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There are no different types of mana bars. They do not have lines like the health bars and do not differ from each other in any way. |
There are no different types of mana bars. They do not have lines like the health bars and do not differ from each other in any way. |
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== Modifying Mana == |
== Modifying Mana == |
Revision as of 21:03, 12 May 2021
“ | ▶️ It's a new age of magic!
— Keeper of the Light
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” |
Mana (also known as MP, which is short for mana points) represents the magic power of a unit. It is used as a cost for the majority of active and even some passive abilities. Every hero has a base mana pool of 75MP, while most non-hero units only have a set mana pool if they have abilities which require mana, with a few exceptions. These values cannot be altered. This means that a hero's maximum mana cannot drop below 75MP.
Because each point of intelligence increases a hero's mana by 12MP, a hero's mana pool scales upwards with their intelligence points. Similarly, because every hero has some measure of intelligence growth per level, all heroes gain more and more mana as they continue to level up. A hero's base intelligence cannot drop below 1; however, it is possible to achieve 0 intelligence with the help of negative bonus intelligence.
Display
The mana of a unit is displayed in the HUD. For some units, it also may be displayed in the game world.
HUD Mana bar
Mana of the selected unit is displayed in the HUD as a blue bar at the bottom of the screen. The left number at the center of the bar is the unit's current mana points and the right number is its maximum mana points. Though not displayed in the HUD, a unit's total mana does use decimal numbers. The visible numbers in the HUD are always rounded up.
The mana regeneration value is visible on mana bars in the HUD of every unit. Though the HUD shows only one decimal for mana regeneration, it uses more decimals. The value in the HUD is rounded up.
Over-head Mana bar
The mana bar of heroes and creep-heroes are displayed right above their heads, below their health bar. Even when a creep-hero has no mana pool, a mana bar is still drawn below their health bar above them. Other units do not have an overhead mana bar.
There are no different types of mana bars. They do not have lines like the health bars and do not differ from each other in any way.
Modifying Mana
Some heroes, units (neutral creeps and summoned units) and items have abilities that can affect the current and maximum mana pool of units.
Restoring Mana
Just like healing health, a unit's current mana can be increased by many abilities, mostly referred to as restoring mana.
Restoring mana cannot increase the unit's mana beyond its maximum mana pool. Spells may restore mana in a burst on a target, restoring an amount of mana in an instance, or restore mana over time, where the amount is split up in multiple instances. The difference between restoring mana and regenerating mana is that restoring is independent from the regeneration ticks. Unlike regeneration, the restore intervals can vary. Restoring mana is not reflected in the regeneration number on the mana bar.
- Invoker - [[Invoker#|]]Mana Burned (Wex): Lua error in Module:Show at line 70: attempt to index field '?' (a nil value). ( /Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).)
Self Mana Gain per Burned Mana: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Caster only gains the mana when ability burns mana from heroes. - Heal/Restore Transfer: 0.6/0.8/1/1.2
Restores mana on the tethered ally based on how much the caster gets restored or how much the caster regenerates mana. - Mana Restored: 75/150/225/300
Affects the target ally. - Current Mana Drained: 12%
Duration: 1.1/1.4/1.7/2
Drains mana from the target, restoring the caster's mana. - Mana Drain per Second: 20/40/60/120
Duration: 15%/20%/25%/30%
Drains mana from the target, restoring the caster's mana. Amount of mana restored is independent from how much mana the target actually loses from the spell. - Number of Bounces: 2000
Requires Aghanim's Shard to be unlocked, ability values are based on the current level of Mystic Snake. - Active Max Mana as Mana Restore: 25%
Active ability, requires Aghanim's Shard to be unlocked. During night time, Night Stalker can cast Hunter in the Night. Consumes a lesser creature, instantly killing it and restoring of Night Stalker's maximum health and mana. - Proc Chance: 30%
Max Mana Restored: 25%/35%/45%/55%
Active Health/Mana Transfer:
Has a chance to restore max mana on ability cast.
Requires Aghanim's Shard for Health/Mana Transfer, restores mana when Outworld Destroyer's health is greater than his mana. - When hooking a rune, the mana spent on the hook gets refunded.
- Health Drain per Second: 0.25 ( )
Max Channel Time: 10
If the caster is at full health, restores the caster's mana while channeling, instead of healing. Amount of mana restored depends on how much damage the target actually takes from the spell. Can be cast on allies to drain health into them instead. - Permanent Intelligence Steal: 2 ( )
Temporary Intelligence Steal: 1/1/2/3
Temporary Steal Duration: 20/25/30/35
Effective 24 ( Expression error: Unexpected * operator.) mana loss per stack of permanent intelligence stolen.
Effective 12/12/24/36 permanent mana loss per stack of temporary stolen intelligence. - All Attributes Lost per Attack: 1
Effective 12 mana loss per stack of Essence Shift. - When cast while already in Ball Lightning, the mana spent to activate it gets refunded.
