Verb:MANA: Difference between revisions
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MANA allows you to view your maximum [[ |
'''MANA''' is a [[verb]] which allows you to view your maximum [[mana]], remaining mana points, and how much mana you'll recover both on node and off node. It can also be used by those with sufficient [[Mana Control]] training to either force a mana pulse to occur immediately or instantly cast all known defensive spells. The verb '''POWER''' provides identical information. |
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Usage |
==Usage== |
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*MANA |
*{{boldmono|MANA}} |
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::Shows information about |
::Shows information about current mana capacity and amount of mana gains per pulse |
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<pre{{log2}}> |
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>mana |
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Normal Enhanced |
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Maximum Mana Points: 352 352 |
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Remaining Mana Points: 352 |
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Mana gained off node: 82 82 |
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*MANA PULSE |
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Mana gained on node: 118 118 |
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::Allows the caster to manually invoke a pulse as if they were off-node. Each rank in Mana Controls allows the caster to perform this action one second sooner then the natural pulse would have occurred. Once used, the next mana pulse will skip you and you cannot use the ability again until then. |
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Mana Control abilities: |
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*MANA SPELLUP |
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MANA PULSE - Manually invoke a mana pulse to gain mana as if you were off a node. |
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::Allows the caster to instantly cast all defensive spells known to them. This ability requires the caster have 75 ranks in Mana Controls and can only be used once per day. It also uses no mana to preform the spellup. |
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MANA SPELLUP - Instantly cast all of your defensive spells. |
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You have used the MANA SPELLUP ability 1 out of 12 times for today. The available uses will reset in 25 minutes.</pre> |
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=Mana Control Benefits (Detailed)= |
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*{{boldmono|MANA PULSE}} |
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Training in the appropriate mana control skills ([[Elemental Mana Control]], [[Mental Mana Control]], [[Spiritual Mana Control]]) can unlock additional usages of this verb. Note that the threshold tiers for each case differ. |
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::Allows the caster to manually invoke a pulse as if they were off-node (subject to Mana Control ranks). |
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==Multi-casting== |
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A caster may more quickly stack the duration of buff spells, one additional shot per threshold tier. The relevant spell circle (single-sphere or hybrid) will determine how to calculate the necessary ranks for each tier. For single-sphere professions, each tier is 25 ranks of the appropriate mana control. For hybrid professions, fully count each rank of mana control in the sphere of the particular spell circle, and sum with it half the mana control ranks of the complementary professional hybrid sphere mana control, each tier represented in blocks of 25 skill ranks of this total. For hybrid circles, the primary mana control skill is whichever of the two is higher. The mana cost scales with the total number of casts while casting roundtime remains fixed. |
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*{{boldmono|MANA SPELLUP}} |
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For example, a [[cleric]] with 25 ranks of Spiritual Mana Control (tier one) could cast two shots of [[Spirit Warding I (101)]] simultaneously. This can be done for example to one's self: |
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::Allows the caster to instantly cast all defensive spells known to them (subject to Mana Control ranks). |
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==Mana Control Benefits== |
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<div {{log}}> |
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Training in the appropriate Mana Control skills ([[Elemental Mana Control]], [[Mental Mana Control]], [[Spiritual Mana Control]]) unlocks additional usages of Mana Pulse and Mana Spellup. Single sphere professions like [[wizard]]s and [[cleric]]s use one mana control skill for calculations, while [[hybrid profession]]s like [[sorcerer]]s, [[empath]]s, and [[bard]]s use two mana control skills for calculations. |
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>incant 101 2<br> |
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You gesture while calling upon the lesser spirits to aid you with the Spirit Warding I spell...<br> |
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Your spell is ready.<br> |
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You make a complex gesture, increasing the potency of your spell.<br> |
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A light blue glow surrounds you. |
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</div> |
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===Mana Spellup=== |
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or on an arbitrarily appropriate target: |
