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* In ''Webcomic/ElGoonishShive'', a wand shaped Mana Meter is [[https://www.egscomics.com/comic/party-232 shown]] in a fantasy panel as part of a visual to explain the mechanic of the magic power in a wand and a magic users magic power both being used when the former is insuffient to cast a spell but the combination is.
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* ''VideoGame/{{Deltarune}}'' has a Mana Meter based on Tension Points (TP), which are gained by [[CloseContactDangerBenefit grazing]] during the BulletHell pattern sequences or by setting your character to defend on their turn.

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* ''VideoGame/{{Deltarune}}'' has a Mana Meter based on Tension Points (TP), which are gained by [[CloseContactDangerBenefit grazing]] during the BulletHell pattern sequences or by setting your a character to defend on their turn.
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* ''VideoGame/{{Deltarune}}'' has a Mana Meter based on Tension Points (TP), which are gained by [[CloseContactDangerBenefit grazing]] during the BulletHell pattern sequences or by setting your character to defend on their turn.

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*** In addition to using mana or Energy depending on their spec, the Monks introduced in ''Mists of Pandaria'' use a dual resource called Chi. They can up to five Chi on their character at a time, which are green dots built by using certain abilities and must be spent to use more powerful abilities. They can have up to five Chi, and they drain while out of combat. It's used most often by Mistweaver Monks (standing in for Combo Points), but is available to all three specs in some capacity.



*** Introduced in ''Legion'', Demons Hunters use either Fury or Pain depending on their spec. Both are solely built up by using abilities, but differ slightly. Fury, used by Havoc Demon Hunters, is built quickly by their standard attacks and consumed in large chunks to use heavy damage abilities. Pain, used by Vengeance Demon Hunters, slowly generates over time from certain abilities, allowing their other skills to be meted out slower but more consistently.

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*** In addition to using mana or Energy depending on their spec, the Monks introduced in ''Mists of Pandaria'' use a dual resource called Chi. They can up to five Chi on their character at a time, which are green dots built by using certain abilities and must be spent to use more powerful abilities. It's used most often by Mistweaver Monks, but is available to all three specs in some capacity.
*** Introduced in ''Legion'', Demons Hunters use either Fury or Pain depending on their spec. Both are Fury, which is solely built up by using abilities, but differ slightly. Fury, used by differs slightly between the two specs. Havoc Demon Hunters, is built Hunters build it quickly by with their standard attacks and consumed consume it in large chunks to use heavy damage abilities. Pain, used by Vengeance Demon Hunters, Hunters slowly generates generate it over time from certain abilities, allowing their other skills to be meted out slower but more consistently.consistently. Prior to ''Shadowlands'', Vengeance instead used a unique resource called Pain (which is why the two specs operate so differently), although this was deemed unnecessary.
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* All fighters in ''VideoGame/ThemsFightinHerds'' has their own magic meter where one or more bars are used for special attacks. What the magic attacks do, how many separate bars everyone has, and how they refill them all varies on each character.
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* The ''VideoGame/{{Dishonored}}'' series has a mana meter for your supernatural powers. A percentage of your mana recovers over time when you spend it, and lower cost powers like Blink and Dark Vision are cheap enough that you can use them without draining your mana meter if you don't spam them. You can use consumables to recover lost mana. ''VideoGame/{{Dishonored|DeathOfTheOutsider}}'' does this differently; your mana bar has three segments and there are no consumables that restore mana, but your entire meter fills up over time.

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* The ''VideoGame/{{Dishonored}}'' series has a mana meter for your supernatural powers. A percentage of your mana recovers over time when you spend it, and lower cost powers like Blink and Dark Vision are cheap enough that you can use them without draining your mana meter if you don't spam them. You can use consumables to recover lost mana. ''VideoGame/{{Dishonored|DeathOfTheOutsider}}'' ''[[VideoGame/DishonoredDeathOfTheOutsider Death of the Outsider]]'' does this differently; your mana bar has three segments and there are no consumables that restore mana, but your entire meter fills up over time.
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* The ''VideoGame/{{Dishonored}}'' series has a mana meter for your supernatural powers. A percentage of your mana recovers over time when you spend it, and lower cost powers like Blink and Dark Vision are cheap enough that you can use them without draining your mana meter if you don't spam them. You can use consumables to recover lost mana. ''VideoGame/{{Dishonored|DeathOfTheOutsider}}'' does this differently; your mana bar has three segments and there are no consumables that restore mana, but your entire meter fills up over time.
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[[caption-width-right:209:A minty metric measuring magical might.]]

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[[caption-width-right:209:A [-[[caption-width-right:209:A minty metric measuring magical might.]]]]-]
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[[caption-width-right:209:A minty metric measuring magical might.]]


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%% Caption selected per above IP thread. Please do not replace or remove without discussion in the Caption Repair thread:
%% https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900
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%%Also, this page's examples section is sorted alphabetically. It would be lovely if you'd maintain this when adding new examples, thanks.




[[quoteright:202:[[VideoGame/LeagueOfLegends https://static.tvtropes.org/pmwiki/pub/images/HealthBar_9350.jpg]]]]
[[caption-width-right:202:Green: LifeMeter\\
Blue: Mana Meter]]

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[[quoteright:209:[[VideoGame/TheLegendOfZeldaALinkToThePast
https://static.tvtropes.org/pmwiki/pub/images/HealthBar_9350.jpg]]]]
[[caption-width-right:202:Green: LifeMeter\\
Blue: Mana Meter]]
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Direct link.


* In ''Comicbook/{{Spawn}}'', the eponymous antihero has a limited amount of time he can use necroplasm, the source of his hellspawn powers. This limitation is shown through a gauge that starts at [9:9:9:9] and decreases whenever he uses his magical powers. In a way, his necroplasm counter [[CastFromHP also functions as a]] LifeMeter, since Spawn's soul would be condemned to return to Hell forevermore if the gauge reaches zero.

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* In ''Comicbook/{{Spawn}}'', the eponymous antihero has a limited amount of time he can use necroplasm, the source of his hellspawn powers. This limitation is shown through a gauge that starts at [9:9:9:9] and decreases whenever he uses his magical powers. In a way, his necroplasm counter [[CastFromHP [[CastFromHitPoints also functions as a]] LifeMeter, since Spawn's soul would be condemned to return to Hell forevermore if the gauge reaches zero.
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Street Fighter II popularized yellow life meters.


In colour-coded games, this meter is most often [[ColorCodedForYourConvenience blue]], as a handy contrast to the LifeMeter, which is most often red or green (or green that turns red when low on health). Whether the Mana Meter recovers on its own, or needs to be replenished by items, is much more variable than it is for the LifeMeter or the SprintMeter.

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In colour-coded games, this meter is most often [[ColorCodedForYourConvenience blue]], as a handy contrast to the LifeMeter, which is most often red red, yellow, or green (or green that turns red when low on health). Whether the Mana Meter recovers on its own, or needs to be replenished by items, is much more variable than it is for the LifeMeter or the SprintMeter.
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* ''VideoGame/EpicBattleFantasy'':
** In ''VideoGame/EpicBattleFantasy1'', it's a thinner white bar under the LifeMeter, representing a fraction of 999 ManaPoints for each Player.
** ''VideoGame/AdventureStory'': Each {{Mana Point|s}} is represented by one green bubble, to the side of the LifeMeter.

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* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids. ''Videogame/BioShockInfinite'' has its equivalent in the Salts gauge to use Vigors.

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* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids. ''Videogame/BioShockInfinite'' ''VideoGame/BioShockInfinite'' has its equivalent in the Salts gauge to use Vigors.


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* ''VideoGame/BornUnderTheRain'': As shown in [[https://rpgmaker.net/games/7360/images/55009/ this official screenshot]] of a battle, ManaPoints are represented numerically where the current number of them is at the right of a blue bar.
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* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids.

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* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids. ''Videogame/BioShockInfinite'' has its equivalent in the Salts gauge to use Vigors.
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* ''VideoGame/TheWolfAndTheWaves'': Your Curse meter controls when you can shapeshift between wolf and human form.
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** ''VideoGame/KingdomHeartsI'', ''VideoGame/KingdomHeartsII'', ''VideoGame/KingdomHeartsZeroPointTwoBirthBySleepAFragmentaryPassage'', and ''VideoGame/KingdomHeartsIII'' use an old fashioned MP gauge used for Magic and (barring ''KHII'' and ''0.2'') Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms and use Summons, and ''0.2'' and ''KHIII'' bring back the Focus gauge for Shotlocks.

