Mana Leech (516)

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Mana Leech (516)
Mnemonic [MANALEECH]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Interval One-Shot 
Damage Type Mana
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility


Mana Leech is the Wizard's mana returning spell. A successful warding check allows the player to create a dull grey ray between themselves and their target to steal mana and transfer it to the caster. The target must have mana for the spell to function, and Mana Leech can never steal more mana than the target possesses. Successfully warding a target costs one (1) mana, while a failed warding check costs the expected sixteen (16) mana.

Skills that affect Mana Leech

Major Elemental spell ranks determine the maximum amount of mana that can be leeched on the first cast.

Harness Power determines the maximum mana a player can leech in a session before having to rest.

Elemental Mana Control determines how quickly a player recovers from use of the spell.

Elemental Lore, Water (summation seed 2)% chance to add an additional 20 mana to the amount drained from the target each time it is cast.

The amount of mana drained is calculated as follows:

(1/3 warding success) + (MjE ranks / 5) + (EMC Skill / 10)
Capped at MjE ranks
+20 if the caster passes the water lore check

Using Mana Leech

As a player continues to use Mana Leech, the amount of mana the spell returns decreases. A player can leech an amount of mana equal to their maximum mana capacity before they must rest. (e.g. A player with two hundred (200) maximum mana is able to leech the same amount of mana using Mana Leech before requiring rest.)

The maximum amount of mana a player may steal on any given cast of Mana Leech is determined by the number of Major Elemental spell ranks for which they have trained, minus one (1) mana for the cost of the casting. (e.g. A player with 50 ranks in Major Elemental spells will, at a maximum, be able to steal forty-nine (49) mana from their target.)

On each successive successful cast of Mana Leech, the caster will steal an amount of mana based on the warding, the maximum possible at the character's major elemental ranks, and the amount of mana a creature has left. It is possible to leech more on consecutive casts than on a first cast.

Once a player has stolen an amount of mana equal to their maximum mana capacity, they must rest and allow the effects of Mana Leech to fade. The effects fade gradually over a period of time, and additional attempts to steal mana with Mana Leech may be attempted before a full recovery. (e.g. A particular player may recover from casting Mana Leech at the rate of two (2) mana per minute. In this example, the player would again be able to steal two (2) mana after one minute, four (4) mana after two minutes, and so on.) Full recovery from the effects of Mana Leech is indicated by the message: You no longer feel the effect of casting mana leech.

Recovery time is based on Elemental Mana Control ranks and the amount of mana you have already leeched. Every 15 skill is 1 mana recovered per minute.

e.g. If you have 40 ranks of EMC:

40 ranks = 140 skill
140 / 15 = 9.33
9.33 truncated is 9 mana recovered per minute.

If you have 202 ranks of EMC:

202 ranks = 302 skill
302 / 15 = 20.133
20.133 truncated is 20 mana recovered per minute.

Messaging

Cooldown end
You no longer feel the effect of casting mana leech.

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