Mana is one of the main attributes in ADOM.


  • Mana gives +1 PP per level above one (+9 PP at level 10, +19 PP at level 20, and so on) at thresholds of 20/24/28/32... (+4 Mana for next check). If Willpower is at least 2, 16 Mana is also a threshold.
  • PC gets additional PP based how many combined Willpower breakpoints at 2/20/28 and Mana breakpoints at 2/6/16 they have reached. 1 breakpoint: ~Level/3 extra PP, 2 breakpoints: ~Level extra PP, 3 breakpoints: ~Level*2 extra PP
  • Magical resistance, except for confusion attacks, which use Willpower.
  • Mana improves the chance to avoid being affected by Strength and Toughness-draining melee attacks. In the absence of bad luck:
  • Mana improves the chance to avoid being confused by doppelganger imitation. In the event that the Mana check fails, Raven-born PCs have an additional chance to resist the confusion. In the absence of bad luck:
  • Mana improves the chance to avoid being affected by slowing melee attacks. In the absence of bad luck:
  • Mana improves the chance to avoid being affected by sleep-inducing melee attacks. In the absence of bad luck:
    • 19 Mana fully protects the PC from Homunculus sleep
  • Mana improves the chance to avoid being affect by confusion song. In the absence of bad luck:

A starting Mana score of 18 or higher grants an additional talent. The manual also lists Mana as controlling your character's luck.

How to train it[]

Casting spells[]

The easiest way to train your Mana is by casting spells. The amount of training depends on the spell cost.


Every time the PC makes a slave, they will lose 1 or more points of Mana; however, the use of necromancy will also train the Mana stat by ~1.25 points for each point lost. Hence, for approximately 4 points of Mana lost to necromancy, the player can eventually expect to get 5 back.

Leveling up[]

Like all attributes, Mana is trained slightly every time the PC levels up.

How to raise it[]

Stat potions[]

Potions of mana and potions of gain attributes can be used to increase Mana. There is no soft or hard cap for using these; blessed potions of gain attributes give +1 (to all other stats also), uncursed potions of mana give +1, blessed potions +2.

Eating Corpses[]

Corpses that can increase potential: Great red wyrm

Corpses only partially affected by potential: Keriax, Nuurag-Vaarn

Corpses that ignore potential: Kobold shaman, Keethrax, Snake from Beyond, Yulgash, Ultimate doppelganger (trolls only), all spellcasting monsters (separate from any other corpse effects)


The Wand starsign increases your Mana by two, and Salamander increases it by three.

Class powers[]

  • Bards receive +6 Mana as part of their level 50 class power.


The "Fey-Blooded" talent that is only available at the start of the game increases initial Mana by 2.


The voices of cHaOs corruption increases Mana by 2. PCs also receive a Mana bonus based on their alignment and the number of corruptions they have (+1 per 2/3/4 corruptions at chaotic/neutral/lawful).


Mana increases by 2 when the PC reaches "old" age, and by a further 2 upon reaching "very old" age.

How to abuse it[]

Casting spells from HP[]

Casting spells from HP heavily abuses Mana.


Luckily, there are no corruptions that negatively impact Mana.


Several items in the game will grant a Mana bonus if worn (standard bonus in brackets). These include:


Mana Required for
10 Potent aura
12 Strong aura
15 Mighty aura, Strong magic
16 Charged
24 Extended magic