Meditation

#### Meditation and Focus

These skills provide the mana the mage requires in order to cast his spells. Traditionally mages use meditation and warriors use focus, however the two skills do stack. Some mages will train both skills to give them the extra ‘fire power’ With 120 medi/int and 120 focus, you will have 2.1 passive mana regen. Focus is a totally passive skill, unlike meditation which can be passive or active. Pvp mages wishing to benefit from the single casting school sdi cap of 30% will want to avoid adding Focus skill to their template as the skill is grouped with Mysticism and is therefore part of a second casting school.

Mana regeneration can also be enhanced by using armor which has the mana regeneration property. This is not capped however it is subject to diminishing returns. For example the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR

#### Meditation and Armor

Some armor types impede active meditation unless it has the magic property “Mage Armor”.

* Medable Armor: – Leather armor (human or gargoyle), Leaf Armor, Gargoyle Cloth Armor
* Non-medable Armor: – Studded leather, Bone armor, Hide Armor, Ringmail, Chainmail, Platemail (human or gargoyle), Dragon Armor, Woodland Armor, Gargoyle Stone Armor

#### Item Properties Applicable to Mages

* **Lower Reagent Cost (LRC)**: This property can be found on both jewelry and armor. Each 1% LRC gives a 1% chance of a spell not requiring ANY reagent to cast. So at 100% LRC you will not require ANY reagents to cast any spell whatsoever.
* **Lower Mana Cost (LMC):** lowers the mana cost of spell casting. This property is capped at 40% Example, if you have 35% LMC and cast a flame strike, the amount of mana consumed would be 40 – 35% = 26.
* **Spell Chanelling:** Normal spell casting causes you to drop any item you have in your hands, an item with spell channelling property will not be dropped.
* **Mage Weapons:** Mage weapons are weapons that use your Magery skill as if it were the appropriate weapon skill. These, with a few artifact exceptions, lower your Magery skill. *Example:* A kryss with the property Mage Weapon -25 would lower your magery by 25. i,e 120 – 25 = 95 Magery whilst it is equipped. You would be capable of melee fighting as if you had fencing skill of 95. If fencing skill is set to rise you could gain in that skill, however if fencing is locked it is possible to gain magery skill while melee fighting with the weapon. You would not be able to use the Special Moves associated with the weapon, only the actual weapon skill applies in that case.
* **Mage Armor:** This property allows normally non-medable armor types to allow active meditation as if they were a medable armor type.
* **Faster Cast/Faster Casting Recovery:** Faster casting reduces the casting time of spells, each point of this effect reduces the time by a quarter of a second. The cap for magery is 2, so the maximum casting time reduction is half a second. Faster cast recovery reduces the time you have to wait before casting your next spell. The unadjusted time between spells is one and a half seconds. Each point you have in this ability will reduce that time by a quarter second. The most you can have of this effect is 6, which negates the wait time completely.