Mana
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Mana is an Universal archetype resource in Ashes of Creation.[1][2][3]
- All archetypes use mana to varying degrees.[1][2]
- Even pure melee players use mana to manipulate The Essence for their extraordinary abilities.[6]
- Mana keeps corresponding stats for mana pool, consumption and regeneration relevant.[1][2][3]
- There are various ways to mitigate mana consumption, such as gear and set bonuses, tattoos, enchantments, and specs.[1]
- Mana management I think, not just for mage players but for really every class, is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations; and there are going to be abilities that will sap your mana faster than others; and they're going to be situational. Now, with that blanket statement of mana is always relevant, there is also going to be mechanics and/or class energies and abilities that you can spec into to help mitigate that. There's itemization that you can utilize from a set bonus perspective, or certain types of weapons and tattoos that you can acquire. There are certain enchantments that you can acquire that might reduce the cost of mana use, that might increase your amount of regeneration, that might increase your mana total pool. There are even specs that you can build towards if mana management is your issue. So we want to make it a compelling case that you need to think about mana use because you don't just want to go 100% all the time with no downside to that. That's a very boring type of interaction.[1] – Steven Sharif
Mana is a type of Combat Primary stat in Ashes of Creation.
- The primary resource for all archetypes used to activate abilities
Mana restoration skills
Skill | Icon | Origin | Description |
---|---|---|---|
Bless Weapon | Cleric | Imbue your target's weapon with radiant light, granting them Bless Weapon. | |
Blood Fusion | Fighter | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. Resource replenished is diminished for each target hit beyond the first. 25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorraging targets. | |
Bountiful Blessed Weapon | Cleric | Whenever an ally attacks whose weapon you have blessed, you also gain Bless Weapon: Mana Regen. | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana. | |
Hymn of the Mind | Bard | Target ally gains mana equal to 2+5% magical power. Every second Mana gained increases up to 200% based on the amount of Mana the target is missing.[8] | |
Hymn of the Mind (AoE) | Bard | Up to 4 allies in front of you gain mana equal to 0.8 + 4% magical power every second. Mana gained increases up to 200% based on the amount of mana the target is missing. This ability will favor low mana party members and yourself.[8] | |
Meditative Form of Fluidity | Fighter | Form of Fluidity regenerates 0.01% of your maximum mana per second per point of Combat Momentum you have. | |
Pensive Melody | Bard | Nearby party members gain Pensive Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. | |
Refreshing Reflect | Tank | Reflect restores mana equal to the damage dealt by the reflected hit, up to 20% of the caster's total mana. |
Related items
- None -
Related status effects
Effect | Icon | Description |
---|---|---|
Absorption Field | You are shielded by a value equal to a portion of the caster's current health while within this field. | |
Aegis | You are redirecting damage from nearby allies to you. | |
Arcane Pollen | Lose mana ove 5 seconds. Can be extended to 20 seconds. | |
Bleeding | Taking physical damage over time. | |
Bless Weapon | Increase physical damage by 20% | |
Blood Drinker | Return a percentage of damage dealt as health and mana. | |
Blood Fusion | 100% of damage dealt returned as health 50% of damage dealt returned as mana | |
Bountiful Bless Weapon | Weapon attacks grant a mana regeneration buff to you and the original caster and deal additional radiant damage. | |
Chaos | 15% Magical Critical Chance. Lasts 30s. | |
Cheerful Melody | ||
Cleansing Wave | Healing over time. The next time a direct heal is received, this effect and another negative effect will be dispelled. | |
Combat Momentum | Generate 1 Combat Momentum when hitting targets. Weapon combo finishers generate 3 Combat Momentum plus an additional 1 per 10 the caster already has. Combat Momentum grants unique increasing stat bonuses based on the Combat Form you are currently in and how much momentum you have built. | |
Combust | Dealing damage over time. | |