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** ''VideoGame/KingdomHeartsI'', ''VideoGame/KingdomHeartsII'', ''VideoGame/KingdomHeartsZeroPointTwoBirthBySleepAFragmentaryPassage'', ''VideoGame/KingdomHearts02BirthBySleepAFragmentaryPassage'', and ''VideoGame/KingdomHeartsIII'' use an old fashioned MP gauge used for Magic and (barring ''KHII'' and ''0.2'') Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms and use Summons, and ''0.2'' and ''KHIII'' bring back the Focus gauge for Shotlocks.
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** ''VideoGame/DiabloIII'' has different power-meters that are used in different fashions, and which are replenished with generator attacks (left click attacks with the mouse). Barbarians get Fury, Monks get Spirit, Wizards get Arcane Power, Witch Doctors get Mana, Crusaders get Wrath, and Necromancers get Essence. Demon Hunters are the only class that get ''two'' power-meters which share a globe; Hatred, on the left-hand side, powers their attacks and recharges quickly; while Discipline on the right-hand side powers their defensive abilities and recharges more slowly.

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Alphabetizing, commenting out ZC Es, and improving the Wo W section.


%%* ''VideoGame/EternalSenia1'': A blue bar at the top left of the screen.
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* ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': It's displayed below Senia's skills and is divided into 2 10-point segments. It's refilled by attacking with Senia's normal slashes. An additional 10-point segment can be added with the Eternal Mana rune equipped.



%%* ''VideoGame/MintyFreshAdventure'': A bar below Colgate's LifeMeter, that fills up with blue as she gains {{Mana}}.
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* There's a blue meter for your spells in ''VideoGame/OverlordI''.

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* %%* ''VideoGame/OkikuStarApprentice'': Shown in the battle screens and menus, depicted by an dark blue to light blue bar from left to right, going black as it depletes from right to left. Shows {{Mana}} as Current / Max.
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There's a blue meter for your spells in ''VideoGame/OverlordI''.''VideoGame/OverlordI''.
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*** Most damage-dealing casters have a big bar and very good regeneration, leaving them with few worries about filling it. Arcane mages stand in a separate niche among them - unlike others who regenerate it passively, they consume it much faster and actively use special regeneration spells to restore it. Failure to hold back on nuking may result in running dry before their refills are ready and being forced to do minimal damage for a time.

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*** Most damage-dealing casters have a big bar and very good regeneration, leaving them with few worries about filling it. Arcane mages stand in a separate niche among them - unlike others who regenerate it passively, they consume it much faster and actively use special regeneration spells to restore it. Failure to hold back on nuking may result in running dry before their refills are ready and being forced to do minimal damage for a time.



** Other classes have differently named and looking resource bars that fulfil the same function:
*** Warriors and Guardian Druids utilise Rage mechanic, a red bar that fills as they deal or take damage. It has a cap of 100 or 120 and their skills usually cost a hefty chunk of it, sometimes emptying it out entirely and dealing more damage the more full it was. It also slowly drains out of combat and thus warriors typically move from one monster to another in a hurry, unleashing the stored up rage on the new target before it vanishes.
*** Rogues, Feral Druids, and Windwalker Monks use Energy, a yellow bar that refills fast by itself and limits them from spamming attacks at high speed. Rogues and Druids use Combo Points and Monks use Chi, which are functionally identical - they're accumulated as red dots on their current target and allow them to unleash powerful finishers.
*** Introduced in ''Wrath of the Lich King'' Death Knights use a double-type resource system: they had six runes, two of each type of Unholy, Blood and Frost and a light blue Rune Power bar. A portion of their skills cost specific runes to use, which then refill themselves - and activation of runes gives them rune power to be used on other skills. Similar to warriors, rune power drains out of combat.
*** As of ''Cataclysm'' expansion, Hunters have switched from mana bar to an orange Focus bar. It's similar to Energy, but it refills much slower and can be quickly restored with use of certain abilities.

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** Other classes have differently named and looking resource bars that fulfil fulfill the same function:
*** Warriors and Guardian Druids utilise a Rage mechanic, a red bar that fills as they deal or take damage. It has a cap of 100 or 120 and their skills usually cost a hefty chunk of it, sometimes emptying it out entirely and dealing more damage the more full it was. It also slowly drains out of combat and thus warriors typically move from one monster to another in a hurry, unleashing the stored up rage on the new target before it vanishes.
*** Rogues, Feral Druids, and Windwalker Monks use Energy, a yellow bar that refills fast by itself and limits them from spamming attacks at high speed. Rogues and Druids also use Combo Points and Monks use Chi, Points, which are functionally identical - they're accumulated as red dots on their current target and allow them to unleash powerful finishers.
*** Introduced in ''Wrath of the Lich King'' King'', Death Knights use a double-type resource system: they had have six runes, (originally two of each type of Unholy, Blood and Frost Frost, but later simplified to only runes that match your spec) and a light blue Rune Runic Power bar. A portion of their skills cost specific runes to use, which then refill themselves - and activation of runes gives them rune runic power to be used on other skills. Similar to warriors, rune runic power drains out of combat.
*** In addition to using mana or Energy depending on their spec, the Monks introduced in ''Mists of Pandaria'' use a dual resource called Chi. They can up to five Chi on their character at a time, which are green dots built by using certain abilities and must be spent to use more powerful abilities. They can have up to five Chi, and they drain while out of combat. It's used most often by Mistweaver Monks (standing in for Combo Points), but is available to all three specs in some capacity.
***
As of the ''Cataclysm'' expansion, Hunters have switched from a mana bar to an orange Focus bar. It's similar to Energy, but it refills much slower and can be quickly restored with use of certain abilities.



* ''VideoGame/MintyFreshAdventure'': A bar below Colgate's LifeMeter, that fills up with blue as she gains {{Mana}}.
* ''VideoGame/OkikuStarApprentice'': Shown in the battle screens and menus, depicted by an dark blue to light blue bar from left to right, going black as it depletes from right to left. Shows {{Mana}} as Current / Max.
* ''VideoGame/EternalSenia1'': A blue bar at the top left of the screen.
* ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': It's displayed below Senia's skills and is divided into 2 10-point segments. It's refilled by attacking with Senia's normal slashes. An additional 10-point segment can be added with the Eternal Mana rune equipped.
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Crosswicking.

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* ''VideoGame/EternalSenia1'': A blue bar at the top left of the screen.
* ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': It's displayed below Senia's skills and is divided into 2 10-point segments. It's refilled by attacking with Senia's normal slashes. An additional 10-point segment can be added with the Eternal Mana rune equipped.
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Crosswicking.

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* ''VideoGame/MintyFreshAdventure'': A bar below Colgate's LifeMeter, that fills up with blue as she gains {{Mana}}.
* ''VideoGame/OkikuStarApprentice'': Shown in the battle screens and menus, depicted by an dark blue to light blue bar from left to right, going black as it depletes from right to left. Shows {{Mana}} as Current / Max.
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** The Sora of ''VideoGame/KingdomHeartsI'', ''VideoGame/KingdomHeartsII'' and ''VideoGame/KingdomHeartsIII'' simply has the old fashioned MP gauge used for Magic and Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms, and ''KHIII'' brings back the Focus gauge for Shotlocks.
** However, there are no meters in ''VideoGame/KingdomHearts358DaysOver2'', as it uses a VancianMagic system where you slot spells in.

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** The Sora of ''VideoGame/KingdomHeartsI'', ''VideoGame/KingdomHeartsII'' ''VideoGame/KingdomHeartsII'', ''VideoGame/KingdomHeartsZeroPointTwoBirthBySleepAFragmentaryPassage'', and ''VideoGame/KingdomHeartsIII'' simply has the use an old fashioned MP gauge used for Magic and (barring ''KHII'' and ''0.2'') Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms, forms and use Summons, and ''0.2'' and ''KHIII'' brings bring back the Focus gauge for Shotlocks.
** However, there There are no meters in ''VideoGame/KingdomHearts358DaysOver2'', as it uses a VancianMagic system where you slot spells in.



** ''coded'' and "Re:coded" have a Debug gauge, and a Clock gauge. The Debug gauge essentially functions the same as the original MP gauge, for triggering special abilities and magics. Re:coded's Clock gauge simply buffs Sora with helpful status effects whenever it fills, culminating in a Finish attack.

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** ''coded'' and "Re:coded" have has a Debug gauge, and a Clock gauge. The Debug gauge essentially functions the same as the original MP gauge, for triggering which is used to trigger special abilities and magics. Re:coded's magic. ''Re:coded'' has a Clock gauge that simply buffs Sora with helpful status effects whenever it fills, culminating in a Finish attack.
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* ''VideoGame/LoserReborn'': Unlike most games, characters are automatically stunned when they run out of MP. Worse yet, this stun effect counts as a KO for the sake of game over conditions.
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This does not necessarily need to be magical in nature. It can represent an auxiliary power reserve, or other quantity that must be recovered between uses of a special ability. Sometimes it's a catchall, and KiAttacks, PsychicPowers, FunctionalMagic, or even {{Wave Motion Gun}}s all drain the same [[{{mana}} "stuff"]].

