Mana regeneration
Is there a way to increase your sovereign's mana regeneration per turn?
Is there a way to increase your sovereign's mana regeneration per turn?
Bump
There's a building you can unlock in the magic tree that increases it by 2. Mage tower or something of that nature.
Yes but it requires a level 5 city to be able to build it.
mana regeneration is a thing we should discuss a lot
even in combat mana regeneration could use some tweak
what mana regeneration? at the moment it's so slow (1 per turn, sometimes not even that (though i can't figure out why)) as to be practically useless. unlike master of magic, it feels like i'm playing a warrior and not a mage...
well mana regeneration is fine, because spells are super power ful
No, mana regeneration is not fine as it is.
I wait 20 turns to get my mana back to be able to spend it all in a single tactical battle.
At the VERY least, instead of 1 per turn, it should be 10% of your max mana per turn.
Also, creatures with mana regenerate 1 per tactical turn. Which means a fire giant can haste your troops for 3 mana every 3 turns in the tactical battle. It's probably a bug, but if they regenerate in tactical battles, why not the sovereign?
Why not have a pool of battle mana and one of strategic mana ?(a bit like MoM had crystals AND skill, so you couldn't spend all your crystals in a battle but were limited).
spells being powerfull? really? do we play the same game?
they are good in the early game but that is it. the damage they do later on is much too random to make a spell caster even comparable to a regular melee guy.
I'd like to see faster mana regen be done through additions not tweaks (fix the creatures bug, it's major)
Have item shops sell rings of mana regen, allow them to be made with enchantment crystals or midnight stones, make it an enchant mages can cast on themselves with a lvl 5 spell, etc.
Having a system change would likely OP magic early game (where it's all powerful as is), magic loses power as the game goes along, which I'm ok with, but would like to see some boosts there. Boosts should be something you have to work for though.
the problem is i thought there would be items for mana
but i didnt find them
if you add a ring (unique ofc) with 1 mana regen and some cloth with 1 2 max mana its fine
like now too often the game is painful
Bumping, which I hate, but IMO, mana regen is something that needs to be looked at.
I like the idea of having a seperate pool during tactical, or at least seperate rules during tactical. Pointing out that NPCs regen at a drastically different rate during tactical is huge because why should your hero/sov be so much LESS powerful than NPCs?
Funny Bug ( I think). I had my sovereign run out of mana. I put her into a city and checked a few turns later - her mana wasnt regenrating. BUt I still had her selected when I clicked next turn .. and viola! the mana bar went up. However I agree mana regen needs to be improved spending 1 turn to get one mana in early-mid game is atrocious - even when beeilining in the magic tech tree.
RAT
Actually, I often don't find them powerful even in early game unless you're fighting rats with 2 health where a one-shot kill is likely (unless you miss). If you're fighting anything with substantial health you'll blow all your mana and still might not really have any impact on the battle, then you're looking at 20+ turns of regen.
I would rather see other types of limitations on spell use in tactical, like adding cooldowns to spells (so that you couldn't just cast the same beefy spell every turn, put a cooldown of a few turns on beefy spells so they can only be used several times in longer battles) or something.
"Limiting" spell use by running the sov out of mana with expensive to cast spells and hellish regen just isn't much fun in a game that's supposed to be magic-oriented.
There's a level 2 fire spell - can't recall its name - but it does QUITE high damage. It has just two range.
To increase spell damage, the main trick is to get mana shards. That spell I mentioned does int * 2 damage base. With two fire shards, that would be int * 2 * 3, or roughly 60 damage with minimum int. That should be enough for most normal uses - and it's a lvl 2 spell!
The vigilant demon casts a spell that does 10 damage (fixed) to ALL enemies. It doesn't regen mana in tactical map though. But that's a low level summon, and you can use it even without enchantment books. (I think you get some / most summons through elemental books currently).
The units that does regen mana in tactical battles usually use it as a sort of 'delay between reuse' rather than actual mana cost; the creatures that do usually have strong attacks normally so the special abilities are not all that spectacular despite appearances.
I have seen my sovereign use crystals to regain mana, but I *THINK* that was in the beta and no longer an option, but you may need a specific research for it or something.
Mana regen is something they set in the first writeup and have not changed since. Even though casting has totally changed and mana is used by creatures (bear slam uses mana and can only be done overy 3 strategic turns, what does he hibernate too?)
Obviously as various stats have gone percentage bonuses, mana regen should also be percentile. But let's face it changes were made in the last week to nerf the Casting aspect of the game (summoning removed onstart, nature's ally "adjusted") just to stop a magic only victory before your ever got a level 4 city.
There is still a RuneTablet in the CoreItems.xml which looks like it adds 10 mana on use (like a potion).
