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{{Otheruses4|the concept of magical energy|the verb|MANA (verb)}}
'''Mana''' is the form of energy which [[magic]] is comprised of, and is measured in [[mana points]] ([[MP]]s). [[CAST (verb)|Casting]] a [[spell]] requires the expenditure of a certain amount of mana, generally equal to the level of the spell being cast. For example, a level one (1) spell would cost the caster one (1) mana. Mana [[mana point regeneration|regenerates]] naturally over time, based on a variety of factors. A [[character]]'s base capacity for mana is based upon their [[level]] zero [[statistic]]s (enter the INFO START command to view).
[[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 ==
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 his/her 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.


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]].
=Mana Control Benefits=
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.
==Multi-casting==
A caster may more quickly stack the duration of defensive 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.


A character's maximum mana point capacity includes their '''Base Mana''' plus additional mana from their '''Harness Power''' training.
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:


=== Base Mana ===
<div {{log}}>
>incant 101 2<br>
You gesture while calling upon the lesser spirits to aid you with the Spirit Warding I spell...<br>
Your spell is ready.<br>
You make a complex gesture, increasing the potency of your spell.<br>
A light blue glow surrounds you.
</div>


{| {{Prettytable|float:right}}
or on an arbitrarily appropriate target:
|-
! Profession || Mana Statistic(s) || Sphere(s) of Power
|-
| [[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 [[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.
<div {{log}}>
>prepare 101<br>
You gesture while calling upon the lesser spirits to aid you with the Spirit Warding I spell...<br>
Your spell is ready.<br>


For professions with only one mana stat,
>cast rolton 2<br>
{{equation box|{{math|BaseMana {{=}} &lfloor;StatBonus / 2&rfloor;}}}}
You make a complex gesture at a rolton, increasing the potency of your spell.<br>
A light blue glow surrounds a rolton.
</div>


For professions with two mana stats,
==Mana Spellup==
{{equation box|{{math|BaseMana {{=}} &lfloor;(StatBonus<sub>1</sub> + StatBonus<sub>2</sub>) / 4&rfloor;}}}}
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.


=== Harness Power Bonus ===
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):
<div {{log}}>
>mana spellup<br>


Training in [[Harness Power]] gives extra mana equal to (Harness Power Ranks (capped at level) + Harness Power Skill Bonus).
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>


For example, a level 10 character with 14 ranks in Harness Power would have a bonus of 10 + 66 = 76 mana.
[[Spirit Warding I (101)|A light blue glow surrounds you.]]<br>
[[Spirit Barrier (102)|The air thickens and begins to swirl around you.]]<br>
[[Spirit Defense (103)|You suddenly feel more powerful.]]<br>
[[Disease Resist (104)|There is a dim flash around you.<br>You feel a strengthening of your internal fortitude.]]<br>
[[Poison Resist (105)|There is a dim flash around you.<br>You feel a strengthening of your blood flow.]]<br>
[[Spirit Warding II (107)|A deep blue glow surrounds you.]]<br>
[[Fasthr's Reward (115)|A dull golden nimbus surrounds you.]]<br>
[[Lesser Shroud (120)|You suddenly feel a lot more powerful.<br>You are surrounded by a white light.]]<br>
[[Elemental Defense I (401)|A silvery luminescence surrounds you.]]<br>
[[Elemental Defense II (406)|A bright luminescence surrounds you.]]<br>
[[Elemental Defense III (414)|A brilliant luminescence surrounds you.]]<br>
[[Elemental Targeting (425)|You are filled with a sense of great confidence.]]<br>
[[Elemental Barrier (430)|Your skin tingles for a moment and you feel more secure.]]<br>
[[Cloak of Shadows (712)|A shadowy patch of ether rises up through the ground to encompass you, swiftly sinking into your skin.]]<br>
Cast Roundtime 3 Seconds.
</div>
This ability should be considered particularly useful after deaths, during invasions, or after mass dispel effects.


== Regeneration ==
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.


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.
==Mana Pulse==
Any character may speed up the next natural mana pulse if it would occur within a number of seconds equal to the threshold tier.
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.


For professions with a single sphere of power, +1 bonus mana regen is earned every 10 ranks:
Messaging for invocation:
{{equation box|{{math|BonusRegen {{=}} &lfloor; ( ManaControlRanks / 10 ) &rfloor;}}}}
<div {{log}}>
>mana pulse<br>


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:
An invigorating rush of mana pulses through you.<br>
{{equation box|{{math|BonusRegen {{=}} ( &lfloor; ManaControlRanks<sub>higher</sub> / 10 &rfloor; ) + ( &lfloor; ManaControlRanks<sub>lower</sub> / 20 &rfloor; )}}}}
Cast Roundtime 3 Seconds. <br>
</div>


Training in [[Mana Control]] for unrelated spheres of power (e.g. a wizard training in [[Spiritual Mana Control]]) provides no additional mana regeneration.
Messaging for termination of the cool-down timer and skipped mana pulse:
<div {{log}}>
You feel mana pulse within the area, but it does not reach you.
</div>


=== Example ===
This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cool-down pulse skips), but does allow characters more control over when to 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.


A level 100 [[Empath]] with 505 mana and 101 ranks each of [[EMC]], [[SMC]], and [[MMC]].
==Reference==
*http://www.play.net/gs4/info/magic-guide.asp#mana


'''Node Value:'''
==See Also==
<pre>
*[[MANA (verb)]]
504 * 25% = 126.25 => 126
*[[MANA (saved post)]]
504 * 15% = 75.75 => 75
</pre>


'''Bonus Regen:'''
[[category:Magic]]
<pre>
[[category:Basic Mechanics]]
(SMC / 10) + ((MMC / 10)/2)
101/10 + 101/20 = 10 + 5 => 15
*EMC provides no bonus
</pre>

'''Total:'''
<pre>
On-node = 126 + 15 => 141
Off-node = 75 + 15 => 90
</pre>

=== 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 potion]]s give +3 MP per pulse; all of the potions last for 20 minutes.
* [[lesser mana regen potion]]s give +8 MP per pulse (level 20+).
* [[greater mana regen potion]]s give +13 MP per pulse (level 40+).
* [[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.

== Resources ==
*[http://www.play.net/gs4/info/magic-guide.asp#mana Magic Guide] on play.net

[[Category:Magic]]
[[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
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