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.
  
In Diablo III it is specifically the resource of (only) the [[Witch Doctor]]. The other classes all have their own unique [[resources]].
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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]].
 
 
 
 
 
 
 
 
==Witch Doctor Skills and Traits==
 
  
[[File:Mana.gif|frame|The Mana bulb.]]
 
  
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 traits]].
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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]].
  
 
* Restored by:  
 
* Restored by:  
** Regeneration over time (may be boosted by items, skills, and traits).
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** Regeneration over time (can be boosted by items, skills, and passives).
** Picking up [[Health Globes]] (with a specific skill).
 
** Killing enemies with specific skills.
 
  
 
* Spent by:
 
* Spent by:
** Using an Ability.
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** Using abilities with Mana cost.
** Some enemies may drain mana with their attacks.
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** Some enemies may drain Mana with their attacks.
 
 
* Mana Related Skills:
 
** [[Soul Harvest]] --Formerly a nova-like attack that restored mana for each enemy killed, this skill was changed to a general +spell damage buff.
 
 
 
* Mana Related Traits:
 
** [[Spirit Vessel]] -- +mana for each [[health orb]] enjoyed by the Witch Doctor.
 
** [[Mana Regeneration]] -- Increases the mana regeneration rate.
 
** [[Ritual of Blood]] -- Draws 50% of mana cost from health.
 
** [[Meditation]] -- Some skills return 30% of their mana cost over 10 seconds. (Under construction.)
 
** [[Spiritual Attunement]] -- Increases the Witch Doctor's maximum mana.
 
  
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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==
All of the characters have used mana as a place holder 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.
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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.
  
 
* [[Barbarian]]: [[Fury]]
 
* [[Barbarian]]: [[Fury]]
* [[Demon Hunter]]: [[Hatred]]
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* [[Demon Hunter]]: [[Hatred|Hatred/Discipline]]
 
* [[Monk]]: [[Spirit]]
 
* [[Monk]]: [[Spirit]]
 
* [[Wizard]]: [[Arcane Power]]
 
* [[Wizard]]: [[Arcane Power]]
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==Lore==
 
==Lore==
 
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.
 
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.]]
  
[[File:Mana.jpg|thumb|400px|Mana with tool tip.]]
 
  
 
==References==
 
==References==

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]