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    The Mage Compendium
    The EverQuest website for the Magician class.

    Mana Regeneration

    Table of Contents

    Permanent Mana Regeneration

    All levels and all classes have permanent mana regeneration (also known as "standing" mana regeneration). The exact amount is up for debate, but this author believes these values:

    Levels 1 thru 61: 1 mana/tic

    Levels 62 and 63: 2 mana/tic

    Levels 64 and 65: 3 mana/tic

    Permanent mana regeneration always exists while standing. It reverts to 1 mana/tic when sitting.

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    Meditation

    Beginning at level 4, Magicians learn (thru their guild trainers) the ability to Meditate. Meditation is automatic whenever you sit down or ride a horse (See: Horses and Drogmors). Meditation is skill based; the higher your meditate skill, the more mana regeneration you have. For every 12 skill points in Meditation, you gain one mana/tic regeneration.

    This table most clearly explains various levels of meditation at various levels. (See: Magician Skill Caps)

    Meditate SkillLevel to attainMana Regeneration rate
    000
    122*1
    2442
    3673
    4894
    60115
    72146
    84167
    96198
    108219
    1202310
    1322611
    1442812
    1563113
    1683314
    1803515
    1923816
    2044017
    2164318
    2284519
    2405120
    2525421

    Furthermore, there is a +1 mana/tic bonus on top of this.

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    Alternate Advancement

    Mental Clarity
    Category: Support
    Level 55 - 6 points in General Abilities
    2 / 4 / 6
    Increases base mana regeneration by 1 point per level.

    The Mental Clarity Archetype AA is available to Magicians level 55 or higher, who also have spent 6 AA in the General AA Category.

    Maximum effectiveness of Mental Clarity is 3 additional mana/tic regeneration, at a total cost of 12 AA.

    Elemental Form: Water Category: Support
    Level 59 - 12 points in Archetype Abilities
    3 / 6 / 9
    Cast Time: 8 seconds
    Duration: 36 minutes
    Reuse Time: 15 minutes
    Turns the magician into a water elemental, granting enduring breath and increasing mana regeneration by 1, 2, and 4 points per level.

    The Water Elemental Form is available to Magicians level 59 or higher, who have spent 12 AA in the Archetype category. The maximum effectiveness of Water Elemental Form is 4 mana/tic, at a total cost of 18 AA. However, Elemental Form is not available while on horseback.

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    Worn Mana Regeneration

    Worn Mana Regeneration (formerly known as Flowing Thought) appears on various items. They work to improve your permanent mana regeneration while the item is worn.

    The maximum worn mana regeneration possible is 15. While you can certainly equip more, you will not receive additional benefit from more.

    The list of items that has worn mana regeneration is too large to list here, unfortunately.

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    Beneficial Spells

    Specific Beneficial Spells (Buffs for short) work to increase overall mana regeneration. To date, there is no cap on mana regeneration via buffs.

    Mana Regen Buffs fall under several categories, as outlined below:

    Clarity

    Clarity buffs, cast by an Enchanter, are the most well known types of mana regeneration buffs. They can range in duration anywhere from a few minutes to several hours.

    NameEnchanter LevelEffectivenessDuration
    Breeze162 mana/tic27 minutes
    Clarity294 mana/tic (L29) to 9 mana/tic (L64)27 minutes
    Boon of the Clear Mind446 mana/tic (L44) to 9 mana/tic (L64)27 minutes
    Clarity II5211 mana/tic35 minutes
    Gift of Insight551 mana/tic (stacks with Clarity II and below)1 hour 15 minutes
    Gift of Pure Thought5611 mana/tic (overwrites Clarity II)33 minutes
    Koadic's Endless Intellect6014 mana/tic2 hours 30 minutes
    Tranquility6316 mana/tic1 hour 20 minutes
    Voice of Quellious6518 mana/tic1 hour 20 minutes

    Gift of Pure Thought stacks with all other forms of mana regeneration, until Koadic's Endless Intellect.

    Phantasmal and Protection

    Magicians and Druids each receive a line of mana regeneration buffs that provide the same mana regeneration. However, the Magician Phantasmal line provides hit point regeneration and AC, whereas the Druid Protection line provides maximum hit points and AC.