- Mana Restored: 175
Restores mana on all allies within range. - Mana Restored: 75
Restores mana on all allies within range. - Mana Restored: 1500
Restores mana on the user. - Mana Restored: 100
Restores mana on the user. - Mana Restored: 200
Restores mana on all allies within range. - Health and Mana Restored per Charge: 20
Max charges: 1
Gains a charge whenever a nearby enemy casts a spell. Restores mana on the user. - Health and Mana Restored per Charge: 15
Max charges: 10
Gains a charge whenever a nearby enemy casts a spell. Restores mana on the user. - Health and Mana Restored per Charge: 15
Max charges: 20
Gains a charge whenever a nearby enemy casts a spell. Restores mana on the user. - Mana Restored: 10
Duration:
Restores mana on the user. If the added mana would exceed the user's current mana pool, their maximum mana pool gets temporarily increased by the exceeding amount. At the end of the duration, any of the unspent mana gets lost.
Removing Mana
Most active and some passive abilities need mana in order to be used. This includes item abilities. The mana cost of such are displayed at the bottom left corner of the ability icon in the HUD, and once more inside the ability description in the bottom left corner. Most abilities have a fixed amount of mana cost, but some are dynamic (e.g. based on mana pool, or costing mana over time).
Besides using mana, there are also ways to offensively make units lose mana unvoluntarily. This act may be referred to as burning if it causes damage based on mana removed, draining if the mana is stolen and transferred to another unit, or removed if the mana is simply removed without other effects.
- Mana Burned per Hit: 25/30/35/40
Max Mana Burned per Hit: 1.6%/2.4%/3.2%/4%
Removes mana on the target with each attack. Deals bonus damage based on the removed mana. - Shock Mana Loss: 185
Removes mana on shocked enemies. - Mana Burned per Hit (Hero): 40
Mana Burned per Hit (Melee Illusion): 100%
Mana Burned per Hit (Ranged Illusion):
Removes mana on the target with each attack. Deals bonus damage based on the removed mana. - Invoker - [[Invoker#|]]Mana Burned (Wex): Lua error in Module:Show at line 70: attempt to index field '?' (a nil value). ( /Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).)
Removes mana on each hit enemy. Deals damage based on the removed mana. - Mana Cost per Second: 80/135/180
Removes mana on the caster each second until toggled off. - Current Mana Drained: 12%
Duration: 1.1/1.4/1.7/2
Drains 1.091% of current mana in 0.1-second intervals, starting immediately upon channel begin. - Mana Drain per Second: 20/40/60/120
Max Channel Time: 15%/20%/25%/30%
Removes mana on the target every second. - Damage Absorbed per Mana: 98%
Reduces incoming damage by 0/50/100/150/200, removing mana for each blocked damage point. - Mirana - [[Mirana#|]]Mana Burned per Hit: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Illusion Mana Burned per Hit: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Removes mana on the target with each attack. Deals bonus damage based on the removed mana. - Mana Burned per Hit: 30/40/50
Removes mana on the target with each attack. Deals bonus damage based on the removed mana. - Nyx Assassin - [[Nyx Assassin#|]]Intelligence as Mana Burned: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Removes mana on the target on cast. Deals damage based on the removed mana. - Mana Burned: 20/25/30/35
Removes mana on the target on cast. Deals damage based on the removed mana. - Base Mana Cost per 100 Units: 6/10/14
Max Mana as Cost per 100 Units: 10
Removes mana on the caster for every 100 range traveled. - Mana Cost per Second: )
Requires Aghanim's Scepter, removes mana on the caster each second until toggled off. - Mana Cost per Second: 0.5
Removes mana on the caster each second until toggled off. - Weaver - [[Weaver#|]]Mana Burned per Hit: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Illusion Mana Burned per Hit: Lua error in Module:Show at line 70: attempt to index field '?' (a nil value).
Removes mana on the target with each attack. Deals bonus damage based on the removed mana.
Setting Mana
Besides restoring and removing mana, a unit's mana may also be directly altered by setting it to certain values. Mana altered this way is neither registered as a mana restorement, nor as mana removal, and therefore is ignored by anything that reacts on restored or removed mana. It can never set the mana beyond the unit's maximum mana.
- Max Mana Cost:
Removes mana from the user over the duration, based on their current mana upon cast and converts it to health regeneration. - Fully refills the targeted creep's mana pool upon persuading.
- Temporary Mana Bonus: 10
At the end of the duration, any of the unspent mana gets lost. - Mana Cost per Second: 5%
Removes mana from the caster each second, until returning the Chakram. - Mana Cost per Second: 5%
Removes mana from the caster each second, until returning the Chakram.
Maximum Mana Affecting Abilities
Besides intelligence and raw bonuses from items, there are only very few abilities which can alter a unit's maximum mana.