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This does not necessarily need to be magical in nature. It can represent an auxiliary power reserve, or other quantity that must be recovered between uses of a special ability. Sometimes it's a catchall, and KiAttacks, KiManipulation, PsychicPowers, FunctionalMagic, or even {{Wave Motion Gun}}s all drain the same [[{{mana}} "stuff"]].
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** ''VideoGame/FinalFantasyXIV'' gives players both an MP meter for magic and a meter for "Tactical Points", or TP, which has a fixed maximum value of 1000 and is used by physical combat classes (although it will be removed in the expansion "Shadowbringers"). Meanwhile, [[RedMage Red Mages]] have a secondary mana meter for their unique abilities: casting white or black magic will lead to an accumulation of white or black mana (with non-elemental spells increasing both incrementally) which can be used to strengthen their melee combo attacks. If there is a large imbalance of their accumulated mana, however, it will become harder to build up whichever mana gauge is lower until balance is restored.

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** ''VideoGame/FinalFantasyXIV'' gives gave players both an MP meter for magic and a meter for "Tactical Points", or TP, which has a fixed maximum value of 1000 and is used by physical combat classes (although it will be removed in the expansion "Shadowbringers"). classes. As of ''Shadowbringers'', TP has been retired while MP is capped at 10,000 across all classes. Meanwhile, [[RedMage Red Mages]] have a secondary mana meter for their unique abilities: casting white or black magic will lead to an accumulation of white or black mana (with non-elemental spells increasing both incrementally) which can be used to strengthen their melee combo attacks.attacks and activate their more powerful spells. If there is a large imbalance of their accumulated mana, however, it will become harder to build up whichever mana gauge is lower until balance is restored.
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* ''Webcomic/YokokasQuest'': A Life Meter and ManaMeter are shown for each character in Yokoka's and Mao's parties on RPG-style status screens between chapters.
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* In ''VideoGame/SuperSmashBrosUltimate'', [[NoNameGiven the Hero]] from ''VideoGame/DragonQuest'', [[MechanicallyUnusualFighter unlike other spellcasters in the Smash Bros series]], has a limited MP gauge to cast spells. He can recharge it by attacking, and it slowly fills up on his own, but the Hero still has to be careful not to spend all his MP when he might be needing to use a recovery move.

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* In ''VideoGame/SuperSmashBrosUltimate'', [[NoNameGiven the Hero]] from ''VideoGame/DragonQuest'', [[MechanicallyUnusualFighter unlike other spellcasters in the Smash Bros series]], has a limited MP gauge to cast spells. He can recharge it by attacking, [[RegeneratingMana and it slowly fills up on his own, own]], but the Hero still has to be careful not to spend all his MP when he might be needing to use a recovery move.
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* In ''VideoGame/SuperSmashBrosUltimate'', [[NoNameGiven the Hero]] from ''VideoGame/DragonQuest'', [[MechanicallyUnusualFighter unlike other spellcasters in the Smash Bros series]], has a limited MP gauge to cast spells. He can recharge it by attacking, and it slowly fills up on his own, but the Hero still has to be careful not to spend all his MP when he might be needing to use a recovery move.
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* VideoGame/{{Enigmata}}'' has the energy meter that is consumed for your special abilities.

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* VideoGame/{{Enigmata}}'' ''VideoGame/{{Enigmata}}'' has the energy meter that is consumed for your special abilities.



** ''Blood Omen'' also put an interesting spin on the RespawningEnemies trope, by making the indoor NPCs respawn as ghosts, whose attacks only affect your mana instead of [=HP=]. On the contrary, consuming their now-blue blood replenishes it.

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** ''Blood Omen'' also put an interesting spin on the RespawningEnemies trope, by making the indoor NPCs [=NPCs=] respawn as ghosts, whose attacks only affect your mana instead of [=HP=]. On the contrary, consuming their now-blue blood replenishes it.

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%%Also, this page's examples section is sorted alphabetically. It would be lovely if you'd maintain this when adding new examples, thanks.
%%



!!Examples

%% * ''VideoGame/DragonRage's'' Cael Cyndar has a real interesting one, instead of it being a actual meter his {{Mana}} is represented by a bunch of particles swirling around a gem.
* Units in ''VideoGame/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). This system can lead to some weirdness when the terran [=EMP=] drains psionic power and bioweapons in addition to energy and shields, [[GamePlayAndStorySegregation but that's game balance for you]].

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!!Examples

%%
!!Examples:
* ''VideoGame/DragonRage's'' Cael Cyndar has a real interesting one, instead of it being a actual meter his {{Mana}} is represented by a bunch of particles swirling around a gem.
* Units in ''VideoGame/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
''VideoGame/{{Arcanum}}'' borrows ''Diablo's'' liquid-filled vessels, with time (with a unique twist on the exception local type of several zerg units that can restore their energy by consuming another friendly unit). This system can lead to some weirdness when the terran [=EMP=] drains psionic power mana: It's called Fatigue and bioweapons in 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.
* In ''VideoGame/{{Artifact}}'', each lane's tower starts off with 3 mana, to be used on spells in that lane alone. It is refilled and has its capacity increased by 1 each turn. Some cards and effects also affect a tower's mana.
* ''VideoGame/ArtOfFighting'' uses a meter to power the characters' {{Special Attack}}s. Taunting can be used to drop the opponent's meter, and it can be rapidly build it up by stopping and focusing the character's Ki.
* Summoning someone to help you in ''VideoGame/TheBardsTale'' requires expending
energy from this meter.
* ''VideoGame/{{Bioforge}}'': The {{cyborg}} character's battery meter is used to regenerate health
and shields, [[GamePlayAndStorySegregation but that's game balance for you]].to power their built-in gun.
* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids.



* In ''VideoGame/{{Terraria}}'', mana is used as a PowerLimiter for various items (usually taking the form of magic tomes or wands for flavour) that would be otherwise overpowered without a casting cap. You start with a very small amount, and are required to gather 5 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping certain accessories and armor which increase it until taken off.

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* In ''VideoGame/{{Terraria}}'', mana ''VideoGame/{{Bloodrayne}}'' and its sequel have a 'rage' meter which fills by attacking enemies using Raynes wrist blades. It is used as a PowerLimiter for various items (usually taking the form of magic tomes or wands for flavour) that would be otherwise overpowered without a casting cap. You start with a very small amount, to power 'bloodrage' and are required to gather 5 fallen stars to craft into a mana crystal which expands it by 20 points. A other attacks.
* ''VideoGame/{{Brink}}'' gives each
player a "Supplies" meter, [[GameplayAndStorySegregation an abstraction of your side's current logistical capabilities]]. The bar is divided into segments referred to as "Pips", one of each is consumed when the player uses a special ability. [[note]]The specific abilities can also expand it by equipping certain accessories and armor which increase it until taken off.be either universal, such as grenades, or specific, such as [[InfiniteSupplies ammo resupplies]] or [[SentryGun Sentry Guns]].[[/note]] The default is three pips, but can be increased with upgrades to six; additionally, the team that owns the Supply Command Post gets one additional pip [[note]]Two pips if a friendly [[TheEngineer engineer]] upgraded the command post[[/note]] for every member, increasing the potential amount to eight. Also, soldiers can unlock an additional ability to scavenge Supplies from bodies.



%%
* ''VideoGame/WorldOfWarcraft'' has quite a bit of variants.
** First is the classic blue mana bar. It used to grow with increase of Intellect stat, but as of ''Mists of Pandaria'' it has been standardised to level and specialisation. However, while the bar remains the same, different classes use it differently
*** Most damage-dealing casters have a big bar and very good regeneration, leaving them with few worries about filling it. Arcane mages stand in a separate niche among them - unlike others who regenerate it passively, they consume it much faster and actively use special regeneration spells to restore it. Failure to hold back on nuking may result in running dry before their refills are ready and being forced to do minimal damage for a time.
*** The healers typically are more involved with their meters than casters - they obtain regeneration from stats on their gear rather than passive abilities and running dry is a constant threat. Thus they have to balance the heals they dish out to both keep everybody alive and to not run out of mana before the fight is over.
*** Mana-using melee classes, such as paladins and enhancement shamans, have a much shorter mana bar and their abilities tend to take solid chunks out of it with every use - however, their regeneration refills them just as fast. They tend to not run out doing their usual damage rotation, but will run out fast if the situation forces them to throw out some heals. Paladins also have a separate "Holy Power" bar which is accumulated via use of select abilities and can be used on powerful effects or free heals.
** Other classes have differently named and looking resource bars that fulfil the same function:
*** Warriors and Guardian Druids utilise Rage mechanic, a red bar that fills as they deal or take damage. It has a cap of 100 or 120 and their skills usually cost a hefty chunk of it, sometimes emptying it out entirely and dealing more damage the more full it was. It also slowly drains out of combat and thus warriors typically move from one monster to another in a hurry, unleashing the stored up rage on the new target before it vanishes.
*** Rogues, Feral Druids, and Windwalker Monks use Energy, a yellow bar that refills fast by itself and limits them from spamming attacks at high speed. Rogues and Druids use Combo Points and Monks use Chi, which are functionally identical - they're accumulated as red dots on their current target and allow them to unleash powerful finishers.
*** Introduced in ''Wrath of the Lich King'' Death Knights use a double-type resource system: they had six runes, two of each type of Unholy, Blood and Frost and a light blue Rune Power bar. A portion of their skills cost specific runes to use, which then refill themselves - and activation of runes gives them rune power to be used on other skills. Similar to warriors, rune power drains out of combat.
*** As of ''Cataclysm'' expansion, Hunters have switched from mana bar to an orange Focus bar. It's similar to Energy, but it refills much slower and can be quickly restored with use of certain abilities.
*** Introduced in ''Legion'', Demons Hunters use either Fury or Pain depending on their spec. Both are solely built up by using abilities, but differ slightly. Fury, used by Havoc Demon Hunters, is built quickly by their standard attacks and consumed in large chunks to use heavy damage abilities. Pain, used by Vengeance Demon Hunters, slowly generates over time from certain abilities, allowing their other skills to be meted out slower but more consistently.
%%* ''VideoGame/{{Diablo}}'' uses round glassy "vessels", whose level of fullness varies. In ''[[VideoGame/{{Diablo}} Diablo II]]'', the mana orb is blue and held by a statue of an angel.
%%* In ''VideoGame/StarControl II'', spaceships in combat have battery meters, in red; many races have a special way of filling them, from the Pkunk's psychic insults to the Druuge's sacrifice of crew members.
%%* Both ''VideoGame/Rune Factory'' and its sequel fulfill this trope with a Rune Point meter. The RP meter is blue and the HP meter is green.