    NameClassLevelEffectivenessDuration
    Transon's Phantasmal ProtectionMagician586 HP/tic regen, 6 mana/tic, 23 (L58) to 25 (L65) AC2 hours 30 minutes
    Protection of the CabbageDruid59Increase max HP by 467 (L59) to 485 (L65), 6 mana/tic, 24 AC1 hour 40 minutes
    Protection of the GladesDruid60Increase max HP by 470 (L60) to 485 (L65), 6 mana/tic, 24 AC1 hour 40 minutes
    Xegony's Phantasmal GuardMagician628 HP/tic regen, 8 mana/tic, 40 (L62) to 42 (L65) AC2 hours 30 minutes
    Protection of the NineDruid63Increase max HP by 618, 8 mana/tic, 32 AC1 hour 40 minutes
    Blessing of the NineDruid65Increase max HP by 618, 8 mana/tic, 32 AC1 hour 40 minutes

    Spiritual

    Beastlords receive a line of spells that increases HP and Mana regeneration (at the same rate as each other). These stack with most forms of mana regeneration available to Magicians.

    NameBeastlord LevelEffectivenessDuration
    Spiritual Light443 hp/tic regen, 3 mana/tic45 minutes
    Spiritual Radiance525 hp/tic regen, 5 mana/tic45 minutes
    Spiritual Purity597 hp/tic regen, 7 mana/tic45 minutes
    Spiritual Dominion649 hp/tic regen, 9 mana/tic45 minutes

    Chorus

    Bards receive a series of short duration bard songs that increase mana regeneration. As long as the bard continues to play these songs, mana regeneration will increase. Unlike most songs, these songs' mana regeneration cannot be enhanced via instruments, although the HP regeneration portions can.

    Bard songs stack with virtually every form of mana regeneration.

    NameBard LevelEffectiveness
    Cassindra's Chant of Clarity202 mana/tic
    Cassindra's Chorus of Clarity325 (L32) to 7 (L48) mana/tic
    Cantana of Soothing345 mana/tic
    Cantana of Replenishment5512 (L55) to 14 (L65) mana/tic
    Chorus of Replenishment5812 (L58) to 14 (L65) mana/tic
    Ancient Lcea's Lament6017 (L60) to 18 (L65) mana/tic
    Wind of Marr6220 (L62) to 21 (L65) mana/tic
    Chorus of Marr6420 (L64) to 21 (L65) mana/tic

    Short Term Spells

    Several short duration spells will increase mana regeneration by either a minor amount, or by a major amount.

    The Elemental Draw line is one available to Magicians. By dealing damage to the pet, the Magician will gain a short term boost of mana regeneration.

    NameMagician LevelEffect
    Elemental Draw54800 damage to pet, 3 mana/tic to Magician
    Elemental Siphon651200 damage to pet, 5 mana/tic to Magician

    Another such spell for Necromancers (which unfortunately overwrites the Elemental Draw line), Mind Wrack, steals mana from caster monsters, and gives mana regeneration to the whole group.

    NameNecromancer LevelEffectDurationReuse Time
    Mind Wrack (Recourse)5875 mana/tic24 seconds60 seconds

    Shadowknights also receive a spell line that grants a similar effect. These instantly boost the group's current HP and mana.

    NameShadowknight LevelEffectReuse Time
    Zevfeer's Bite (Recourse)62Increase current HP by 200, Mana by 10060 seconds
    Ancient Bite of Chaos (Recourse)65Increase current HP by 220, Mana by 11060 seconds

    Beastlords also receive the group ability Paragon of Spirit, which increases HP and Mana regeneration considerably. It's available to level 59 Beastlords who have spent 12 AA in Archetype and who have purchased Paragon of Spirit for 6 AA.

    NameEffectDurationReuse Time
    Paragon of Spirit200 HP/tic regen, 80 mana/tic regen36 seconds15 minutes

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    Rod of Mystical Transvergence

    The Rod of Mystical Transvergence (Mod Rods, or Rods for short), summoned by Magicians level 56 or higher, is a non-passive form of mana regeneration. Costing 400 mana to summon, the Rod converts 450 HP to 360 mana once every 5 minutes, and comes summoned with 3 charges, meaning it takes a full 15 minutes to fully "consume" a Mod Rod. Ignoring mana cost, and assuming constant "on-time" usage of Mod Rods, this adds up to 7.2 mana/tic regeneration (1080 mana every 15 minutes)

    However, most of the time magicians factor in mana cost when computing mana regen with Rods. Factoring in a full 400 mana cost, mana regeneration with Rods equals 4.533 mana/tic.

    Mages that specialize in Evocation save 10 mana per rod summoned, while Conjuration specialized Mages save 40 mana per Rod summoned. Spell Casting Mastery 3 also saves a full 40 mana per Rod summoned. So therefore, with Spell Casting Mastery 3 and Specialization in Conjuration, mana regeneration is boosted to a full 5.067 mana/tic. (see Specialization and Spell Casting Mastery for further details)

    Mana Preservation also works to decrease the cost of rods summoned. With as little as Mana Preservation IV, an average of 22 mana is saved. Factoring in SCM and Specialization in Conjuration, this averages out to 5.213 mana/tic.

