the command '''[[INFO|INFO START]]''') and do not take subsequent [[statistic growth rate|growth]] into account. |
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For professions with only one mana stat, |
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{{equation box|{{math|BaseMana {{=}} ⌊StatBonus / 2⌋}}}} |
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For professions with two mana stats, |
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{{equation box|{{math|BaseMana {{=}} ⌊(StatBonus<sub>1</sub> + StatBonus<sub>2</sub>) / 4⌋}}}} |
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=== Harness Power Bonus === |
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Training in [[Harness Power]] gives extra mana equal to (Harness Power Ranks (capped at level) + Harness Power Skill Bonus). |
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For example, a level 10 character with 14 ranks in Harness Power would have a bonus of 10 + 66 = 76 mana. |
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== Regeneration == |
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Mana recovery is calculated using a percentage (25% on a [[node]] and 15% when off) of your maxium mana, plus the bonus regeneration earned through [[Mana Control]] in your sphere of power. |
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For professions with a single sphere of power, +1 bonus mana regen is earned every 10 ranks: |
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{{equation box|{{math|BonusRegen {{=}} ⌊ ( ManaControlRanks / 10 ) ⌋}}}} |
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For professions with two spheres of power, +1 bonus mana regen is earned every 10 ranks in the higher of the two MC skills, and an additional +1 for every 20 ranks in the lower MC skill: |
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{{equation box|{{math|BonusRegen {{=}} ( ⌊ ManaControlRanks<sub>higher</sub> / 10 ⌋ ) + ( ⌊ ManaControlRanks<sub>lower</sub> / 20 ⌋ )}}}} |
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Training in [[Mana Control]] for unrelated spheres of power (e.g. a wizard training in [[Spiritual Mana Control]]) provides no additional mana regeneration. |
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=== Example === |
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A level 100 [[Empath]] with 505 mana and 101 ranks each of [[EMC]], [[SMC]], and [[MMC]]. |
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'''Node Value:''' |
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<pre> |
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504 * 25% = 126.25 => 126 |
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504 * 15% = 75.75 => 75 |
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</pre> |
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'''Bonus Regen:''' |
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<pre> |
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(SMC / 10) + ((MMC / 10)/2) |
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101/10 + 101/20 = 10 + 5 => 15 |
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*EMC provides no bonus |
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</pre> |
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'''Total:''' |
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:''For detailed mechanics, see [[Mana point]] and [[Mana point regeneration]].'' |
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<pre> |
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On-node = 126 + 15 => 141 |
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Off-node = 75 + 15 => 90 |
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</pre> |
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=== Regeneration Modifiers === |
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⚫ | |||
* The spell [[Manna]] creates bread that, when eaten, gives a refresh-effect every minute until the character enters combat. This refresh-effect includes a small mana regeneration dependent on the caster's training in the [[Major Spiritual]] circle. Manna can also increase maximum mana depending on [[Spiritual Lore, Blessings]], which indirectly increases regeneration. |
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A [[character]]'s base capacity for mana is based upon their [[level]] zero [[statistic]]s. To increase a character's maximum mana capacity, training in [[Harness Power]] is required. Every rank of harness power up to and including the character's level provides 3 mana per rank. For example, a level 25 character with 25 ranks of harness power will have 75 mana just from training in harness power. For every rank past the character's level only 1 mana is added. An example would be the same level 25 character above, but with 26 ranks of harness power, would have 76 mana from his training. |
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* The spell [[Heroism (215)]] gives a refresh-effect of 1 MP per minute. |
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* The spell [[Mana Focus (418)]] can change a room's nature from non-node to node for the purposes of mana regeneration. In addition, the caster (only) can receive +10 mana per pulse with training in Elemental Lore: Water, with the count of boosted pulses determined by number of ranks in the Lore. |
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* The [[Bard]] song [[Song of Power (1018)]] affects the mana regeneration rate of the room in which the singer is stationed. |
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* [[Sigil of Concentration]] provides +3 MP per pulse for 10 minutes. |
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* [[minor mana regen potion]]s give +3 MP per pulse; all of the potions last for 20 minutes. |
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* [[lesser mana regen potion]]s give +8 MP per pulse (level 20+). |
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* [[greater mana regen potion]]s give +13 MP per pulse (level 40+). |
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* [[Cleric]]s and [[Empath]]s can [[MEDITATE]] in order to gain Spirit Points, Mana Points, Health Points, and Stamina at a faster rate. Clerics can also apply the meditative effect to other professions using a [[chrism]] gem. For characters with exceptionally poor Discipline and Wisdom, it is possible for meditation to '''decrease''' mana regeneration rate. |
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== Resources == |
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Expended mana [[mana point regeneration|regenerates]] naturally over time, approximately 25% every two minutes on a [[node]] and 15% elsewhere. |
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*[http://www.play.net/gs4/info/magic-guide.asp#mana Magic Guide] on play.net |
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[[Category:Magic]] |
[[Category:Magic]] |
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[[Category: Character Mechanics]] |
Latest revision as of 12:45, 2 June 2024
- This article is about the concept of magical energy. For the verb, see MANA (verb).