Communal Restoration | Grants temporary hp equal to 100% of the target's max health. Also heals for tick every tick. Lasts 6s. | |
Concentrated Scatter Shot | Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies dealing (250%🢆) Physical damage. | |
Condemn | Cannot move or use abilities. Lasts 3s. | |
Conflict | Increase physical power by 110%. Lasts 30s. | |
Consecrating Wave | You have been deemed worthy | |
Consuming Lethal Blow | Lethal Blow returns 50% of overkill damage dealt as health and mana. | |
Corruption | You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 90% less damage to non-combatant players. You suffer 90% reduced mitigation, health, and mana. You move 25% slower. You incur 30% XP debt upon death. You drop 100% more resources upon death. You drop 3 to 6 equipped items randomly upon death. | |
Corruption I | You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 25% less damage to non-combatant players. You suffer 25% reduced mitigation, health, and mana. You move 5% slower. You incur 4% XP debt upon death. You drop 25% more resources upon death. You drop 1 to 3 equipped items randomly upon death. | |
Corruption II | You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 35% less damage to non-combatant players. You suffer 35% reduced mitigation, health, and mana. You move 10% slower. You incur 8% XP debt upon death. You drop 35% more resources upon death. You drop 2 to 3 equipped items randomly upon death. | |
Corruption III | You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 45% less damage to non-combatant players. You suffer 45% reduced mitigation, health, and mana. You move 15% slower. You incur 14% XP debt upon death. You drop 45% more resources upon death. You drop 3 to 5 equipped items randomly upon death. | |
Corruption IV | You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 65% less damage to non-combatant players. You suffer 65% reduced mitigation, health, and mana. You move 20% slower. You incur 20% XP debt upon death. You drop 65% more resources upon death. You drop 3 to 5 equipped items randomly upon death. | |
Corruption V | You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 90% less damage to non-combatant players. You suffer 90% reduced mitigation, health, and mana. You move 25% slower. You incur 30% XP debt upon death. You drop 100% more resources upon death. You drop 3 to 6 equipped items randomly upon death. | |
Defiant Light | ||
Destiny | 15% Physical Critical Chance. Lasts 30s. | |
Elemental Amplification: Arcane | Ability mana costs reduced by 5% per stack. | |
Elemental status effects | ||
Energizing Restoration | The dancing of a bard is energizing you. Gaining mana over time | |
Enhance Armament: Barbs | While active, spend special ammunition to cause ranged weapon finishers and certain abilities to apply 1 stack of Bleeding to targets hit. | |
Enhance Armament: Concussion | While active, spend special ammunition to cause ranged weapon finishers and certain abilities to have a 50% chance to apply Dazed to targets hit. | |
Enhance Armament: Weight | While active, spend special ammunition to cause ranged weapon finishers and certain abilities to apply 1 stack of Snared to targets hit. | |
Ensnaring Vine Field | Enemies acquire 1 stack of Snared per second while within Vine Field's area of effect. | |
Essence Infusion | The next time you consume mana, that mana is instantly refunded and consumes that much Divine Power instead. | |
Expeditious Barrage | Reduce Barrage's movement penalty while channeled. | |
Extended Finisher | An extra unlocked attack after the standard Finisher. Triggers Weapon Combo Finisher effects. | |
Fervor Of The Goddess | Regenerating 2% of health and mana every 5 seconds | |
Finisher | The final hit of a standard Weapon Combo attack chain. Triggers Weapon Combo Finisher effects. | |
Fireball | Damage over time | |
Form Of Celerity | +2% Movement Speed per 10 Combat Momentum | |
Form Of Ferocity | +1.5% Attack Speed per 10 Combat Momentum | |
Form Of Fluidity | +4% Disable Evasion per 10 Combat Momentum | |
Free Dance | Your next dance costs 0 mana. | |
Glee | You are amused by the wit of a bard. Gain 100%. Heal for 2 ticks every 2 ticks. Lasts 15s and can be extended up to 30 seconds. | |
Grit | Toggled ability: Enter a defensive stance that reduces all incoming physical damage by an additional 15%, but outgoing damage is reduced by 25%. Threat generation is increased by 50% while under the effect of Grit. Higher levels of Courage decrease the damage penalty by up to 10%. | |
