Mana/Ultima III

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Game Mechanics Warning

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.

Continue reading at your own discretion.

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.

Game Mechanics[edit]

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.


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