Looking through the CoreGoodieHuts.xml there are a couple of places where the RuneTablet is listed as a possible treasure, but with a low likelyhood, so they are probably pretty rare.
As for improving the actual mana regeneration, you probably can mod the game to increase the base mana regen rate. (Haven't tried it yet) (Mod discussion -> https://forums.elementalgame.com/392162)
I agree that it is a little low, hitting end turn 10 times without moving to recover my mana so I can make another attack is painful. Even 2 per turn would help a lot in the early game, and probably wouldn't effect the end game since the spells generally become underpowered by then anyway.
-Sal
Yeah, you'd need to re-activate maga-regen in the CoreAbilities.XML:
<PlayerAbilityType InternalName="A_ManaRegeneration">
<DisplayName>Mana Regeneration</DisplayName>
<Description>Speed at which all mana regenerates for this nation's people.</Description>
<Icon>Icon_Level.png</Icon>
<DefaultValue>1</DefaultValue>
<UsedAsMultiplier>0</UsedAsMultiplier>
</PlayerAbilityType>
I believe it is disabled atm so idk if that tower works yet.
I have noticed my children can regen mana while in combat, but not sure what stat give it to them, and if you can somehow obtain this for your sovereign.
I agree the current implementation of magic needs some work, but the good news is that the core system is good. Its just going to take some tweaking of spells / equipment, which can all be done in XML. Very soon you will see updates by Stardock and by modders to adjust the magic system to your liking.
My solution to the problem is two fold:
1.) Add new spells, as it is I just cast fireball for single target and chain lighting for groups. We need some more tactical spells at higher levels that do more damage and cost more mana. This will give me a reason to learn higher levels of spells.
2.) Add caster equipment to the game. I would much rather see my sovereign running around in a robe that gives +10 int +10hps than a suit of full plate mail. As it currently stands all my heroes run around in full plate mail because there is little reason not to. If we had caster great that focused on improving caster stats at the peril of melee stats it would go a long way to fix two issues I am having.
Good news is that its all moddable in game and will be continuously tweaked.
I've been trying to mod this in without success.
It desperately needs increased in the base game. 1 per turn almost seems an unintentional default value.
It is far too slow. If you have caster heroes they wil be useless for x/y TURNS whereas the fighters can be useful for far more battles.Indeed unit can fully heal in one turn; but mana regen only 1 point. ![]()
RAT
Mana Regeneration should be a percentage of max mana. As it stands right now, increasing max mana is mostly useless.
To make things worse, when you have 2 melee units able to single handedly defeat a pitiful opponent and bring in your sovereign, who would never do anything if you controlled the battle, the Auto-Resolve will cast spells, meaning it wastes 3 turns worth of mana to dispatch a creature you would have slaughtered had you manually controlled the battle.
In MoM, you could cast a lot of spells in battles, every turn, but one global every many turns.
In EWOM, you can cast one spell every many many turns. It's not war of Magic at all. You're better off spending your mana on strategic spells (love fire giants) than on tactical spells. One fire giant will win you many battles. The same amount of mana, even with higher level offensive spells, is likely to slightly help you in a single battle.
Separate tactical and strategic mana. Keep mana as it is for strategic purposes, and make the mana start full at the start of each battle.
This has some drawbacks, namely the ability to use healing spells in battle that you couldn't use on the strategic map, but it would make magic useful.
Suppose you could mod it in some caster armour, not a modder myself but from the CoreArmor file I'm sure you could use something like;
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Defense</StrVal>
<Value>2.0</Value>
(take from Padded Cuirass), then replacing Defence with Intelligence or something.
Could even use some of the robe textures (one's you can start in) for the armour.
Mana regeneration as a base stat for sovereigns is located in the CoreSovereigns.XML file.
However this file does not seem to have any affect on the game; at least I can't make it do anything. I obviously tried changing mana regenation without any effect, but I also just tried changing lots of things (ruler names, stats, descriptions) and the game didn't recognize any of them.
Maybe the devs will boost mana regen to something reasonable, but hopefully they will at least let us or tell us how to mod it.
I actually think mana regen is fine and the one per turn is how magic is balanced. Otherwise, it would be quite easy to summon a ton of elementals and then go on a rampage, killing everything in sight. This is compounded by elemental shrines. Control of a couple of these makes even low level damage spells extremely powerful. And remember, most sovereigns can cast at least two times a turn.
It would be nice if there was an item that was +1 mana regen that cost a lot of gold. Perhaps 2-3k gold.
There are no weapons or armors that cater to someone who wants to play a "pure" mage. Throw in a magical staff or robe that gives mana regeneration under the magical armaments research. Or make mana regenerate in relation to a combination of intelligence and essence. Or make it possible to build a mage tower earlier in the game that contributes to mana regeneration. Or make the familiar give +1mana regen when he is in the same stack as the wizard.
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