to:

%%
* ''VideoGame/WorldOfWarcraft'' has quite a bit of variants.
** First is the classic blue mana bar. It used to grow with increase of Intellect stat, but as of ''Mists of Pandaria'' it has been standardised to level
In ''VideoGame/{{Cuphead}}'', landing shots and specialisation. However, while the bar remains the same, different classes use it differently
*** Most damage-dealing casters have a big bar and very good regeneration, leaving them with few worries about filling it. Arcane mages stand in a separate niche among them - unlike others who regenerate it passively, they consume it much faster and actively use special regeneration spells to restore it. Failure to hold back on nuking may result in running dry before their refills are ready and being forced to do minimal damage for a time.
*** The healers typically are more involved with their meters than casters - they obtain regeneration from stats on their gear rather than passive abilities and running dry is a constant threat. Thus they have to balance the heals they dish out to both keep everybody alive and to not run out of mana before the fight is over.
*** Mana-using melee classes, such as paladins and enhancement shamans, have a much shorter mana bar and their abilities tend to take solid chunks out of it with every use - however, their regeneration refills them just as fast. They tend to not run out doing their usual damage rotation, but will run out fast if the situation forces them to throw out some heals. Paladins also have a separate "Holy Power" bar which is accumulated via use of select abilities and can be used on powerful effects or free heals.
** Other classes have differently named and looking resource bars that fulfil the same function:
*** Warriors and Guardian Druids utilise Rage mechanic, a red bar that fills as they deal or take damage. It has a cap of 100 or 120 and their skills usually cost a hefty chunk of it, sometimes emptying it out entirely and dealing more damage the more full it was. It also slowly drains out of combat and thus warriors typically move from one monster to another in a hurry, unleashing the stored up rage on the new target before it vanishes.
*** Rogues, Feral Druids, and Windwalker Monks use Energy, a yellow bar that refills fast by itself and limits them from spamming
parrying pink attacks at high speed. Rogues and Druids use Combo Points and Monks use Chi, which are functionally identical - they're accumulated as red dots on their current target and allow them you to unleash powerful finishers.
*** Introduced in ''Wrath of the Lich King'' Death Knights use a double-type resource system: they had six runes, two of each type of Unholy, Blood and Frost and a light blue Rune Power bar. A portion of their skills cost specific runes to use, which
stack up energy cards. Also, Coffee Charm also gradually grants you energy cards over time. You can then refill themselves - and activation of runes gives them rune power to be used on other skills. Similar to warriors, rune power drains out of combat.
*** As of ''Cataclysm'' expansion, Hunters have switched from mana bar to an orange Focus bar. It's similar to Energy, but it refills much slower and can be quickly restored with use of certain abilities.
*** Introduced in ''Legion'', Demons Hunters use
either Fury use one card for your bullets' extra ability, or Pain depending save up five for your Limit Break.
* ''VideoGame/DeathsGambit'' has one explicitly for spell-casting
on their spec. Both are solely built up top of its SprintMeter for movement and physical attack, and calls it soul energy. Nearly every class has a unique way of recovering it. Soldiers do so through blocking, Assassins through dodging, Sentinels through parrying, and Acolytes of Death through killing. In contrast, Wizards only recover it by healing with phoenix feathers and Nobles by using abilities, but differ slightly. Fury, items in general.
* The first ''VideoGame/DestroyAllHumans'' gives Crypto a "concentration" meter that's
used by Havoc Demon Hunters, is built quickly by their standard attacks to fuel his Psychic Powers and consumed in large chunks to use heavy damage abilities. Pain, used by Vengeance Demon Hunters, slowly generates Holobob and refills either over time from certain abilities, allowing their other skills to be meted out slower but more consistently.
%%*
or by reading people's thoughts.
*
''VideoGame/{{Diablo}}'' uses round glassy "vessels", whose level of fullness varies. In ''[[VideoGame/{{Diablo}} Diablo II]]'', the mana orb for spells is blue and held by a statue of an angel.
%%* * ''VideoGame/DoubleDragonNeon'' has this for [[SpecialAttack Sosetsitsu moves]].
%% * ''VideoGame/DragonRage's'' Cael Cyndar has a real interesting one, instead of it being a actual meter his {{Mana}} is represented by a bunch of particles swirling around a gem.
*
In ''VideoGame/StarControl II'', spaceships in combat have battery meters, in red; ''TabletopGame/DungeonsAndDragons'', while most spellcasting classes used VancianMagic and spell slots, psionic classes used something called Power Points, which acted something like a Mana Meter. You'd use however many races have points based on the level of the spell you were casting.
* The ''VideoGame/DungeonSiege'' series, being heavily influenced by the ''VideoGame/{{Diablo}}'' series, also features
a mana bar in the first two installments, but changes up the name and function in ''III'', splitting it into the Focus bar and Power Orbs. Both are used for special way attacks/abilities, but refilling them is no longer a matter of filling them, from the Pkunk's psychic insults simply waiting or drinking a potion; to the Druuge's sacrifice of crew members.
%%* Both ''VideoGame/Rune Factory''
restore focus attacking and its sequel fulfill this trope defeating enemies is required, and power is restored by using focus abilities, with certain talents and other abilities affecting the refill as well.
* VideoGame/DungeonsOfDredmor'' has
a Rune Point meter. The RP fairly bog-standard mana meter is blue for casting its wide selection of spells.
* In ''VideoGame/EarthEternal'', you get two separate pools: Might
and Will. Might is used for physical skills, while Will is used for magical spells.
* ''Franchise/TheElderScrolls'' has
the HP Magicka meter, which is a mana meter in all but name, being consumed when using any kind of magical ability. There's also a [[SprintMeter Fatigue meter]] which is green.drained by various physical activities, such as running, jumping, and attacking.
* In ''VideoGame/{{Elona}}'', reading from a spell book grants you spell charges. To cast a spell, you need to consume some spell charges, some mana, and pass a casting skill check. Once a spell runs out of charges, you cannot cast it until you read its spellbook again.
* The special gauge in ''VideoGame/EndCycle'' fills on its own and each [=VOC=] requires a certain amount of bars to be used. The player and enemies alike can attack, heal and steal territory with alarming frequency, giving the game a very hectic feel.
* VideoGame/{{Enigmata}}'' has the energy meter that is consumed for your special abilities.
* ''VideoGame/EternalDarkness'' uses a magick meter for spells and it regenerates as you walk around or use items.



%%* Most ''Franchise/StarWars'' games have Force meters.
%% No "general" examples, famous franchise or not. Explain more details about this.
%%
* In the ''VideoGame/XWing'' series, all ships have a DeflectorShield meter, and every single laser has a {{Cooldown}} meter that slowly recharges after being used. The "mana meter" functionality comes from being able to consume the charge of these meters in order to pull off very fast evasive manuevers, whatever they are full or not.
* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids.

to:

%%* Most ''Franchise/StarWars'' games have Force meters.
%% No "general" examples, famous franchise or not. Explain more details about this.
%%
* In The original ''VideoGame/{{Fable|I}}'' has the ''VideoGame/XWing'' series, all ships have a DeflectorShield meter, and every single laser has a {{Cooldown}} Will Gauge, which limits spellcasting for the player. The series foregoes this meter that slowly recharges after from ''VideoGame/FableII'' onwards, making magic, gunplay and swordplay being used. The "mana meter" functionality comes from being able to consume the charge of these meters in order to pull off very fast evasive manuevers, whatever they are full or not.
* The blue EVE gauge in the first two ''VideoGame/BioShock'' games, where you need EVE in-order to use Plasmids.
equally spammable.



