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The Mage Compendium
The EverQuest website for the Magician class.
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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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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 Skill | Level to attain | Mana Regeneration rate |
| 0 | 0 | 0 |
| 12 | 2* | 1 |
| 24 | 4 | 2 |
| 36 | 7 | 3 |
| 48 | 9 | 4 |
| 60 | 11 | 5 |
| 72 | 14 | 6 |
| 84 | 16 | 7 |
| 96 | 19 | 8 |
| 108 | 21 | 9 |
| 120 | 23 | 10 |
| 132 | 26 | 11 |
| 144 | 28 | 12 |
| 156 | 31 | 13 |
| 168 | 33 | 14 |
| 180 | 35 | 15 |
| 192 | 38 | 16 |
| 204 | 40 | 17 |
| 216 | 43 | 18 |
| 228 | 45 | 19 |
| 240 | 51 | 20 |
| 252 | 54 | 21 |
Furthermore, there is a +1 mana/tic bonus on top of this.
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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 (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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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 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.
| Name | Enchanter Level | Effectiveness | Duration |
| Breeze | 16 | 2 mana/tic | 27 minutes |
| Clarity | 29 | 4 mana/tic (L29) to 9 mana/tic (L64) | 27 minutes |
| Boon of the Clear Mind | 44 | 6 mana/tic (L44) to 9 mana/tic (L64) | 27 minutes |
| Clarity II | 52 | 11 mana/tic | 35 minutes |
| Gift of Insight | 55 | 1 mana/tic (stacks with Clarity II and below) | 1 hour 15 minutes |
| Gift of Pure Thought | 56 | 11 mana/tic (overwrites Clarity II) | 33 minutes |
| Koadic's Endless Intellect | 60 | 14 mana/tic | 2 hours 30 minutes |
| Tranquility | 63 | 16 mana/tic | 1 hour 20 minutes |
| Voice of Quellious | 65 | 18 mana/tic | 1 hour 20 minutes |
Gift of Pure Thought stacks with all other forms of mana regeneration, until Koadic's Endless Intellect.
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.
| Name | Class | Level | Effectiveness | Duration |
| Transon's Phantasmal Protection | Magician | 58 | 6 HP/tic regen, 6 mana/tic, 23 (L58) to 25 (L65) AC | 2 hours 30 minutes |
| Protection of the Cabbage | Druid | 59 | Increase max HP by 467 (L59) to 485 (L65), 6 mana/tic, 24 AC | 1 hour 40 minutes |
| Protection of the Glades | Druid | 60 | Increase max HP by 470 (L60) to 485 (L65), 6 mana/tic, 24 AC | 1 hour 40 minutes |
| Xegony's Phantasmal Guard | Magician | 62 | 8 HP/tic regen, 8 mana/tic, 40 (L62) to 42 (L65) AC | 2 hours 30 minutes |
| Protection of the Nine | Druid | 63 | Increase max HP by 618, 8 mana/tic, 32 AC | 1 hour 40 minutes |
| Blessing of the Nine | Druid | 65 | Increase max HP by 618, 8 mana/tic, 32 AC | 1 hour 40 minutes |
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.
| Name | Beastlord Level | Effectiveness | Duration |
| Spiritual Light | 44 | 3 hp/tic regen, 3 mana/tic | 45 minutes |
| Spiritual Radiance | 52 | 5 hp/tic regen, 5 mana/tic | 45 minutes |
| Spiritual Purity | 59 | 7 hp/tic regen, 7 mana/tic | 45 minutes |
| Spiritual Dominion | 64 | 9 hp/tic regen, 9 mana/tic | 45 minutes |
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.
| Name | Bard Level | Effectiveness |
| Cassindra's Chant of Clarity | 20 | 2 mana/tic |
| Cassindra's Chorus of Clarity | 32 | 5 (L32) to 7 (L48) mana/tic |
| Cantana of Soothing | 34 | 5 mana/tic |
| Cantana of Replenishment | 55 | 12 (L55) to 14 (L65) mana/tic |
| Chorus of Replenishment | 58 | 12 (L58) to 14 (L65) mana/tic |
| Ancient Lcea's Lament | 60 | 17 (L60) to 18 (L65) mana/tic |
| Wind of Marr | 62 | 20 (L62) to 21 (L65) mana/tic |
| Chorus of Marr | 64 | 20 (L64) to 21 (L65) mana/tic |
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.
| Name | Magician Level | Effect |
| Elemental Draw | 54 | 800 damage to pet, 3 mana/tic to Magician |
| Elemental Siphon | 65 | 1200 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.
| Name | Necromancer Level | Effect | Duration | Reuse Time |
| Mind Wrack (Recourse) | 58 | 75 mana/tic | 24 seconds | 60 seconds |
Shadowknights also receive a spell line that grants a similar effect. These instantly boost the group's current HP and mana.
| Name | Shadowknight Level | Effect | Reuse Time |
| Zevfeer's Bite (Recourse) | 62 | Increase current HP by 200, Mana by 100 | 60 seconds |
| Ancient Bite of Chaos (Recourse) | 65 | Increase current HP by 220, Mana by 110 | 60 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.
| Name | Effect | Duration | Reuse Time |
| Paragon of Spirit | 200 HP/tic regen, 80 mana/tic regen | 36 seconds | 15 minutes |
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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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Several items have click effects that either instantly boost Magician mana, or add a buff to the Magician that boosts mana.
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.
The next-most famous, the Shield of Auras, adds mana regeneration, as well as a small rune.
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.
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.
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.
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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
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