Nodes

Fourteen mana nodes are scattered across the world. Bonding with one — melding — permanently raises your maximum mana, and the bond stays with your character. Most sit in the open and only need the walk; a handful have to be unlocked, and one of those is the Underworld brazier puzzle.

14Nodes in the world
3Have to be opened
7Can be attacked
3–8Max mana per node

Melding

Stand within three squares of a node and use it. Each node can be melded once. The gain is three points of maximum mana plus one for every ten points of Mysticism above five — three at low Mysticism, eight at fifty. Ask in game and you will be told which nodes your aura is connected with.

The nodes

Seafarer’s PeakOpen ground on the peak

Always thereCan be attacked
The BadlandsSouth edge of the map

Always thereCan be attacked
Upstairs in Castle VictoriaInside the castle walls

Always thereCan be attacked
Collapsed CausewayOut on the desert bridge

Always there
An ancient place, its origin forgottenPowers the stone pillars

Always there
Under the Shadow of the SentinelOut in the open

Always thereCan be attacked
A Deep, Dark, Spooky, Icky CaveDeep in the orc caves

Always thereCan be attacked
The Dreaded Caves of IceBehind the pillar, past the yeti

Always thereCan be attacked
Maze of The MimicThe Brax node, in the Necropolis

Always there
The Vale of SorrowsThe faerie node

Always there
Avar VillageEarned by offering or by blood

Situational
Ukgoth, Holy Land of TrollsThe Heart of Zjiria

Always there
Martyr’s BattlegroundOpened by the token puzzle

SituationalCan be attacked
The UnderworldThe brazier puzzle

Situational

Node attacks

The Xeochicatl pull themselves out of the ground and drain a node. Seven nodes can be attacked at all — Under the Shadow of the Sentinel, Upstairs in Castle Victoria, The Badlands, A Deep, Dark, Spooky, Icky Cave, Seafarer’s Peak, The Dreaded Caves of Ice and Martyr’s Battleground — and only the first six are ever picked at random. An attack needs a decent crowd online before it starts.

If the defenders drive them off the node is saved. If not it is drained, and everyone bonded to it loses that mana for several days. There is also a small chance the drain severs your link entirely, in which case you have to go back and meld again once the node returns.