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With the '''Mana Spellup''' ability, a caster can instantly [[selfcast]] all known standard duration, stacking buff spells (i.e., '''not''' [[Wall of Force (140)]] or [[Wizard Shield (919)]]) at zero mana cost for a single cast. This ability may be used once per day for every 25 ranks of their profession's primary Mana Control skill. Uses per day reset at midnight game time (ET). |
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For hybrid professions like sorcerers (elemental/spiritual hybrid), both mana control skills add to the number uses per day. The higher trained of the two counts for full ranks, the lesser counts for half ranks. If both are equal, one counts fully, the other for half. |
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<div {{log}}> |
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>prepare 101<br> |
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You gesture while calling upon the lesser spirits to aid you with the Spirit Warding I spell...<br> |
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Your spell is ready.<br> |
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This ability is particularly useful after deaths, during invasions, or after mass dispel effects. Casters wishing to avoid the penalties associated with trade-off spells like [[Spirit Barrier (102)]] should remember to stop these spells. Uses of mana spellup are available in the [[SimuCoin]]s Store via '''Spell Up Pills'''. |
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>cast rolton 2<br> |
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You make a complex gesture at a rolton, increasing the potency of your spell.<br> |
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A light blue glow surrounds a rolton. |
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</div> |
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;Example |
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==Mana Spellup== |
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A sorcerer with 50 ranks EMC and SMC, the effective ranks are 50 + (50/2) = 75 ranks, may invoke this ability thrice per day. |
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A caster may invoke all known buff spells (with a few exceptions) at the same time at zero mana cost a number of times per day equal to the threshold tier. The profession's magical domain (single-sphere or hybrid) will determine how to calculate the necessary skill ranks for each tier. For single-sphere professions, each tier is 75 ranks of the appropriate mana control. For hybrid professions, sum the larger of the two relevant mana control skills with half of the ranks of the complementary professional hybrid sphere mana control, each tier represented in blocks of 75 skill ranks of this total. |
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:{| {{prettytable|1=text-align:center;}} |
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For example, a [[sorcerer]] with 50 ranks in both elemental and spiritual mana control (tier 1) and knowledge of every spell in the [[Minor Spiritual]], [[Minor Elemental]], and [[Sorcerer Base]] spells can invoke this ability once per day (note [[Wall of Force (140)]] is excluded): |
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|+ '''This chart applies to training only one Mana Control''' |
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<div {{log}}> |
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|- |
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>mana spellup<br> |
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!align="right"|Mana Control ranks||25||50||75||100||125||150||175||200||225||250 |
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|- |
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|align="right"|Uses of Mana Spellup per day||1||2||3||4||5||6||7||8||9||10 |
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|} |
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:{| {{prettytable|1=text-align:center;}} |
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With your advanced understanding of spiritual and elemental mana, you transcend the normal limitations of magic and release upon yourself a flurry of abjurations...<br> |
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|+ '''This chart assumes equal ranks trained in Mana Controls for a hybrid caster''' |
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|- |
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!align="right"|Mana Control ranks (each)||17||34||50||67||84||100||117||134||150||167||184||200||217||234||250 |
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|- |
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|align="right"|Uses of Mana Spellup per day||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15 |
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|} |
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<pre{{log2}}> |
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[[Spirit Warding I (101)|A light blue glow surrounds you.]]<br> |
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>mana spellup (sorcerer) |
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[[Spirit Barrier (102)|The air thickens and begins to swirl around you.]]<br> |
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[[Spirit Defense (103)|You suddenly feel more powerful.]]<br> |
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With your advanced understanding of spiritual and elemental mana, you transcend the normal limitations of magic and release upon yourself a flurry of abjurations... |
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[[Disease Resist (104)|There is a dim flash around you.<br>You feel a strengthening of your internal fortitude.]]<br> |
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[[Poison Resist (105)|There is a dim flash around you.<br>You feel a strengthening of your blood flow.]]<br> |