Mana is the raw magical energy found in each of the spheres of magic. It is by tapping into this energy that characters can power their spells, whether they tap into the magic through prayer to a god, focusing their inner will and psyche, or arcane words and gestures that harness the powers of the elements.
Mana Points
Each character has a reserve of mana points, representing how much magic they can cast safely. Casting a spell requires the expenditure of a certain amount of mana points, generally equal to the level of the spell being cast. For example, a level 1 spell would cost the caster 1 MP. Casting without having enough mana will cause the caster to suffer nervous system injuries.
A character's maximum mana point capacity includes their Base Mana plus additional mana from their Harness Power training.
Base Mana
Profession | Mana Statistic(s) | Sphere(s) of Power |
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Bard | Aura, Influence | Elemental, Mental |
Cleric | Wisdom | Elemental, Spiritual |
Empath | Wisdom, Influence | Spiritual, Mental |
Monk | Logic, Wisdom | Spiritual, Mental |
Paladin | Wisdom | Spiritual |
Ranger | Wisdom | Spiritual |
Rogue | Aura, Wisdom | Elemental, Spiritual |
Sorcerer | Aura, Wisdom | Elemental, Spiritual |
Warrior | Aura, Wisdom | Elemental, Spiritual |
Wizard | Aura | Elemental |
Each profession uses one or two statistics to determine its base mana points. The statistic bonuses (including racial modifiers), not the raw values, is used. Bonuses used in the mana formula are based on the character's statistics at Level 0 (shown with the command INFO START) and do not take subsequent growth into account.
For professions with only one mana stat,
BaseMana = ⌊StatBonus / 2⌋ |
For professions with two mana stats,
BaseMana = ⌊(StatBonus1 + StatBonus2) / 4⌋ |
Harness Power Bonus
Training in Harness Power gives extra mana equal to (Harness Power Ranks (capped at level) + Harness Power Skill Bonus).
For example, a level 10 character with 14 ranks in Harness Power would have a bonus of 10 + 66 = 76 mana.
Regeneration
Mana recovery is calculated using a percentage (25% on a node and 15% when off) of your maxium mana, plus the bonus regeneration earned through Mana Control in your sphere of power.
For professions with a single sphere of power, +1 bonus mana regen is earned every 10 ranks:
BonusRegen = ⌊ ( ManaControlRanks / 10 ) ⌋ |
For professions with two spheres of power, +1 bonus mana regen is earned every 10 ranks in the higher of the two MC skills, and an additional +1 for every 20 ranks in the lower MC skill:
BonusRegen = ( ⌊ ManaControlRankshigher / 10 ⌋ ) + ( ⌊ ManaControlRankslower / 20 ⌋ ) |
Training in Mana Control for unrelated spheres of power (e.g. a wizard training in Spiritual Mana Control) provides no additional mana regeneration.
Example
A level 100 Empath with 505 mana and 101 ranks each of EMC, SMC, and MMC.
Node Value:
504 * 25% = 126.25 => 126 504 * 15% = 75.75 => 75
Bonus Regen:
(SMC / 10) + ((MMC / 10)/2) 101/10 + 101/20 = 10 + 5 => 15 *EMC provides no bonus
Total:
On-node = 126 + 15 => 141 Off-node = 75 + 15 => 90
Regeneration Modifiers
- The spell Manna creates bread that, when eaten, gives a refresh-effect every minute until the character enters combat. This refresh-effect includes a small mana regeneration dependent on the caster's training in the Major Spiritual circle. Manna can also increase maximum mana depending on Spiritual Lore, Blessings, which indirectly increases regeneration.
- The spell Heroism (215) gives a refresh-effect of 1 MP per minute.
- The spell Mana Focus (418) can change a room's nature from non-node to node for the purposes of mana regeneration. In addition, the caster (only) can receive +10 mana per pulse with training in Elemental Lore: Water, with the count of boosted pulses determined by number of ranks in the Lore.
- The Bard song Song of Power (1018) affects the mana regeneration rate of the room in which the singer is stationed.
- Sigil of Concentration provides +3 MP per pulse for 10 minutes.
- minor mana regen potions give +3 MP per pulse; all of the potions last for 20 minutes.
- lesser mana regen potions give +8 MP per pulse (level 20+).
- greater mana regen potions give +13 MP per pulse (level 40+).
- Clerics and Empaths can MEDITATE in order to gain Spirit Points, Mana Points, Health Points, and Stamina at a faster rate. Clerics can also apply the meditative effect to other professions using a chrism gem. For characters with exceptionally poor Discipline and Wisdom, it is possible for meditation to decrease mana regeneration rate.
Resources
- Magic Guide on play.net