This list does not include intelligence affecting sources.
- Max Mana Stolen: 16%/18%/20%/22%
Duration: 30/40/50/60
Steals a portion of the target hero's maximum mana for the duration. Does not increase or reduce current mana. - Temporary Mana Bonus: 10
Duration:
If the added mana would exceed the user's current mana pool, its maximum mana pool is temporarily increased by the exceeding amount.
Items
Many items grant their owners a mana bonus, increasing their maximum mana when equipped, either by increasing their intelligence, or by just giving them a flat bonus. In either case, the current mana percentage stays the same.
The following items increase a unit's maximum mana pool. The effects are limited to the item's owner, which must have the item equipped.
Talents
No hero has this talent.
Mana Restore Manipulation
Mana restore manipulation refers to any form of amplification and reduction applied to mana restoration. Mana restore manipulations affect every ability listed under mana restoring.
Mana Loss Manipulation
Several abilities are able to reduce the amount of mana a unit loses. This includes the mana cost of abilities, and mana removed, burned or drained by abilities.Mana Loss Manipulation stacks additively.
Some abilities reduce mana regeneration, like Nether Ward. Mana loss reduction does not work, even when the total mana regeneration is negative.
It does not affect mana changes caused by losing or gaining intelligence. Current mana percentages are kept equal upon gaining or losing intelligence, regardless of mana loss reductions. It also has no effect on mana setting effects.
When an ability has extra effects based on the mana loss, these extra effects are not affected by mana loss reduction. For example, Mana Break abilities deal full damage, despite burning less mana and mana draining effects still restore the same amount, despite their targets losing less mana. However, mana loss reduction is applied before the spell is actually cast, causing for example Pugna's Nether Ward to deal reduced damage.
- Mana Loss Reduction: 30%
Duration: 50 - Mana Loss Reduction: 5%
Affects the item owner. - Mana Loss Reduction: 24
Affects the caster.
Talents
The following heroes have a talent that grants them mana loss reduction.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Mana Reduction |
On-restore Effects
Similar to how some abilities react on a unit getting damaged, some abilities react on a unit getting mana restored, or on a unit regenerating mana. Only mana gain that is classified as a mana restoring, and mana regeneration trigger on-restore effects. Mana gained in other means (e.g. getting mana set) does not trigger it.
Besides mana restore amplifications, the following abilities react on restoring and regeneration.
Abilities Modified by Mana
These abilities have effects that are based on maximum mana.
- Expire Max Mana Restored per Second: 240
When expiring, restores health and mana based on the maximum health and mana pools. - Max Mana Burned per Hit: 1.6%/2.4%/3.2%/4%
Removes mana based on maximum mana. - Max Mana Converted to Health Regen:
Duration: 2.5
Removes a percentage of the the user's maximum mana pool. Grants the user health regeneration based on the removed mana. - Max Mana as Regen Bonus: 6%
Restores health and mana based on the maximum health and mana pools. - Number of Bounces: 2000
Requires Aghanim's Shard to be unlocked, ability values are based on the current level of Mystic Snake. - Active Max Mana as Mana Restore: 25%
Active ability, requires Aghanim's Shard to be unlocked. During night time, Night Stalker can cast Hunter in the Night. Consumes a lesser creature, instantly killing it and restoring of Night Stalker's maximum health and mana. - Max Mana as Regen Bonus: 1%
Restores health and mana based on the maximum health and mana pools. - Proc Chance: 30%
Max Mana Restored: 25%/35%/45%/55%
Active Health/Mana Transfer:
Has a chance to restore max mana on ability cast.
Requires Aghanim's Shard for Health/Mana Transfer, restores mana when Outworld Destroyer's health is greater than his mana. - Max Mana as Mana Regen Reduction: 18/22/26/30
The mana regeneration reduction is provided by an aura. - Max Mana Restored per Second: 6%
Duration: 1%
Restores health and mana based on the maximum health and mana pools.
Besides illusions, whose current health and mana depend on the current health and mana of the unit they are based on, the following abilities have effects that are based on current mana.
- Current Mana Drained: 12%
Duration: 1.1/1.4/1.7/2
Drains 1.091% of current mana in 0.1-second intervals, starting immediately upon channel begin.
These abilities have mana-based effects as well
- Damage per Missing Mana: 0.8/0.95/1.1
Deals damage to the target and in an area around it based on how much mana the target is missing.
Mana Regeneration
Mana Regeneration determines the amount of mana a unit regains each second. It is shown as a small number with a +
sign at the right side of the unit's mana bar.
Recent Changes
- Mana cost reduction now stacks multiplicatively.
- Fixed mana restore manipulation and mana regen manipulation, to not allow negative mana restore and mana regeneration.
- Heroes can now have non-standard base mana regeneration values.