Spiritual Mana Control: Difference between revisions

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m (Corrected incorrect "tertiary" reference; clarified Hybrid profession gains.)
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*[[Spirit Dispel (119)]] - every 75 skill bonus will reduce mana cost for ending a spell by one
*[[Spirit Dispel (119)]] - every 75 skill bonus will reduce mana cost for ending a spell by one
*[[Spirit Guide (130)]] - reduces severity of the sickness
*[[Spirit Guide (130)]] - reduces severity of the sickness
*[[Living Spell (208)]] - decreases mana needed to cast a stolen spell by 1% per 2 ranks
*[[Living Spell (208)]] - decreases mana needed to cast a stolen spell by 1% per 2 ranks
*[[Major Sanctuary (220)]] - increases the chance of success
*[[Spirit Slayer (240)]] - [[CS]] boost is 25 + seed 5 ranks
*[[Spirit Slayer (240)]] - [[CS]] boost is 25 + seed 5 ranks
*[[Raise Dead (318)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks
*[[Divine Wrath (319)]] - increases the damage of the secondary flare and reduces the time between casts
*[[Sympathy (1120)]] - with [[Mental Mana Control]], increases the number of possible targets at the rate of ((MMC + SMC) / 10)
*[[Sympathy (1120)]] - with [[Mental Mana Control]], increases the number of possible targets at the rate of ((MMC + SMC) / 10)
*[[Troll's Blood (1125)]] - lessens the interval between stun break attempts
*[[Troll's Blood (1125)]] - lessens the interval between stun break attempts

Revision as of 00:01, 19 January 2012

The Spiritual Mana Control skill serves the same purpose as Mental Mana Control and Elemental Mana Control; it determines the efficiency with which a player can share mana with other players. Clerics, Sorcerers, and Empaths are the pure professions that benefit the most from SMC, along with the Ranger and Paladin semi professions. The maximum benefit for sharing mana is achieved at twenty-four ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player's low skill. It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.

This skill directly increases the amount of mana gained per pulse.

  • If this is your primary mana control skill, then you will receive a bonus of one mana per pulse for every ten (10) ranks. For Hybrid (multi-Realm) professions, your "primary" realm for mana control is defined as "that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control."
  • If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) mana per pulse for every twenty (20) ranks.

SMC also factors into avoiding Spell burst, runestaff defense, and some alchemy skills (mainly determining success at the training cauldrons).

Spells affected by SMC

Ranks and Training Costs

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 1 1 - 1 1 1 3 2 - 2 1
Training Point Cost 0/10 0/10 - 0/12 0/6 0/5 0/3 0/3 - 0/3 0/15

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