Mana
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While the encyclopedic nature of the codex means that many articles will have information that could spoil some minor aspects of the game for newer players, this article is known to contain information that provides major spoilers to elements of game mechanics.
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Mana is a resource that is consumed when certain types of spells are cast in the Ultima universe.
Description[edit]
Not much time was ever lost on explaining mana and its nature. In essence, mana is the magical strength of the mage to harness the power of the ethereal waves in order to call forth the various effects of magical spells. The strength in question does come from the mage himself and not from the ether. Each spell requires a certain amount of said strength, as shown in mana cost, in order to invoke the spell. Mana does regenerate naturally over time, as it comes from the mage, and thus is like regained stamina.
How much mana the mage has available, and how fast it regenerates, does differ from game to game.
The mana mechanic is not used in Ultima I and Ultima II, due to those games using usable scrolls for spells. In Savage Empire, reagents, not mana, are used to limit spellcasting, while Martian Dreams has no magic system at all.
Ultima III[edit]
- sub article: Ultima III
Intelligence or Wisdom determine how much mana a user of the arcane magical arts has available, and mana is only available for the Lark , Paladin, Ranger, Alchemist, Illusionist, Druid, Cleric and Wizard. The calculations are as follows:
Class | Calculation | % of maximum |
---|---|---|
Lark | INT × 0.5 | 50% |
Paladin | WIS × 0.5 | 50% |
Ranger | WIS/INT × 0.5 | 50% |
Alchemist | INT × 0.5 | 50% |
Illusionist | WIS × 0.5 | 50% |
Druid | WIS/INT × 0.5 | 50% |
Wizard | INT × 1.0 | 100% |
Cleric | WIS × 1.0 | 100% |
Of note it, that the Druid and Ranger use either Wisdom or Intelligence to determine spell points, always using the stat which is higher. However, both stats have to be raised, since they only replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn). They also have both set of spells available.
How the rate of mana regeneration however is determined is still unknown.
For the mana consumption of the spells, see: Sosarian Magic.
Ultima IV[edit]
- sub article: Ultima VI
Intelligence determines the mana pool for spellcasting, and thus how much magic can be done at all by a class. The formula for that is: (INT × X = MP). X stands for the magic ability modifier of the eight classes, which results in how many percent of the Intelligence stat that class has mana available.
This goes as follows in the table below:
Class | Modifier | Mana |
---|---|---|
Mage | 2.0 | 200% |
Bard | 1.0 | 100% |
Fighter | 0.0 | 0% |
Druid | 1.5 | 150% |
Tinker | 0.5 | 50% |
Paladin | 1.0 | 100% |
Ranger | 1.0 | 100% |
Shepherd | 0.0 | 0% |
How the rate of mana regeneration is calculated is unknown.
For the mana consumption of the spells, see the spell articles.
Ultima V[edit]
- sub article: Ultima V
The mana pool for spellcasting, and thus how much magic can be done at all by a class, is determined by intelligence. The formula for that is: (INT × X = MP). X stands for the magic ability modifier of the classes, which results in how many percent of the Intelligence stat for that class is converted into the mana pool.
This goes as follows in the table below:
Class | Modifier | Mana |
---|---|---|
Mage | 1.0 | 100% |
Bard | 0.5 | 50% |
Fighter | 0.0 | 0% |
Avatar | 1.0 | 100% |
The calculations for mana regenerations are unknown.
Starting from this game, the spells are divided into circles and mana consumption is always equal to the sircle in which the spell is located.
Ultima VI[edit]
- sub article: Ultima VI
Intelligence determines the mana pool for spellcasting, and thus how much magic can be done at all by a class. The formula differs between the Avatar and other classes (here Bards and Rangers). For the Avatar the formula is (INT × 2 = MP). The Bards and Rangers meanwhile have the foumula (INT / 2 = MP). All other classes can not do magic at all.
This goes as follows in the table below:
Class | Mana |
---|---|
Ranger | 50% |
Bard | 50% |
Other Classes | 0% |
Avatar | 200% |
Mana regenerates every full hour, but the exact calculations are unknown.
Ultima Underworld[edit]
- sub article: Ultima Underworld
The amount of mana available to the player for runic magic is graphically represented by the mana flask on the bottom right-hand side of the screen. The vitality flask will be red (or green if poisoned) and the mana flask will always be blue. The exact amount of mana points as well as the maximum amount will be told when the player clicks the mouse cursor on the flask. If Glassmyer's patch is installed the default hotkey for this is H. This information can also be seen on the stastics panel by pulling the chain under the inventory panel.