Hasting Snipe | Gain 20% increased attack speed for 5 seconds after casting Snipe. | |
Heartseeking Snipe | Snipe has an 30% increased chance to critically hit against enemies hit beyond 20 meters. | |
Hemorraging | (20%🢆) Bleed damage every 0.5 seconds over 5s. | |
Illuminate | Illuminating your surroundings | |
Indomitable Spirit | 30% Healing Received, 100% Max Health. Lasts 15s. | |
Intercept | Temporary health for 10 seconds | |
Intimidating Aura | Emanate an aura around the caster for 15s which deals damage, causes high amounts of threat, and applies a stack of stagger every tick. | |
Iron Aura | Hidden Buff that triggers removal of Iron Aura. | |
Joy | Gain temporary health equal to 100% of your maximum health. Lasts 30s. | |
Judgment | Reduce physical and magical defense. | |
Lacerate | Damage over time | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability for free. | |
Maddening Dance | ||
Mana Regen | Weapon attacks regenerate your mana | |
Marionette | Stunned, forced to dance against your will. Lasts 10s or until damage taken exceeds 10% of the instigator's max health. | |
Maximum Mana | Increase maximum mana by 100. | |
Meditative Form of Fluidity | Form of Fluidity regenerates 0.01% of your maximum mana per second per point of Combat Momentum you have. | |
Mesmerizing Dance | You are being mesmerized by a bard's dance. | |
Mortal Headshot | Headshot deals an another 50% more damage to targets below 50% of their maximum health. | |
Note Of Harmony | Casting Encouragement on your allies gains you a Note of Harmony, granting increased mana regeneration. Notes can be used to cast powerful songs. | |
Omnidirectional Disengage | Disengage now moves you in the direction of your input instead of always backward. (This costs 0 skill points) | |
Party Stride | Increases ground movement speed of target by 10%. | |
Poison | Taking damage over time. | |
Protect | Attacks on you are being partially redirected. | |
Reflect | Poised to reflect the next attack. | |
Refreshing Followthrough | All of your Finishers and Extended Finishers restore 1% of your maximum mana + 1. Restoration increases to 1000% of your maximum mana + 1 for 10s after casting an ability. Stacks 2 times. | |
Refreshing Headshot | Headshot refunds 4 seconds of its cooldown when it hits a Marked target. | |
Refreshing Reflect | Reflect restores mana equal to the damage dealt by the reflected hit, up to 20% of the caster's total mana. | |
Regeneration | Grants 10 Regeneration Rating per Ranger level to a target ally. Can be maintained on one ally at a time. | |
Reinvigorating Disengage | When you hit one or more enemies with Disengage, its cooldown is refreshed and can be used again. This can only occur once per cooldown period. | |
Resonance | Your next weapon combo finisher triggers an additional effect based on your active melody. This effect will consume up to 4 resonance stacks to increase in power. Menacing Deal bonus (50%🢆) Arcane damage and apply 5 stacks of Shocked to each target hit. Cathartic Deal bonus (50%🢆) Bleed damage and apply 1 stacks of Wounded to each target hit. Cheerful Heal a nearby injured ally for (75%🢆) healing. Favors yourself and party members. Applies Glee at 3 or more resonance stacks. Pensive Restore mana to a nearby ally in need equal to 1 + 750%. Favors yourself and party members. Epic Dispel up to 3 crowd control effects from up to nearby ally and apply 1 stacks of Pep. | |
Resplendent Beam | Healing over time. The next time a direct heal is received, this effect and another negative effect will be dispelled. | |
Resting | Regenerating an additional 1 health and 1 mana per second. | |
Rupture | Accumulate 1 Wounded stack per second while moving. When this effect's duration expires, target takes damage proportional to number of Wound stacks they have. | |
Shell | A protective magical shell surrounds you. Absorbs 100% Temporary Health worth of damage before breaking. Lasts 15s. | |
Slumber | Sleeping | |
Soothing Glow | Healing for tick every tick. Lasts 8s. | |
Strider | 10% Movement Speed. Lasts 900s. | |
Thorns | Grants target ally a thorny damage shield, reflecting damage to attackers equal to 1/3rd the Ranger's level every time the ally is struck. | |
Triumph | Gain 100% Max Health and 1 Stamina Regeneration. Lasts 30s. | |
Wings of Salvation | Gaining temporary health equal to 0% Temporary Health. Lasts 5s. | |
Wonder | Increase magical power by 110%. Lasts 30s. | |
Wounded | Reduces healing received by 5% per stack, up to a maximum of 50% at 10 stacks. Lasts 15s. |