    Maximum mana regeneration with Rods is available when the mana cost is zero. This occurs when a) Rods are pre-summoned, and the Magician is allowed to regenerate mana to full before mana is consumed, b) Someone else is summoning Rods or c) Magi`Kot's Pants of Convergence are available.

    Historical note: Mod Rods used to convert 360 HP to 220 mana, and have no reuse time, meaning one could consume a single Mod Rod in a matter of seconds, rather than several minutes. Mod Rods also used to be droppable, as opposed to their current NO DROP status, and one could stockpile dozens of rods on the ground for subsequent usage. Ultimately, this worked to cause extreme anxiety and imbalance for the game (and much pain for the Magician class), and this was changed to its current form just prior to the release of Planes of Power.

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    Item Regeneration

    Several items have click effects that either instantly boost Magician mana, or add a buff to the Magician that boosts mana.

    Koadic's Focus

    Perhaps the most famous line of clickable mana buffs is the Koadic's Focus line. These stack with every other known form of Mana Regeneration, and allows one to "exceed" the worn mana regeneration cap (since they are, in fact, buffs). These also have the benefit of having no stacking issues.

    NameEffectItems with Effect
    Soul Clasp2 hp/tic regen, 2 mana/tic regenPhylactery
    Lunar Whispers2 mana/ticEarring of Spirited Mind, Twilight Shroud
    Koadic's Heightened Focus5 mana/ticAegis of Discordant Matter, Koadic's Robe of Heightened Focus
    Aura of Eternity5 HP/tic regen, 5 mana/ticCelestial Cloak
    Maelin's Methodical Mind5 HP/tic regen, 8 mana/ticGem-Inlaid Ritual Cloak, Shawl of Eternal Forces

    Shield of Auras

    The next-most famous, the Shield of Auras, adds mana regeneration, as well as a small rune.

    NameEffectItems with Effect
    Shield of AurasRune for 300 HP, 2 mana/tic regen, increase resists by 5Shield of Auras

    Boon of Recovery

    Boon of Recovery is another line of spells that increases mana regeneration and provides a small rune. However, it does not stack with the Beastlord Spiritual line of buffs, nor does it stack with Shield of Auras.

    NameEffectItems with Effect
    Chromatic PurityRune for 1 HP, 2 HP/tic regen, 2 mana/tic regenIlsi's Chromatic Amulet
    Boon of RecoveryRune for 150 HP, 3 HP/tic regen, 3 mana/tic regenOrb of Lost Souls

    Concentration Potions

    These potions, which are made by Shaman via Alchemy, add mana regeneration on top of other spells. However, they do not stack with Mind Wrack Recourse, nor the Elemental Siphon line.

    NameEffectItems with EffectDuration
    Concentration2 mana/ticElixir of Concentration20 minutes
    Greater Concentration3 mana/ticGreater Elixir of Concentration20 minutes

    Mana Robe

    The Mana Robe is an interesting item. When equipped, it allows the user to convert 60 HP to 20 mana every 3 seconds, sitting or standing (for an effective 120 HP DoT for 40 mana/tic). This forces the Magician to forego other forms of spell casting to achieve maximum effectiveness, but can provide a sizeable boost to mana regeneration as long as HP holds out.

    Mana ConversionDecrease HP by 60, Increase Mana by 20Mana Robe

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    Maximum Mana Regeneration

    Maximum long-term Mana Regeneration is achieved on horseback when:

    • Level is 65 (1 mana/tic while on horseback)
    • Meditate is capped at 252 (21 mana/tic when meditating)
    • Worn Mana Regeneration is 15 (15 mana/tic)
    • Mental Clarity 3 is purchased (3 mana/tic)
    • The magician has the following player buffs: Voice of Quellious, Xegony's Phantasmal Guard or Blessing of the Nine, Spiritual Dominion, Chorus of Marr, Elemental Siphon (61 mana/tic)
    • The Magician has the following item buffs: Maelin's Methodical Mind, Shield of Auras (10 mana/tic)

    Total (Sitting): 112 mana/tic

    Additionally, if one swaps a horse with Water Elemental Form 3, an additional 4 mana/tic is on top of this while sitting.

    Mod Rods, when they cost 0 mana to summon, add another 7.2 mana/tic on top of this, if used constantly.

    Standing, at level 65, your standing bonus is three instead of one, but you lose meditation.

    With Water Elemental Form 3 while standing, the maximum mana regeneration is 85 mana/tic

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    Version: 2004.07.06