Intelligence together with the mana skill determines the mana pool. The formula regarding the mana pool for both games appears to be ((INT / 8 × mana skill) + (INT / 12)) rounded down.
Mana slowly regenerates over time. The exact formula for how much it generates and how often is not known. Do the character's intelligence and mana skill scores factor into this? Do states of hunger and tiredness factor in? None of this is currently known.
Mana can also be regenerated through items with magical enchantments:
- Increase Mana a tiny one-time increase of mana
- Mana Boost a small one-time increase of mana
- Mana Regain a moderate one-time increase of mana
- Mana Restore a significant one-time increase of mana
- Mana Regeneration increases the natural mana regeneration rate. The exact amount is unknown.
The first four enchantments are found on single-use consumables such as potions and scrolls, or multiple-use items such as wands and sceptres. The last one, Mana Regeneration, is found on a wearable item, such as a ring, and will provide that benefit for as long as the item is equipped.
However none of these enchantments function on the seventh level of the abyss while Tyball's orb is intact.
Ultima VII[edit]
- sub article: Ultima VII
Intelligence determines the mana pool for spellcasting - but only indirectly and only for the Avatar, since all the other characters can not do magic on their own. Intelligence now is a factor for the attribute called Magic, which is casting ability and in return directly determines the mana pool (1 point Magic = 1 point Mana). Magic is raised by training Intelligence, but can also be trained directly. The formula for this is somewhat complicated and described under Training in Ultima VII.
A certain amount of mana regenerates each full hour, though the exact calculations for the mechanism are still unknown.
Ultima Underworld II[edit]
- sub article: Ultima Underworld II
The amount of mana available to the player for runic magic is graphically represented by the mana flask on the bottom right-hand side of the screen. The vitality flask will be red (or green if poisoned) and the mana flask will always be blue. The exact amount of mana points as well as the maximum amount will be told when the player clicks the mouse cursor on the flask. If Glassmyer's patch is installed the default hotkey for this is H. This information can also be seen on the stastics panel by pulling the chain under the inventory panel.
Intelligence together with the mana skill determines the mana pool. The formula regarding the mana pool for both games appears to be ((INT / 8 × mana skill) + (INT / 12)) rounded down.
Mana slowly regenerates over time. The exact formula for how much it generates and how often is not known. Do the character's intelligence and mana skill scores factor into this? Do states of hunger and tiredness factor in? None of this is currently known.
Mana can also be regenerated through items with magical enchantments:
- Increase Mana a tiny one-time increase of mana
- Mana Boost a small one-time increase of mana
- Mana Regain a moderate one-time increase of mana
- Mana Restore a significant one-time increase of mana
- Mana Regeneration increases the natural mana regeneration rate. The exact amount is unknown.
The first four enchantments are found on single-use consumables such as potions and scrolls, or multiple-use items such as wands and sceptres. The last one, Mana Regeneration, is found on a wearable item, such as a ring, and will provide that benefit for as long as the item is equipped.
Ultima VII Part Two[edit]
- sub article: Ultima VII Part Two
The mechanism for mana is the same as in Ultima VII:
Intelligence determines the mana pool for spellcasting - but only indirectly and only for the Avatar, since all the other characters can not do magic on their own. Intelligence now is a factor for the attribute called Magic, which is casting ability and in return directly determines the mana pool (1 point Magic = 1 point Mana). Magic is raised by training Intelligence, but can also be trained directly. The formula for this is somewhat complicated and described under Training in Ultima VII.
A certain amount of mana regenerates each full hour, though the exact calculations for the mechanism are still unknown.
Of note is that besides regeneration over time or resting, this is the first non-Underworld game to introduce mana potions.
Ultima VIII[edit]
- sub article: Ultima VIII
Intelligence directly determines the mana pool of the Avatar. The general formula for the mana pool is (INT × 2 = Mana), meaning that maximum mana is 50. Mana either regenerates over time or through resting (which is cheap, since the Avatar doesn't need to eat, either).
The mana consumption for each spell is found in the spell articles.
Ultima IX[edit]
- sub article: Ultima IX
Bizarrely, Intelligence does not determine the mana pool at all in this game. Insted, the mana pool is bound by the morality of the Avatar, and thus determined on a scale from 0 - 200 by the karma meter. See also Karma list for Ultima IX for how that works. Each level of Intelligence does give 10 karma per level (even Dim and the only influence on the mana pool).
Mana can be regenerated either by getting a full rest, drinking a mana potion, drinking Serpentwyne or using the Ritual of Restoration. No numerical values were given to the mana consumption of the spells in this game.
External Links[edit]
- “Magic (game terminology)”. Wikipedia. Retrieved 2020-11-26.