%%** ''Franchise/KingdomHearts'' makes use of a similar system, but uses it in a very different way.
%% Examples must stand on their own. They also need to explain how they work
%%



* The ''VideoGame/PhantasyStar'' series has unique takes on Mana Meters. For most games in the series, magic is described as PowersAsPrograms, with actual magic being a lost art in ''VideoGame/PhantasyStarIV'', and new spells being learned from using "Discs" starting with ''VideoGame/PhantasyStarOnline''. Throughout the series, spells have been commonly referred to as "Techniques", and most early games thus referred to MP as "Technique Points", or TP. The aforementioned PSIV used charges for "real" magic, similar to ''VideoGame/FinalFantasyI''. Starting with ''VideoGame/PhantasyStarUniverse'', TP was rebranded as "Photon Points", or PP, to account for the addition of non-tech classes' special attacks, known as "Photon Arts".
* Various ''Franchise/TheLegendOfZelda'' games have green meters that are consumed when Link uses spells and magical items. ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' uses instead a purple one that is consumed for most items, and regenerates over time.
* The ''VideoGame/TalesSeries'' has Technical Points, which are consuming when using techniques. Although still technically a mana meter, ''Tales'' games by Team Destiny (''VideoGame/TalesOfDestiny'' and ''VideoGame/TalesOfRebirth'') get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
* The ''VideoGame/StarOcean'' series uses Magic Points for spell-casting. ''VideoGame/StarOceanTillTheEndOfTime'' introduces the unusual mechanic of being able to die from losing MP. With Physical attacks using HP and Magic attacks using MP, different attacks cause different amounts of damage to one of them, or to both. In essence, they function as two separate meters that both were a hybrid of HitPoints and Mana Meter. Note that this applies to both your party and enemies. This opens up things like seemingly tankish characters with high HP end up having low MP and therefore easier to kill with MP damage. And if you use certain skills (for instance, the Convert MP Damage or Convert HP Damage skills, which converts one damage type to the other, like 1 HP damage for 4 MP damage) can create really resistant characters - that BlackMagicianGirl Sophia can suddenly survive physical attacks because all the supposed HP damage is instead transferred to MP damage, ''and she has a lot of MP''.
%%* ''VideoGame/SystemShock'' has PSI meter.
* ''VideoGame/{{Brink}}'' gives each player a "Supplies" meter, [[GameplayAndStorySegregation an abstraction of your side's current logistical capabilities]]. The bar is divided into segments referred to as "Pips", one of each is consumed when the player uses a special ability. [[note]]The specific abilities can be either universal, such as grenades, or specific, such as [[InfiniteSupplies ammo resupplies]] or [[SentryGun Sentry Guns]].[[/note]] The default is three pips, but can be increased with upgrades to six; additionally, the team that owns the Supply Command Post gets one additional pip [[note]]Two pips if a friendly [[TheEngineer engineer]] upgraded the command post[[/note]] for every member, increasing the potential amount to eight. Also, soldiers can unlock an additional ability to scavenge Supplies from bodies.
* ''VideoGame/KingdomOfLoathing'' 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.
* ''VideoGame/{{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.
* ''[[Website/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to the Health meter. Stamina is consumed when using rings. Like Health, you restore a certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.
%% Good example, but it could explain what these "rings" are or do.
%%
%%* ''VideoGame/LostMagic'' has a yellow bar that appears below Isaac's blue Health bar on his status screen. The rate at which it refills and the delay before it starts refilling are determined by the number of Mana Crystals on the map that are "pure" (captured by you).
%% What it is used for?
* The original ''VideoGame/{{Fable|I}}'' has the Will Gauge, which limits spellcasting for the player. The series foregoes this meter from ''VideoGame/FableII'' onwards, making magic, gunplay and swordplay being equally spammable.
* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. Uniquely, in ''Paper Mario'' FP [[BagOfSharing is shared among all characters]] rather than each having their own separate FP meter. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.

to:

* The ''VideoGame/PhantasyStar'' series ** ''VideoGame/DissidiaFinalFantasy'' has a unique takes on Mana Meters. For most games variation of this in the series, magic is described as PowersAsPrograms, with actual magic being a lost art in ''VideoGame/PhantasyStarIV'', and new spells being learned from using "Discs" starting with ''VideoGame/PhantasyStarOnline''. Throughout form of "Bravery". Landing Bravery Attacks reduces the series, spells have been commonly referred opponent's Bravery while adding to as "Techniques", and most early games thus referred to MP as "Technique Points", or TP. The aforementioned PSIV used charges for "real" magic, similar to ''VideoGame/FinalFantasyI''. Starting with ''VideoGame/PhantasyStarUniverse'', TP was rebranded as "Photon Points", or PP, to account for the addition of non-tech classes' special attacks, known as "Photon Arts".
* Various ''Franchise/TheLegendOfZelda'' games have green meters that are consumed when Link uses spells and magical items. ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' uses instead a purple one that is consumed for most items, and regenerates over time.
* The ''VideoGame/TalesSeries'' has Technical Points, which are consuming when using techniques. Although still technically a mana meter, ''Tales'' games by Team Destiny (''VideoGame/TalesOfDestiny'' and ''VideoGame/TalesOfRebirth'') get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
* The ''VideoGame/StarOcean'' series uses Magic Points for spell-casting. ''VideoGame/StarOceanTillTheEndOfTime'' introduces the unusual mechanic of being able to die from losing MP. With Physical attacks using
attacker's, while landing HP and Magic attacks using MP, different attacks cause different amounts of Attacks inflicts damage to one of them, or the opponent's LifeMeter equivalent to both. In essence, they function as two separate meters that both were a hybrid of HitPoints their current Bravery count. After landing an HP attack, the attacker's Bravery is reduced to 0 and Mana Meter. Note that this applies gradually returns to both your party and enemies. This opens up things like seemingly tankish characters with high HP end up having low MP and therefore easier to kill with MP damage. And if you use certain skills (for instance, the Convert MP Damage or Convert HP Damage skills, its default value (the speed at which converts one damage type to it recovers decreasing the other, like 1 more Bravery they had when landing the HP Attack). If a fighter's Bravery is reduced to below zero, they are put into a state of "Break", where they are unable to inflict any HP damage for 4 MP damage) can create really resistant characters - that BlackMagicianGirl Sophia can suddenly survive physical attacks because all the supposed HP damage is instead transferred until their Bravery returns to MP damage, ''and she has a lot of MP''.
%%* ''VideoGame/SystemShock'' has PSI meter.
* ''VideoGame/{{Brink}}'' gives each player a "Supplies" meter, [[GameplayAndStorySegregation an abstraction of your side's current logistical capabilities]]. The bar is divided into segments referred to as "Pips", one of each is consumed when the player uses a special ability. [[note]]The specific abilities can be either universal, such as grenades, or specific, such as [[InfiniteSupplies ammo resupplies]] or [[SentryGun Sentry Guns]].[[/note]] The
its default is three pips, but can be increased with upgrades to six; additionally, value.
* All
the team that owns the Supply Command Post gets one additional pip [[note]]Two pips if protagonists of ''VideoGame/FirstEncounterAssaultRecon'' have a friendly [[TheEngineer engineer]] upgraded the command post[[/note]] for every member, 'reflex' meter which allow them to enter Bullet Time mode, where they move much faster than their enemies until it drains. They are also capable of increasing the potential amount to eight. Also, soldiers can unlock an additional ability to scavenge Supplies from bodies.
* ''VideoGame/KingdomOfLoathing'' has MP, which can be restored
length of it 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", picking up reflex boosters.
* In ''VideoGame/ForumWarz'', all classes except Re-Res
and if you're a rogue-type, they'll be "mojo points". Of course, everything that drains, restores or otherwise affects MP, does so Permanoobs have some sort of secondary meter in exactly the same way regardless of class.
* ''VideoGame/{{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
combat that's used for casting spells, it can be drained by carrying too much gear or getting hit with blunt weapons.
* ''[[Website/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to the Health meter. Stamina is consumed when using rings. Like Health, you restore a certain amount
most of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.
%% Good example, but it could explain what these "rings" are or do.
%%
%%* ''VideoGame/LostMagic'' has a yellow bar that appears below Isaac's blue Health bar on his status screen. The rate at which it refills and the delay before it starts refilling are determined by the number of Mana Crystals on the map that are "pure" (captured by you).
%% What it is used for?
* The original ''VideoGame/{{Fable|I}}'' has the Will Gauge, which limits spellcasting for the player. The series foregoes this meter from ''VideoGame/FableII'' onwards, making magic, gunplay and swordplay being equally spammable.
* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. Uniquely, in ''Paper Mario'' FP [[BagOfSharing is shared among all characters]] rather than each having
their own separate FP meter. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.attacks, displayed under your LifeMeter.