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[[Spirit Warding |
[[Spirit Warding I (101)|A light blue glow surrounds you.]] |
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[[ |
[[Spirit Barrier (102)|The air thickens and begins to swirl around you.]] |
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[[ |
[[Spirit Defense (103)|You suddenly feel more powerful.]] |
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[[Disease Resist (104)|There is a dim flash around you.You feel a strengthening of your internal fortitude.]] |
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[[Elemental Defense I (401)|A silvery luminescence surrounds you.]]<br> |
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[[Poison Resist (105)|There is a dim flash around you.You feel a strengthening of your blood flow.]] |
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[[Elemental Defense II (406)|A bright luminescence surrounds you.]]<br> |
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[[ |
[[Spirit Warding II (107)|A deep blue glow surrounds you.]] |
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[[Water Walking (112)|A misty halo surrounds you.]] |
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[[Elemental Targeting (425)|You are filled with a sense of great confidence.]]<br> |
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[[Fasthr's Reward (115)|A dull golden nimbus surrounds you.]] |
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[[Elemental Barrier (430)|Your skin tingles for a moment and you feel more secure.]]<br> |
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[[Lesser Shroud (120)|You suddenly feel a lot more powerful.You are surrounded by a white light.]] |
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[[Cloak of Shadows (712)|A shadowy patch of ether rises up through the ground to encompass you, swiftly sinking into your skin.]]<br> |
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[[Elemental Defense I (401)|A silvery luminescence surrounds you.]] |
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[[Elemental Defense II (406)|A bright luminescence surrounds you.]] |
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[[Elemental Defense III (414)|A brilliant luminescence surrounds you.]] |
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[[Elemental Targeting (425)|You are filled with a sense of great confidence.]] |
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[[Elemental Barrier (430)|Your skin tingles for a moment and you feel more secure.]] |
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[[Cloak of Shadows (712)|A shadowy patch of ether rises up through the ground to encompass you, swiftly sinking into your skin.]] |
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[[Pestilence (716)|A cankerous ripple of vesicles temporarily disfigures your face and travels down your body, leaving a sickly green miasma as it disappears.]] |
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Cast Roundtime 3 Seconds. |
Cast Roundtime 3 Seconds. |
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</ |
</pre> |
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This ability should be considered particularly useful after deaths, during invasions, or after mass dispel effects. |
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=== Spellup Pills === |
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Casters wishing to avoid the penalties associated with trade-off spells such as [[Spirit Barrier (102)]] or [[Elemental Focus (513)]] should remember to stop these spells. |
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<pre{{log2}}> |
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==Mana Pulse== |
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>turn bottle |
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Any character may speed up the next natural mana pulse if it would occur within a number of seconds equal to the threshold tier. |
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You turn the grey crystal bottle, opening its lid and shaking a faceted dark sapphire pill into your waiting hand. |
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The profession's magical domain (single-sphere or hybrid) will determine how to calculate the tier. For single-sphere professions, each tier is one rank of the appropriate mana control. For hybrid professions, sum the larger of the two relevant mana control skills with half of the ranks of the complementary professional hybrid sphere mana control, the tier equal to this total. The amount of mana obtained from this skill is always equal to the character's standard off-node value, regardless of the character's location. In trade, the next natural mana pulse will skip the character, and the character cannot use the skill again until that time. |
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</pre> |
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===Mana Pulse=== |
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Messaging for invocation: |
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The '''Mana Pulse''' ability allows the user to manually invoke a mana [[pulse]]. The amount of mana received will always be equal to an off-[[node]] pulse, regardless of the type of room the character is located. Every rank of effective [[Mana Control]] allows this action to be performed 1 second sooner than when the actual pulse would happen. After triggering the ability, a cooldown applies until a natural mana pulse occurs and the pulse would then return 0 mana. |
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<div {{log}}> |
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>mana pulse<br> |
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Effective Mana Control ranks is calculated the same as with [[#Mana Spellup|Mana Spellup]]. For hybrid classes like sorcerers (elemental/spiritual hybrid), the higher of the two Mana Controls fully counts, and the lesser trained Mana Control counts for half. |
