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Mana is one of the main attributes in ADOM.

Effects[]

  • 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.

Necromancy[]

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)

Starsign[]

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.

Talents[]

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

Corruption[]

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).

Age[]

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.

Corruption[]

Luckily, there are no corruptions that negatively impact Mana.

Items[]

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

Requirements[]

Mana Required for
10 Potent aura
11
12 Strong aura
13
14
15 Mighty aura, Strong magic
16 Charged
17
18
19
20
21
22
23
24 Extended magic
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