Mana Nodes - are they really required?

gburus

Chieftain
Joined
Aug 31, 2006
Messages
7
Hi,

I was recently playing WildMana exclusively, and find it just awsome...

Anyway, I am fiddling with Grigori right now, they appeal to me immensely. As such, I take various routes to victory (yet to be achieved ;)). I play with Equipement options on, which is revelant to what follows.

Mana Nodes - are they really required in vast quantities? I.e. Shadow Mana, it doesn't give any benefits on its own (unlike Spirit Mana etc.) - and you need only one to get your arcane units up to Lvl 3 spells. Up until recently I was thinking you can only get as far in spell levels as many mana nodes of particular mana type you have. As for such mana types which do not give any direct benefit, there is tome of spells equipment, I use to it learn a lot of spells of level 1.

I hope what I wrote makes sense :)

Regards,
Greg.
 
The magic system will be totaly redone in the next version, there are some threds around explaining in it detail.
 
in base ffh as in wm additional mana nodes give you a bouns like mind mana (although not all mana types have a bonus) and they give you magic promotions for free, for example if you have 2 fire nodes all arcane units start with fire 1 for free. if you have 3 fire nodes they start with fire 2 up to 4 fire nodes which grant fire 3 for free.

but like aline already said, all of this will be void in the next version.
 
in base ffh as in wm additional mana nodes give you a bouns like mind mana (although not all mana types have a bonus) and they give you magic promotions for free, for example if you have 2 fire nodes all arcane units start with fire 1 for free. if you have 3 fire nodes they start with fire 2 up to 4 fire nodes which grant fire 3 for free.

but like aline already said, all of this will be void in the next version.

Sure they do give you a bonus, just not all of them. When playing as Grigori I tend to build one or two Spirit Mana nodes, just to up GPP generation. I didn't realize about free upgrades though.

Any word on when could we expect new version?

Thanks lads.
 
the beta i would say is about 2/3 done. you can always try the beta yourself, if you want. my guestimate is that it will be ready somewhere in october, but honestly i have no clue.
 
in base ffh as in wm additional mana nodes give you a bouns like mind mana (although not all mana types have a bonus) and they give you magic promotions for free, for example if you have 2 fire nodes all arcane units start with fire 1 for free. if you have 3 fire nodes they start with fire 2 up to 4 fire nodes which grant fire 3 for free.

but like aline already said, all of this will be void in the next version.

Small addition: some units (mostly summons) have Mana affinity and get +1 strength for each mana of that type. Since summons are usually suicide units, the extra point(s) add up quickly.

Once you get a meta-III mage up and running, you can summon Djinns, which have mana affinity to each type, meaning that every single piece of mana you own adds an extra point. On huge maps (especially with Extra Mana enabled), this can rack up to very high numbers.
 
Personally, i find that with most races you cant have enough mana nodes. There are certain types of mana i like to have (fire, enchantment, body, shadow, nature) on any and all civs. If i still have mana nodes to spare, the tower of mastery win option is always nice. Just get a metamagic mage (which you have :)) and build one tower after the other onwards to a tower victory....

Also the free promos are very good and help you get some other promos on your mages like the spell extensions and the combat promos. And most tier III summons have a affinity to their type. Having 3 fire nodes for example means that you don't have to spend promos on fire I and Fire II, instead you can take combat I and combat II. This means your fireballs are 40% stronger, which is quite a lot. And to top it off, the Fire elemental (tier III) is a lot stronger thanks to the 3 fire nodes.

About the only race who i dont really care about the number of nodes is the luchiup when playing with the more mana option. They have all the mana they need just from their palace.... but i find they are an exception to the above....
 
Exactly. Depending on the Civ, a solid base of mana nodes can win the war for you. It's often best not to spread too thin and get a few double or triple manas for easy access to those tier 3 spells, while leaving upgrades for spell extension/combat.

Tier 3 summons are strong. Tier 3 summons with Empowerment V and 3 or 4 movements points are devastating.

The only game where I didn't hog mana like a little magic squirrel preparing for magic winter was when with the Doviello, where I was too busy pumping out Sons of Asena to care about mana.
 
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