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An invigorating rush of mana pulses through you.<br> |
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Cast Roundtime 3 Seconds. <br> |
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</div> |
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For example, with 50 Mana Control ranks, one can only use this ability when the natural mana pulse would trigger in the next 50 seconds. |
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Messaging for termination of the cool-down timer and skipped mana pulse: |
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<div {{log}}> |
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You feel mana pulse within the area, but it does not reach you. |
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</div> |
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This skill will never give characters additional mana (and provides even less mana if the character is on a node when the |
This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cooldown pulse skips), but does allow characters more control over when they get mana. This can be useful, for example, to finish off a creature, get a final pulse before a hunt, or shortly before invoking [[Sign of Wracking]] so the natural pulse does not occur when a character is nearly full of mana. |
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'''Successful Use |
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<pre{{log2}}> |
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>mana pulse |
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An invigorating rush of mana pulses through you. |
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Cast Roundtime 3 Seconds. |
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</pre> |
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'''Failure messages |
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<pre{{log2}}> |
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You are too mentally fatigued to attempt this ability again so soon. |
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Your mana control skills are not yet advanced enough to summon the mana pulse so soon. |
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</pre> |
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The first indicates that you have already successfully received mana in advance, and cannot repeat the usage until mana actually pulses again, normally. |
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The second indicates that you are eligible to advance the next pulse, it is simply too far in the future for your current training/number of Mana Control ranks. |
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There is neither hard nor cast roundtime (RT) for either of the above failures. There ''is'' cast RT inflicted on failures due to armor [[spell hindrance]], but the command can be attempted again immediately after the cast RT concludes. |
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'''Termination of the cool-down timer and skipped mana pulse |
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<pre{{log2}}> |
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You feel mana pulse within the area, but it does not reach you. |
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</pre> |
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==See Also== |
==See Also== |
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*[[ |
*[[/saved posts|Saved posts]] |
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*[[Mana]] |
*[[Mana]] |
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*[[Multicast]] |
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[[Category:Verbs]] |
[[Category:Verbs]] |
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[[Category: Special Abilities]] |
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[[Category: Mana Controls]] |
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{{DEFAULTSORT:MANA}} |
Latest revision as of 11:35, 2 July 2023
MANA is a verb which allows you to view your maximum mana, remaining mana points, and how much mana you'll recover both on node and off node. It can also be used by those with sufficient Mana Control training to either force a mana pulse to occur immediately or instantly cast all known defensive spells. The verb POWER provides identical information.
Usage
- MANA
- Shows information about current mana capacity and amount of mana gains per pulse
>mana Normal Enhanced Maximum Mana Points: 352 352 Remaining Mana Points: 352 Mana gained off node: 82 82 Mana gained on node: 118 118 Mana Control abilities: MANA PULSE - Manually invoke a mana pulse to gain mana as if you were off a node. MANA SPELLUP - Instantly cast all of your defensive spells. You have used the MANA SPELLUP ability 1 out of 12 times for today. The available uses will reset in 25 minutes.
- MANA PULSE
- Allows the caster to manually invoke a pulse as if they were off-node (subject to Mana Control ranks).
- MANA SPELLUP
- Allows the caster to instantly cast all defensive spells known to them (subject to Mana Control ranks).
Mana Control Benefits
Training in the appropriate Mana Control skills (Elemental Mana Control, Mental Mana Control, Spiritual Mana Control) unlocks additional usages of Mana Pulse and Mana Spellup. Single sphere professions like wizards and clerics use one mana control skill for calculations, while hybrid professions like sorcerers, empaths, and bards use two mana control skills for calculations.
Mana Spellup
With the Mana Spellup ability, a caster can instantly selfcast all known standard duration, stacking buff spells (i.e., not Wall of Force (140) or Wizard Shield (919)) at zero mana cost for a single cast. This ability may be used once per day for every 25 ranks of their profession's primary Mana Control skill. Uses per day reset at midnight game time (ET).
