Difference between revisions of "Mana"

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[[File:Mana.gif|frame|The Mana bulb.]]
 
'''Mana''' is the magical energy used by [[character]]s in the [[Diablo game]]s to cast spells or use [[skill]]s.
 
'''Mana''' is the magical energy used by [[character]]s in the [[Diablo game]]s to cast spells or use [[skill]]s.
  
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In Diablo III it is specifically the resource of the [[Witch Doctor]]. The other classes all have their own unique [[resources]].
  
==Background==
 
Mana is what the primal arcane [[magic]]al force that pervades [[Sanctuary]] is usually called. Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing.
 
  
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==Witch Doctor Skills and Passives==
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Mana regenerates over time, and the total pool is increased by character level, item bonuses, and other factors. It is also boosted in various ways by some of the [[Witch Doctor Skills]] and [[Witch Doctor Passives]].
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* Restored by:
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** Regeneration over time (can be boosted by items, skills, and passives).
  
==Mana Attribute==
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* Spent by:
In [[Diablo 3]], Mana will not be used by all [[class]]es. The [[Barbarian]], for instance, uses [[Fury]] instead to make more sense with the world lore and gameplay mechanics. No specific [[Attribute]] has been increasing the Mana pool of a character in the demos of [[BlizzCon 2008]] and [[BlizzCon 2009]], but [[Vitality]] increased Mana [[regeneration]].
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** Using abilities with Mana cost.
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** Some enemies may drain Mana with their attacks.
  
Mana regenerates very slowly and characters who use Mana will have to rely on [[skill]]s that enables [[Health Globe]]s to give back a portion of mana as well and any other skill at their disposal to increase their reserves.
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* Mana related [[Witch Doctor Passives]]:
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** [[Spiritual Attunement]]: Increases maximum Mana and its regeneration.
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** [[Gruesome Feast]]: Gain Mana from [[Health Globes]].
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** [[Blood Ritual]]: A small percentage of Mana costs are paid with [[Life]].
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** [[Pierce the Veil]]: Mana costs are increases but also deal more damage.
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** [[Rush of Essence]]: [[Witch Doctor skills#Spirit Realm|Spirit Spells]] return their Mana cost over time.
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** [[Vision Quest]]: Mana regeneration is increased when 4 or more skills are on [[cooldown]].
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** [[Grave Injustice]]: Gain Mana with each enemy killed.
  
  
 
==Development==
 
==Development==
In the first gameplay video from [[WWI 2008]], the Barbarian did actually use mana as a [[resource pool]]. The [[D3 Team]] mentioned at [[BlizzCon 2009]] that more of the classes will use a non-traditional resource pool, which means the [[Monk]], [[Witch Doctor]] or [[Wizard]] might get alternate skill mechanics as well.
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All of the characters have used mana as a placeholder resource when they were first announced. Only during the further development did their unique resources get implemented. See the various resource pages for a more detailed history of the evolution of each resource in Diablo III.
  
22nd of September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialised for the class. [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/]. This was later confirmed on 6th of January 2010[http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/], when the name of the resource was released: [[Instability]].
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* [[Barbarian]]: [[Fury]]
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* [[Demon Hunter]]: [[Hatred|Hatred/Discipline]]
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* [[Monk]]: [[Spirit]]
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* [[Wizard]]: [[Arcane Power]]
  
On 6th of January 2010, it was also revealed that work had begun in earnest to design the Monk's resource pool.[http://diablo.incgamers.com/blog/comments/monk-resource-system-complete/]
 
  
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==Lore==
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Mana is what the primal arcane [[magic]]al force that pervades [[Sanctuary]] is usually called. Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing.
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[[File:Mana.jpg|thumb|400px|Mana with tool tip.]]
  
  
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{{Skill_navbox_Diablo_III|WD}}
 
 
{{Template:Skill navbox}}
 
 
 
  
 
[[Category:Witch Doctor]]
 
[[Category:Witch Doctor]]
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[[Category:Witch Doctor skills]]
 
[[category:resources]]
 
[[category:resources]]
[[category:mana]]
 
 
[[category:Character]]
 
[[category:Character]]
 
[[category:Statistics]]
 
[[category:Statistics]]
[[Category:Magic]]
 
 
[[category:Basics]]
 
[[category:Basics]]
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 21:24, 20 February 2012

The Mana bulb.

Mana is the magical energy used by characters in the Diablo games to cast spells or use skills.

In Diablo III it is specifically the resource of the Witch Doctor. The other classes all have their own unique resources.


Witch Doctor Skills and Passives[edit | edit source]

Mana regenerates over time, and the total pool is increased by character level, item bonuses, and other factors. It is also boosted in various ways by some of the Witch Doctor Skills and Witch Doctor Passives.

  • Restored by:
    • Regeneration over time (can be boosted by items, skills, and passives).
  • Spent by:
    • Using abilities with Mana cost.
    • Some enemies may drain Mana with their attacks.


Development[edit | edit source]

All of the characters have used mana as a placeholder resource when they were first announced. Only during the further development did their unique resources get implemented. See the various resource pages for a more detailed history of the evolution of each resource in Diablo III.


Lore[edit | edit source]

Mana is what the primal arcane magical force that pervades Sanctuary is usually called. Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing.

Mana with tool tip.


References[edit | edit source]