Stamina to Mana and You
Written by: Rhesus Magos of Frostfell
Last updated: 01/31/2001
General Information
I know this question has been answered again and again by people looking to get the
greatest possible amount of performance from their character's secondary attributes,
but I thought I would create a short essay on exactly why high stamina is important
and more specifically, what kinds of returns you can expect to get from higher levels of stamina.
The information below I gathered from research I did on determining the usefulness of
high amounts of stamina, health, and mana as they relate to each of the conversion
spells (H2M, H2S, S2H, S2M, M2H and M2S) and what the break-even points were for
efficient higher level conversions.
As stamina rises for the equations below,
the break even point for return of mana for a given amount of stamina regardless of
stamina conversion spell level happens at 133 stamina (assuming no or worst case mana conversion):
Stamina to Mana Self 1 ((Stamina / 2) * 0.75) - 10 = MR1
Stamina to Mana Self 2 ((Stamina / 2) * 0.90) - 20 = MR2
Stamina to Mana Self 3 ((Stamina / 2) * 1.05) - 30 = MR3
Stamina to Mana Self 4 ((Stamina / 2) * 1.20) - 40 = MR4
Stamina to Mana Self 5 ((Stamina / 2) * 1.35) - 50 = MR5
Stamina to Mana Self 6 ((Stamina / 2) * 1.50) - 60 = MR6
The following three conditions exist for the above equation set:
CONDITION 1: For stamina less than 133 and no/worst case mana conversion,
MR1 will always be greater than (MR2,MR3,MR4,MR5,MR6).
CONDITION 2: For stamina equal to 133 and no/worst case mana conversion,
MR1 will be equal to (MR2,MR3,MR4,MR5,MR6).
CONDITION 3: For stamina greater than 133 and no/worst case mana conversion,
MR1 will always be less than (MR2,MR3,MR4,MR5,MR6).
* At 133 stamina 40 mana is returned in all cases. The net zero mana loss points
(that is, the point where you stop comparatively losing mana on higher level conversions)
for MR2-MR6 range from 44 to 80 stamina so it looks more and more like it is
not a wise choice to start with very low endurance unless you are willing to
sacrifice significant amounts of early XP to overcome it.
On the low end at 50 stamina the net mana loss is great, where MR1 = 9 while MR6 = -22
(a 31 point loss). At 100 stamina the loss is not so great, where MR1 = 28 while MR6 = 15
(a 13 point loss). At 133 the mana loss is eliminated and all equations return the same
amount of mana (40). Above 133, mana gains are realized even without the benefits of
the mana conversion skill, and for all equations the mana returns increase to an extent
that makes casting lower level S2M's detrimental to a mage.
Resourse Conversion Calculator
The following calculator shows the worst, median, and best case returns you can
realize from varying amounts of stamina (the best case return factors a savings
of mana expenditure via mana conversion and will not actually reflect in the
return messages the spells generate). The handful of predefined cases should give
you some indication of how to expect your returns performance will look at
different points in your character's life (try the CUSTOM option first to see how
well your characters can do in the returns department).
Conversion Other Than Stamina to Mana
As noted earlier, this applies to health to mana conversions as well,
but remember; when performing conversions between health and stamina,
the cost of the conversion is less important than the actual amount
of the conversion return and the time spent converting.
You will probably be in serious need of health if you are performing
a stamina to health (say 20 health left, four tuskers pounding your
brains out, and plenty of stamina), so cast the quickest but most
effective stamina to health you can that will give you the health
you need to either flee or continue fighting.
Making Mana From Thin Air
Gauge your average return on stamina from a Revitalize Self and the
average returns you get from Stamina to Mana Self's in light of the
typical mana conversion cost savings you realize. The rule of thumb
seems to be that consistent mana conversion savings happen when mana
conversion skill level is no more than 20-40 points below the spell
level casting skill, but no answer has come from Turbine as of yet
except for their typical response of "More is better." Personally,
I started 'making mana from thin air' when I could reliably cast level
IV Life Magic spells (Revitalize IV gives 35-70 to stamina for a cost
of 50 mana and I had my mana conversion skill buffed to around 140).
I now do the same thing with level V-VI Life Magic spells and I can
almost completely refill my mana in a single Revitalize Self VI and
a single Stamina to Mana VI.
Final/Miscellaneous Thoughts
And a final note; if you see a mage in a close fight with something
nasty, Revitalize Other or Infuse Mana Other (if you're feeling like
sacrificing some of your own mana) can be more help to that mage than
a straight out Heal Other since the potential returns on either to the
mage you are helping can be a lot greater than the marginally effective
Heal Other spells. Also, a middle-aged or mature mage can turn stamina
into more health or more mana quicker than you can give them an equal
amount of either.
To close, as your stamina rises above 133 it is a matter of your personal
Life Magic skill, mana conversion skill, and immediate mana need as to
what Stamina to Mana Self you should cast. It is clear however, that
Stamina to Mana Self I should be reserved for emergency or contingent
use only as otherwise you will cheat yourself out of consistently greater
supplies of mana.