For hybrid professions like sorcerers (elemental/spiritual hybrid), both mana control skills add to the number uses per day. The higher trained of the two counts for full ranks, the lesser counts for half ranks. If both are equal, one counts fully, the other for half.
This ability is particularly useful after deaths, during invasions, or after mass dispel effects. Casters wishing to avoid the penalties associated with trade-off spells like Spirit Barrier (102) should remember to stop these spells. Uses of mana spellup are available in the SimuCoins Store via Spell Up Pills.
- Example
A sorcerer with 50 ranks EMC and SMC, the effective ranks are 50 + (50/2) = 75 ranks, may invoke this ability thrice per day.
This chart applies to training only one Mana Control Mana Control ranks 25 50 75 100 125 150 175 200 225 250 Uses of Mana Spellup per day 1 2 3 4 5 6 7 8 9 10
This chart assumes equal ranks trained in Mana Controls for a hybrid caster Mana Control ranks (each) 17 34 50 67 84 100 117 134 150 167 184 200 217 234 250 Uses of Mana Spellup per day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
>mana spellup (sorcerer) With your advanced understanding of spiritual and elemental mana, you transcend the normal limitations of magic and release upon yourself a flurry of abjurations... A light blue glow surrounds you. The air thickens and begins to swirl around you. You suddenly feel more powerful. There is a dim flash around you.You feel a strengthening of your internal fortitude. There is a dim flash around you.You feel a strengthening of your blood flow. A deep blue glow surrounds you. A misty halo surrounds you. A dull golden nimbus surrounds you. You suddenly feel a lot more powerful.You are surrounded by a white light. A silvery luminescence surrounds you. A bright luminescence surrounds you. A brilliant luminescence surrounds you. You are filled with a sense of great confidence. Your skin tingles for a moment and you feel more secure. A shadowy patch of ether rises up through the ground to encompass you, swiftly sinking into your skin. A cankerous ripple of vesicles temporarily disfigures your face and travels down your body, leaving a sickly green miasma as it disappears. Cast Roundtime 3 Seconds.
Spellup Pills
>turn bottle You turn the grey crystal bottle, opening its lid and shaking a faceted dark sapphire pill into your waiting hand.
Mana Pulse
The Mana Pulse ability allows the user to manually invoke a mana pulse. The amount of mana received will always be equal to an off-node pulse, regardless of the type of room the character is located. Every rank of effective Mana Control allows this action to be performed 1 second sooner than when the actual pulse would happen. After triggering the ability, a cooldown applies until a natural mana pulse occurs and the pulse would then return 0 mana.
Effective Mana Control ranks is calculated the same as with Mana Spellup. For hybrid classes like sorcerers (elemental/spiritual hybrid), the higher of the two Mana Controls fully counts, and the lesser trained Mana Control counts for half.
For example, with 50 Mana Control ranks, one can only use this ability when the natural mana pulse would trigger in the next 50 seconds.
This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cooldown pulse skips), but does allow characters more control over when they get mana. This can be useful, for example, to finish off a creature, get a final pulse before a hunt, or shortly before invoking Sign of Wracking so the natural pulse does not occur when a character is nearly full of mana.
Successful Use
>mana pulse An invigorating rush of mana pulses through you. Cast Roundtime 3 Seconds.
Failure messages
You are too mentally fatigued to attempt this ability again so soon. Your mana control skills are not yet advanced enough to summon the mana pulse so soon.
The first indicates that you have already successfully received mana in advance, and cannot repeat the usage until mana actually pulses again, normally. The second indicates that you are eligible to advance the next pulse, it is simply too far in the future for your current training/number of Mana Control ranks.
There is neither hard nor cast roundtime (RT) for either of the above failures. There is cast RT inflicted on failures due to armor spell hindrance, but the command can be attempted again immediately after the cast RT concludes.
Termination of the cool-down timer and skipped mana pulse
You feel mana pulse within the area, but it does not reach you.