* ''Franchise/TheElderScrolls'' has the Magicka meter, which is a mana meter in all but name, being consumed when using any kind of magical ability. There's also a [[SprintMeter Fatigue meter]] which is drained by various physical activities, such as running, jumping, and attacking.
* ''VideoGame/{{Bloodrayne}}'' and its sequel have a 'rage' meter which fills by attacking enemies using Raynes wrist blades. It is used to power 'bloodrage' and other attacks.

to:

* ''Franchise/TheElderScrolls'' has the Magicka meter, which is a mana meter in all but name, being consumed when using any kind of magical ability. There's also a [[SprintMeter Fatigue meter]] which is drained Turbo Meter in ''VideoGame/{{Gauntlet}}: Dark Legacy''. It gives you a close area attack good when surrounded by various physical activities, such as running, jumping, and attacking.
* ''VideoGame/{{Bloodrayne}}'' and its sequel have a 'rage' meter which fills by attacking
enemies using Raynes wrist blades. when yellow, and a deadly forward wave / straight shot attack when red. Otherwise it merely powers up your regular attack (such as the Archer firing a stronger arrow, or the Jester dropping a crate of chickens).
* ''VideoGame/{{Godville}}'' has Godpower, which goes from 0 to 100% and must be used to influence the game. [[GodNeedsPrayerBadly It goes up when your hero prays to you.]]
* There's an energy meter in ''VideoGame/GREEDBlackBorder''.
It is smaller then most examples, but it also regenerates quickly. One of The Marine's active skills taps into it to replenish his shields, while a passive one causes it to act as a second shield meter.
* ''VideoGame/GuildWars'' has the energy bar, which powers characters' skills in the same manner mana would.
* ''VideoGame/HappyWars'' has the AP Meter,
used to power 'bloodrage' each class' special skills.
* In ''VideoGame/HardWest'', Luck mainly affects your accuracy
and other attacks.chance to avoid getting hit by the enemies' attacks. However, it can also be consumed to activate the abilities gained from the playing cards.
* ''VideoGame/HeroesOfTheStorm'' plays around with its resource system quite a bit. Most heroes have mana, but very few are expected to run out in anything less than several prolonged fights. There's a handful of heroes who use nonstandard resources, like Chen's brew or Sonya's fury. Many heroes have no resource at all, or a non-resource stat taking the place of the resource bar (such as Fenix's DeflectorShields or D.Va's Self Destruct charge). It's one of the mechanics making it such a fast-paced MOBA.



* The ''VideoGame/DungeonSiege'' series, being heavily influenced by the ''VideoGame/{{Diablo}}'' series, also features a mana bar in the first two installments, but changes up the name and function in ''III'', splitting it into the Focus bar and Power Orbs. Both are used for special attacks/abilities, but refilling them is no longer a matter of simply waiting or drinking a potion; to restore focus attacking and defeating enemies is required, and power is restored by using focus abilities, with certain talents and other abilities affecting the refill as well.
* ''Franchise/{{Pokemon}}'' uses Power Points, or [=PPs=], which indicate how many times a move can be used, with each move having its own PP. When depleted, they can be filled with an item, or by fully healing the Pokemon at a Pokemon Center.

to:

* The ''VideoGame/DungeonSiege'' series, being heavily influenced by ''Franchise/KingdomHearts'' series has become rather infamous for gratuitously littering the ''VideoGame/{{Diablo}}'' series, screen with all sorts of gauges all over the place.
** The Sora of ''VideoGame/KingdomHeartsI'', ''VideoGame/KingdomHeartsII'' and ''VideoGame/KingdomHeartsIII'' simply has the old fashioned MP gauge used for Magic and Summons. ''KHII''
also features includes a mana bar in the first two installments, but changes up the name and function in ''III'', splitting it Drive Gauge that allows Sora to transform into powerful forms, and ''KHIII'' brings back the Focus bar gauge for Shotlocks.
** However, there are no meters in ''VideoGame/KingdomHearts358DaysOver2'', as it uses a VancianMagic system where you slot spells in.
** ''VideoGame/KingdomHeartsChainOfMemories'' only showcases your HP
and Power Orbs. Both are used enemy HP on screen, with no meters for mana or anything else. This is tweaked in ''Re:Chain of Memories'' , as Riku's DP system is re-designed with a gauge, though functions the same as the GBA game.
** ''coded'' and "Re:coded" have a Debug gauge, and a Clock gauge. The Debug gauge essentially functions the same as the original MP gauge, for triggering
special attacks/abilities, but refilling them is no longer a matter of abilities and magics. Re:coded's Clock gauge simply waiting or drinking buffs Sora with helpful status effects whenever it fills, culminating in a potion; Finish attack.
** ''VideoGame/KingdomHeartsBirthBySleep'' shows you ''three'' gauges
to restore focus attacking keep track of aside from your HP. First is the Focus gauge, for your Shotlock attacks. The second is a D-Link gauge, for your D-Link abilities, and defeating enemies the last is required, the Command gauges, for Finishes and power Command Styles. Factor in the fact that every Command Style has its own unique gauge, and that deck commands are in and of themselves gauges, ''BBS'' takes it UpToEleven.
** ''VideoGame/KingdomHearts3DDreamDropDistance'' scales things down a notch. The deck commands are back, but gone
is the rest. All you have are your Dream Eater Link gauges (found under their own tiny UI's), and a rather humongous Drop gauge which is nothing more than a fancy looking timer.
* ''VideoGame/KingdomOfLoathing'' has MP, which can be
restored by using focus abilities, with resting, items, or certain talents 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 other abilities affecting 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 refill as well.
same way regardless of class.
* ''Franchise/{{Pokemon}}'' uses Power Points, or [=PPs=], which indicate how many times a move can be used, In ''VideoGame/{{Thelastio}}'', every player has one that caps at 100, and is consumed when they attack with each move having the magic staffs. It regenerates on its own PP. When depleted, they own, but can also be filled with an item, or by fully healing the Pokemon at a Pokemon Center.restored faster through eating mana berries.



* ''VideoGame/EternalDarkness'' uses a magick meter for spells and it regenerates as you walk around or use items.
* ''VideoGame/TalesOfMajEyal'' 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}}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.

to:

* ''VideoGame/EternalDarkness'' uses a magick meter for spells and it regenerates as you walk around or use items.
* ''VideoGame/TalesOfMajEyal'' has a lot of different resources spread over the different types of classes. Mages, and a couple of hybrid classes,
You have Mana, which regenerates over time. Warriors, Rogues, and most of one for your Dark Gift in the {{Magic Knight}}s have Stamina, which ''VideoGame/LegacyOfKain'' series.
** ''Blood Omen''
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 put an interesting spin on the caster.RespawningEnemies trope, by making the indoor NPCs respawn as ghosts, whose attacks only affect your mana instead of [=HP=]. On the contrary, consuming their now-blue blood replenishes it.



* ''VideoGame/StarFoxAdventures''
** The Staff Energy Meter indicates how much energy Fox has available for the Staff Powers. It is refilled by collecting Magic Gems, and it has three upgrades that can be found in the world.
** Tricky has a meter that tells how many Grubtubs' worth of energy he has available for the Sidekick Skills that require it. It is refilled by feeding him Grubtubs.
* ''VideoGame/{{Bioforge}}'': The {{cyborg}} character's battery meter is used to regenerate health and to power their built-in gun.
* ''VideoGame/ArtOfFighting'' uses a meter to power the characters' {{Special Attack}}s. Taunting can be used to drop the opponent's meter, and it can be rapidly build it up by stopping and focusing the character's Ki.
* The ''Franchise/StreetFighter'' series adopted the Super Meter in ''Super VideoGame/StreetFighterII Turbo'', which increases by throwing attacks, and by inflicting and taking damage. In its original form, filling it allows the player to pull off a [[LimitBreak Super Move]], and later games in the series added the ability to pull off powered-up EX maneuvers that only partially drain the meter.

to:

* ''VideoGame/StarFoxAdventures''
** The Staff Energy Meter indicates how much energy Fox has available for the Staff Powers. It is refilled by collecting Magic Gems, and it has three upgrades
Various ''Franchise/TheLegendOfZelda'' games have green meters that can be found in the world.
** Tricky
are consumed when Link uses spells and magical items. ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' uses instead a purple one that is consumed for most items, and regenerates over time.
%%* ''VideoGame/LostMagic''
has a meter yellow bar that tells how many Grubtubs' worth of energy he has available for appears below Isaac's blue Health bar on his status screen. The rate at which it refills and the Sidekick Skills delay before it starts refilling are determined by the number of Mana Crystals on the map that require it. It is refilled are "pure" (captured by feeding him Grubtubs.
* ''VideoGame/{{Bioforge}}'': The {{cyborg}} character's battery meter
you).
%% What it
is used to regenerate health and to power their built-in gun.
for?
* ''VideoGame/ArtOfFighting'' uses a meter to power the characters' {{Special Attack}}s. Taunting can be used to drop the opponent's meter, and it can be rapidly build it up by stopping and focusing the character's Ki.
* The ''Franchise/StreetFighter'' series adopted the Super Meter in ''Super VideoGame/StreetFighterII Turbo'', which increases by throwing attacks, and by inflicting and taking damage.
In its original form, filling it allows the player to pull off a [[LimitBreak Super Move]], and later games in the series added the ability to pull off powered-up EX maneuvers ''VideoGame/LuxarenAllure'', [=MP=] for spells is depicted with blue bars that only partially drain the meter.deplete from right to left.



* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{Limit Break}}s. Moving while flying also reduces EN by 2 per tile. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts, as do AlphaStrike-style attacks.
** In ''VideoGame/SuperRobotWarsUX'', instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
** Then there's Spirit Points or SP. This one is tied to the pilot and co-pilot. SP is consumed whenever you use Spirit Commands that buff you or your allies, debuff your enemies, or some unique commands like [[SelfDestructMechanism Self Destruct]].
* In ''VideoGame/VampiresDawn'', mana is represented by the vampires' blood. Casting spells costs blood points, and if they suck an enemy for blood their mana meter fills up accordingly. If their mana/blood points fall below a certain percentage they will go berserk.
* The Vibe Gauge in ''VideoGame/SuperPrincessPeach'' dictates how much the titular character can use her 4 vibe powers: [[BlowYouAway Joy]] (which comes with VideoGameFlight), [[PlayingWithFire Rage]] (which comes with a strong stomp), [[MakingASplash Gloom]] (which comes with SuperSpeed), and [[HealingFactor Calm]] (which comes with nothing).
* ''VideoGame/DoubleDragonNeon'' has this for [[SpecialAttack Sosetsitsu moves]].
* In both ''VideoGame/EnterTheMatrix'' and ''VideoGame/TheMatrixPathOfNeo'' below the health-bar is the yellow focus bar. How full it is shows how many more focused moves, moves that are faster and harder than regular ones, can be pulled off.

to:

* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{Limit Break}}s. Moving while flying also reduces EN by 2 per tile. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts, as do AlphaStrike-style attacks.
''Franchise/TheMatrix'':
** In ''VideoGame/SuperRobotWarsUX'', instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
** Then there's Spirit Points or SP. This one is tied to the pilot and co-pilot. SP is consumed whenever you use Spirit Commands that buff you or your allies, debuff your enemies, or some unique commands like [[SelfDestructMechanism Self Destruct]].
* In ''VideoGame/VampiresDawn'', mana is represented by the vampires' blood. Casting spells costs blood points, and if they suck an enemy for blood their mana meter fills up accordingly. If their mana/blood points fall below a certain percentage they will go berserk.
* The Vibe Gauge in ''VideoGame/SuperPrincessPeach'' dictates how much the titular character can use her 4 vibe powers: [[BlowYouAway Joy]] (which comes with VideoGameFlight), [[PlayingWithFire Rage]] (which comes with a strong stomp), [[MakingASplash Gloom]] (which comes with SuperSpeed), and [[HealingFactor Calm]] (which comes with nothing).
* ''VideoGame/DoubleDragonNeon'' has this for [[SpecialAttack Sosetsitsu moves]].
*
In both ''VideoGame/EnterTheMatrix'' and ''VideoGame/TheMatrixPathOfNeo'' below the health-bar is the yellow focus bar. How full it is shows how many more focused moves, moves that are faster and harder than regular ones, can be pulled off.off.
* ''VideoGame/MeltyBlood'' has Magic Circuits, 0 to 300%, or 200% if playing Actress Again and using the Half-Moon Style. Used for special shielding, EX Specials, Shield bunkering, and combos. Can also recover health (up to the limit mentioned above).
* In ''VideoGame/MetalDrift'', you have an energy meter that slowly builds over time but builds much faster if you damage enemies. It is used for Nitro Boost, Quad Damage and certain abilities. The Power ability makes the meter much longer, allowing you to store additional energy.
* ''VideoGame/MorphX'' has a meter for using your alien abilities. It is replenished by absorbing the biomass of defeated swarm creatures.



* In ''VideoGame/{{Splatoon}}'', the Inklings's Ink Gauge functions like a mana meter more than like an "ammo" counter. Firing or using the main weapon consumes ink; different weapons consume ink at different rates, with weapons with more punch to them generally eating through it way faster. The gauge is also used for sub weapons, which they consume a significant part of when thrown or used, from about a third of the gauge to the whole thing depending on the weapon. Ink is refilled by having the Inkling swim in their own ink as a squid, slowly over time by simply not firing, or filled immediately when triggering a [[LimitBreak special weapon]].
* In ''TabletopGame/DungeonsAndDragons'', while most spellcasting classes used VancianMagic and spell slots, psionic classes used something called Power Points, which acted something like a Mana Meter. You'd use however many points based on the level of the spell you were casting.
* ''VideoGame/DissidiaFinalFantasy'' has a unique variation of this in the form of "Bravery". Landing Bravery Attacks reduces the opponent's Bravery while adding to the attacker's, while landing HP Attacks inflicts damage to the opponent's LifeMeter equivalent to their current Bravery count. After landing an HP attack, the attacker's Bravery is reduced to 0 and gradually returns to its default value (the speed at which it recovers decreasing the more Bravery they had when landing the HP Attack). If a fighter's Bravery is reduced to below zero, they are put into a state of "Break", where they are unable to inflict any HP damage until their Bravery returns to its default value.
* In ''TabletopGame/PsionicsTheNextStageInHumanEvolution'' using psionic talents consumes "power points", making the mechanic similar to casting spells from a mana pool.
* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEve2'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.
* The ''Franchise/KingdomHearts'' series has become rather infamous for gratuitously littering the screen with all sorts of gauges all over the place.
** ''VideoGame/KingdomHeartsI'', ''VideoGame/KingdomHeartsII'' and ''VideoGame/KingdomHeartsIII'' all feature the most straightforward example of them all: An old fashioned MP gauge used for Magic and Summons. ''KHII'' also includes a Drive Gauge that allows Sora to transform into powerful forms, and ''KHIII'' brings back the Focus gauge for Shotlocks.
** Completed averted in ''VideoGame/KingdomHeartsChainOfMemories'' - there are absolutely no additional UI bars in this game save for your HP, and enemy HP. Somewhat tweaked in ''Re:Chain of Memories'' in that Riku's DP system is re-designed with a gauge, though functions the same as the GBA game.
** Once more averted in ''VideoGame/KingdomHearts358DaysOver2'' - The game uses a VancianMagic system where you slot in .
** ''coded'' and "Re:coded" have a Debug gauge, and a Clock gauge. The Debug gauge essentially functions the same as the original MP gauge, for triggering special abilities and magics. Re:coded's Clock gauge simply buffs Sora with helpful status effects whenever it fills, culminating in a Finish attack.
** Taken to its absolute logical extreme in ''VideoGame/KingdomHeartsBirthBySleep'', where you have ''three'' gauges to keep track of aside from your HP. First is the Focus gauge, for your Shotlock attacks. The second is a D-Link gauge, for your D-Link abilities, and the last is the Command gauges, for Finishes and Command Styles. Factor in the fact that every Command Style has its own unique gauge, and that deck commands are in and of themselves gauges, ''BBS'' takes it UpToEleven.
** ''VideoGame/KingdomHearts3DDreamDropDistance'' scales things down a notch. The deck commands are back, but gone is the rest. All you have are your Dream Eater Link gauges (found under their own tiny UI's), and a rather humongous Drop gauge which is nothing more than a fancy looking timer.
* ''VideoGame/{{Nihilumbra}}'': Determines how much more color you can put down, and it's shared by all five colors.



* ''VideoGame/HeroesOfTheStorm'' plays around with its resource system quite a bit. Most heroes have mana, but very few are expected to run out in anything less than several prolonged fights. There's a handful of heroes who use nonstandard resources, like Chen's brew or Sonya's fury. Many heroes have no resource at all, or a non-resource stat taking the place of the resource bar (such as Fenix's DeflectorShields or D.Va's Self Destruct charge). It's one of the mechanics making it such a fast-paced MOBA.

to:

