Mana

Mana (Energy Source) is the recurring second player resource, which, unlike Life, reflects the amount of energy that a character has. It is used for casting spells or applying abilities, draining mana with every cast, the more powerful the spells, the more consuming the mana.

If the amount of mana is too low, casting the costly spells will be temporarily disabled, until the character has generated enough mana again. The Mana bar sphere is depicted as a glass orb filled with bright blue glowing liquid in all three games, with the exception for the Witch Doctor, being the only class holding a Mana globe in the third installment of the series.

Diablo I
In Diablo I, the amount of maximum mana is affected by items with Mana and Magic attributes.

Mana does not recover over time, therefore the player(s) will need to find a Mana potion to refill it. One may also make use of the Mana Steal suffixes to replenish their energy source (the Bat, Vampires). Some Shrines and a certain Spring may refill the Mana pool as well.

The Mana cost of a spell may (but is not guaranteed to) change with the spell level. Generally, it can drop up to 50% of its base value (with some exceptions).

Diablo II
In Diablo II, mana slowly regenerates by itself. Maximum mana and its regeneration rate can be affected by certain item attributes, skills (Warmth, for example), and certain.

Some monsters' attacks, like Baal's abilities or the Finger Mages' strikes, for example, may drain mana from the character(s), leaving them completely drained in battle.

With enough points, some skills' mana cost may be reduced to zero, making a skill completely free to use. Most spells and skills, however, consume more Mana as they grow more powerful.

Mana Generating Item Modifiers
The following modifiers can be found on items, most often on in the form of es and es. Hirelings do not have a mana pool, however, and thus, will not grant the player nor themselves any bonus to Mana Regeneration from these either.


 * "Points of Mana After Each Kill" (prefixes: Triumphant, Victorious) provides a small amount of mana every time the player kills an enemy. Any type of damage inflicted by the player works, however, kills by their minions do not.
 * "Damage Taken Goes To Mana" (prefixes: Vulpine) generates mana at a percentage of the damage inflicted against the player(s). So if an item provides them with a 15% Damage Taken Goes To Mana-modifier, and they receive 60 damage, they will then gain 15% * 60 dmg = 9 mana in total.
 * "Mana Stolen Per Hit" (suffixes: MS Bat, MS Wraith, MS Vampire) steals mana equal to a percentage of the damage that the player inflicts. So 5% Mana Stolen will equally return 5% of the damage that the player does to a monster back to their mana. Mana Steal works only with Melee and Physical Ranged Attacks.

Diablo Immortal
Mana was initially present in Diablo Immortal, though it was later removed and replaced with a cooldown system instead.

Diablo III
"Witch doctors’ inborn connection to the Unformed Land allows them to tap into a deep well of spiritual energy, called Mana. Mana is a vast but slowly-regenerating resource; witch doctors must be choosy with their attack spells and hexes to ensure that they don’t leave themselves depleted of power and exposed to enemy attacks. Since Mana returns ponderously, witch doctors conserve it by relying on semi-permanent additions to their arsenal, such as their summoned mongrels and the horrific gargantuan, which can offer protection and chew through enemies without any further mana cost. Witch doctors have a sizeable reservoir of energy to call upon at once, and, when they need to, they can deploy immense blasts of destructive force and cut a swath across nearly any battleground in a short period of time."

- Game Guide

In Diablo III, only Witch Doctors have Mana due to balancing reasons. In exchange, the classes have alternative resources that have different ways of regenerating (for example, the Monk has Spirit, which generates points for every Primary attack that he/she lands).

A Witch Doctor's inborn connection to the Unformed Land allows them to tap into a deep well of spiritual energy, called Mana. A Witch Doctor may have up to +450 Mana from items (+600 with ), and +42 Mana Regeneration (+7 more from Kormac). Spiritual Attunement grants 10% maximum Mana, and 1% Mana regenerated per second, while other active and passive skills may recover Mana on kill (or from health globes), change Mana costs (from -10% to +30%), recover it when activated, refund Mana when cast, or even increase effective Mana regeneration (up to 30%). makes Firebomb generate an additional 100-125 Mana when cast. Paragon levels may grant +200 more Mana. Rush of Essence is unique in that it causes each Spirit spell cast to restore a fixed amount of Mana, regardless of its cost, effectively making these spells free to cast as a result.

Since the Mana recovery rate is low in relation to other resources, Witch Doctors may easily run out of it in battle. However, they may choose to discharge all of their most powerful spells at once, and pray that it would be enough. The alternate way is to rely on pets, which do not have a Mana cost.

Diablo IV
In Diablo IV, Mana is the class resource of the, used to fuel her spells.

Most spells either have a moderate (10-40) Mana cost, or a cooldown, but rarely both. is unique in that it does not have a Mana cost per se, and instead passively triggers every time enough Mana is spent on any other spells.

Mana is replenished over time, and not generated by skills: Arc Lash is an exception.

Some talents focus on restoring Mana (Burning Resonance), or reducing the Mana costs (Align the Elements).

The Sorceress can also replenish her Mana by collecting Crackling Energy that is created by certain spells.