Mana Meter: Difference between revisions

m
clean up
m (update links)
m (clean up)
Line 1:
{{trope}}
[[File:HealthBar_9350HealthBar 9350.jpg|link=League of Legends|frame|Green: [[Life Meter]]<br />Blue: Mana Meter]]
 
The partner to the [[Life Meter]], the '''Mana Meter''' describes the [[Power Source|amount of power]], often called [[Mana]], a character has remaining for his special abilities. It is commonly associated with spell-casting characters in action [[RPG|RPGs]]s and [[Real Time Strategy]] titles.
 
In colour-coded games, this meter is most often [[Color Coded for Your Convenience|blue]], as a handy contrast to the [[Life Meter]], which is most often red or green. Whether the Mana Meter recovers on its own, or needs to be replenished by items, is much more variable than it is for the [[Life Meter]] or the [[Sprint Meter]].
Line 14:
* Units in ''[[Starcraft]]'' have "energy meters" that can indicate either the unit's remaining energy reserve (Terrans), psionic power (the Protoss) or bioweapons (the Zerg). They are depleted as that unit's special abilities are used and recover with time (with the exception of several zerg units that can restore their energy by consuming another friendly unit).
** It gets a little odd when the terran EMP drains psionic power and bioweapons in addition to energy and shields, [[Gameplay and Story Segregation|but that's game balance for you]].
* ''[[Bloodline Champions]]'' averts this - despite using archetype common to [[MMORPG|MMORPGs]]s, [[Cooldown|Cooldowns]]s are used to limit abilities. An energy meter charges from hitting with abilities, [[Limit Break|to be consumed to use other ones]].
* ''[[Terraria]]'' requires you to gather 10 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping accessories and armor which can expand it until taken off, such as bands of star power, accessories with the "Arcane" prefix, jungle armor, or the helmets made from hard mode ores such as the cobalt hat (increases by 40), mythril hood (by 60) or adamantite headgear (by 80).
** Which those three are used to make the Hallowed headgear ([[Up to Eleven|which increases it by 100 points]]).
Line 37:
** Although it's still technically a Mana Meter, later [[Tales (series)]] games by [[Tales of Destiny|Team]] [[Tales of Rebirth|Destiny]] get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
* ''[[System Shock]]'' has PSI meter.
* ''[[Runescape]]'' is one of the few [[MMORPG|MMORPGs]]s to avert Mana Meter. Instead of mana, runes are used to cast spells.
* [[Kingdom of Loathing]] has MP, which can be restored by resting, items, or certain familiars. If you're a caster, the game will call them "mana points", if you're a fighter-type, they'll be called "muscularity points", and if you're a rogue-type, they'll be "mojo points". Of course, everything that drains, restores or otherwise affects MP, does so in exactly the same way regardless of class.
* ''[[Arcanum]]'' borrows ''Diablo's'' liquid-filled vessels, with a unique twist on the local type of mana: It's called Fatigue and represents exactly that. In addition to being used for casting spells, it can be drained by carrying too much gear or getting hit with blunt weapons.
Line 52:
* Most champions in ''[[League of Legends]]'' use mana as a casting resource, with a few variations. Some use Energy, which has a fixed cap and regeneration rate, some are [[Cast From Hit Points]], some use Fury which builds when they attack, one uses Heat which builds when he uses an ability, and some use no resources at all and are completely cooldown reliant.
* ''[[Eternal Darkness]]'' uses a magick meter for spells and it regenerates as you walk around or use items.
* ''[[Tales of Maj Eyal]]'' has a lot of different resources spread over the different types of classes. Mages, and a couple of hybrid classes, have Mana, which regenerates over time. Warriors, Rogues, and most of the [[Magic Knight|Magic Knights]]s have Stamina, which also regenerates more slowly over time but is harder to restore otherwise. Psionic classes have Psi, which regenerates very slowly over time but can be gained quickly by using abilities that suck energy out of enemies. Corrupters have Vim, which does not regenerate over time but can be regained by killing creatures or from a few specific talents that all rely on enemies. Afflicted have Hate, which decreases over time, and can be gained by killing enemies or by being in a high-damage battle. Celestials have Positive and Negative, which both decrease over time but have talents whose cost to use is negative. Wilders have Equilibrium, which starts at 0 and increases with talent cost, and gives a chance of failure to associated talents once it gets high enough. Chronomancers have Paradox, which works similarly, but high Paradox increases the power of your abilities and also has a chance of causing random unintended effects or just backfiring on the caster.
* ''[[Legend of Heroes VI|Trails In The Sky]]'' has one, named EP Bar (Energy Points) which is used in Arts (read: spells). It also has a separate meter for [[Limit Break]] and character-specific skills.
 
10,856

edits