* ''VideoGame/HeroesOfTheStorm'' plays around You have one of these in ''VideoGame/NightOfTheFullMoon'', and there are cards that restore or spend mana. These are requirements for when you play certain classes, especially for the Little Witch and the Magician, while you don't generally need to bother with its resource system quite this as the (Action-oriented) Ranger or (Attack-oriented) Lady Knight.
** To
a bit. Most heroes have mana, lesser extent, Actions are also locked this way, where you're only allowed to play a certain number of Action cards per turn (and all Classes use this), and which can even be drained or given extras of with certain cards.
* ''VideoGame/{{Nihilumbra}}'': Determines how much more color you can put down, and it's shared by all five colors.
* In ''VideoGame/PaperSorcerer'', your party's stats are displayed at the bottom of the screen, and at the bottom is the silver Energy bar, used to fuel your attacks.
* ''VideoGame/{{Okami}}'' has an Ink pot meter, as you frequently need to literally draw brush techniques to solve puzzles. It also recharges over time.
* Mana is called energy in ''VideoGame/OperenciaTheStolenSun'',
but very few are expected the meaning is the same, it's also used to run out in anything less than several prolonged fights. power the spells of Mages and Rangers.
* In ''VideoGame/OrcsMustDie'', such a meter fuels your spells and some weapon attacks. It recharges by itself slowly, but can be sped up by standing near the Rift or refilled instantly from a Mana Well. The last upgrade from the "elemental" weaver allows you to regain a portion of mana from crossbow and bladestaff attacks.
*
There's a handful blue meter for your spells in ''VideoGame/OverlordI''.
* ''VideoGame/ParasiteEve'' uses Parasite Energy or PE, which serves as power source for Aya's abilities. Aya's PE recharges over time during battle, but the more often she uses her abilities in the current fight, the slower her PE refills unless you swap armor. ''VideoGame/ParasiteEve2'' uses a more traditional MP system where each ability has a cost associated with it and said MP can only be restored through items, certain armor, or after certain events.
* The ''VideoGame/PhantasyStar'' series has unique takes on Mana Meters. For most games in the series, magic is described as PowersAsPrograms, with actual magic being a lost art in ''VideoGame/PhantasyStarIV'', and new spells being learned from using "Discs" starting with ''VideoGame/PhantasyStarOnline''. Throughout the series, spells have been commonly referred to as "Techniques", and most early games thus referred to MP as "Technique Points", or TP. The aforementioned PSIV used charges for "real" magic, similar to ''VideoGame/FinalFantasyI''. Starting with ''VideoGame/PhantasyStarUniverse'', TP was rebranded as "Photon Points", or PP, to account for the addition
of heroes who non-tech classes' special attacks, known as "Photon Arts".
* ''VideoGame/PhantomDoctrine''' agents have a limited amount of awareness. This is required to perform certain abilities and allows agents to dodge potentially fatal shots during gunfights. A portion of awareness is restored each turn. Agents can also
use nonstandard resources, the focus ability to quickly restore awareness once every three turns.
* ''Franchise/{{Pokemon}}'' uses Power Points, or [=PPs=], which indicate how many times a move can be used, with each move having its own PP. When depleted, they can be filled with an item, or by fully healing the Pokemon at a Pokemon Center.
* ''VideoGame/Prey2006'' has a spiritual arrow meter, which is refilled with the souls of slain enemies.
* Such a meter powers Princess' magical attacks in ''VideoGame/PrincessEdgeDragonstone'', and can recharged either at checkpoints, or by hitting enemies with combos.
* ''VideoGame/ProtectMeKnight'' has the conventional [=MP=] meter that is used by the mage characters.
* In ''VideoGame/PsychicForce'' you titular powers are controlled by the Psy Meter. In the first game you have fixed amount but in the second game, the more life you lose, the more Psy you can use. You can also trade life for Psy and Power with a Hyper Charge.
* Your primary weapons in ''VideoGame/RadixBeyondTheVoid'' are tied to a regenerating energy meter. The only exception is the Vulcan.
* ''VideoGame/RavenswordShadowlands'' combines it with Sprint Meter, in that it is affected not only by magic, but also melee attacks and parrying with a shield. If you get yourself into a fight with multiple enemies and don't have any energy potions at hand, then prepare to see the "You're exhausted" message a lot. Thankfully, it recharges fairly quickly if you just stop attacking for a few moments.
* ''VideoGame/{{Rosenkreuzstilette}}'' has the Weapon Energy that powers your selected weapons' special attacks, represented in a handy gauge.
* ''VideoGame/TheRumbleFish'' has two different mana bars, one for offensive moves, and one for defensive ones.
* ''VideoGame/{{Rune}}'' has the Power meter that is expended when you use the powers of your weapon runes.
%%* Both ''VideoGame/Rune Factory'' and its sequel fulfill this trope with a Rune Point meter. The RP meter is blue and the HP meter is green.
* Each player of ''VideoGame/RWBYAmityArena'' has an "Aura" progressively filling as the match goes on, and a deck of 8 cards prepared before the match and appearing in a random loop 4 cards at a time. Each card costs a set amount of Aura, with usually the most powerful ones being the most expensive to play.
* In ''VideoGame/{{Severed}}'', it is used to power Sasha's magic spells, and appears as a purple bar underneath the life meter once she gets her first one. It can be extended by collecting Brain Pieces. Also, it refills rapidly outside of combat, so the player can just wait a few seconds to ensure they're good to go for the next encounter.
* In ''VideoGame/ShadowMan'', the health bar, charge meter, and mana meter are stacked in a single circle. Your remaining voodoo (mana) is the middle circle.
* In ''VideoGame/SilhouetteMirage'', your health is called Mana, while the meter that is actually used to power abilities is called Spirit Meter, dubbed Fatima in the English version.
* Every character in ''VideoGame/{{Silverfall}}'' starts with one. It can either grow if you emphathize magic and nature, or shrink if you develop your character as a technology user instead.
* In ''VideoGame/SolarJetman'', the meter below the fuel gauge shows how much energy you have left for your special weapons.
* Subverted in ''VideoGame/{{Sonny}}'', where instead each unit has a Focus bar that fills up during a fight and lets them attack when full. Buffs/debuffs to speed affect how quickly Focus refills, which directly affects turn order during combat.
* ''VideoGame/SoulKnight'' has the energy bar that serves as a Mana meter for various projectile-firing weapons, be it a staff, a bow, or a gun.
* In ''VideoGame/{{Splatoon}}'', the Inklings's Ink Gauge functions
like Chen's brew a mana meter more than like an "ammo" counter. Firing or Sonya's fury. Many heroes using the main weapon consumes ink; different weapons consume ink at different rates, with weapons with more punch to them generally eating through it way faster. The gauge is also used for sub weapons, which they consume a significant part of when thrown or used, from about a third of the gauge to the whole thing depending on the weapon. Ink is refilled by having the Inkling swim in their own ink as a squid, slowly over time by simply not firing, or filled immediately when triggering a [[LimitBreak special weapon]].
* Averted in ''VideoGame/StandstillGirl''. Instead, each turn you get an Energy Core, of which you can hold up to 4 at time, and which are then expended to power your abilities. If you
have no resource cores to use, you can defend, or "just watch".
* In ''VideoGame/StarControl II'', every spaceship has a red battery meter that indicates how much energy they can expend on their primary attack. Most races' ships also have special abilities that will also consume energy from the meter, but a few others' abilities ''refill'' them instead, from the Pkunk's psychic insults to the Druuge throwing their crewmembers into the engine to instantly refill the meter, so that they can keep firing their powerful, but hugely energy-intensive gun.
* Units in ''VideoGame/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). This system can lead to some weirdness when the terran [=EMP=] drains psionic power and bioweapons in addition to energy and shields, [[GamePlayAndStorySegregation but that's game balance for you]].
* ''VideoGame/StardewValley'' has the Energy Meter, which decreases with tool use, consumption of energy lowering foods, and other things. It is restored mainly through food and the Spa. In multiplayer, a character can also regain energy by laying in their bed.
* ''VideoGame/StarFoxAdventures''
** The Staff Energy Meter indicates how much energy Fox has available for the Staff Powers. It is refilled by collecting Magic Gems, and it has three upgrades that can be found in the world.
** Tricky has a meter that tells how many Grubtubs' worth of energy he has available for the Sidekick Skills that require it. It is refilled by feeding him Grubtubs.
* The ''VideoGame/StarOcean'' series uses Magic Points for spell-casting. ''VideoGame/StarOceanTillTheEndOfTime'' introduces the unusual mechanic of being able to die from losing MP. With Physical attacks using HP and Magic attacks using MP, different attacks cause different amounts of damage to one of them, or to both. In essence, they function as two separate meters that both were a hybrid of HitPoints and Mana Meter. Note that this applies to both your party and enemies. This opens up things like seemingly tankish characters with high HP end up having low MP and therefore easier to kill with MP damage. And if you use certain skills (for instance, the Convert MP Damage or Convert HP Damage skills, which converts one damage type to the other, like 1 HP damage for 4 MP damage) can create really resistant characters - that BlackMagicianGirl Sophia can suddenly survive physical attacks because all the supposed HP damage is instead transferred to MP damage, ''and she has a lot of MP''.
* ''Franchise/StarWars'' games:
** In the ''VideoGame/XWing'' series, all ships have a DeflectorShield meter, and every single laser has a {{Cooldown}} meter that slowly recharges after being used. The "mana meter" functionality comes from being able to consume the charge of these meters in order to pull off very fast evasive manuevers, whatever they are full or not.
* ''VideoGame/SteelBattalion'' has the Battery Meter, as battery power is the source of energy for sidestep maneuver and energy/melee weapons. Normally, they have a fixed recharge rate, but activating Override (see below) makes the recharge time near instantaneous; a massive boon in heated battles, especially involving energy weapons.
* The ''Franchise/StreetFighter'' series adopted the Super Meter in ''Super VideoGame/StreetFighterII Turbo'', which increases by throwing attacks, and by inflicting and taking damage. In its original form, filling it allows the player to pull off a [[LimitBreak Super Move]], and later games in the series added the ability to pull off powered-up EX maneuvers that only partially drain the meter.
* ''VideoGame/SuperMarioRPG'' and the ''VideoGame/PaperMario'' games have Flower Points, in keeping with the mushroom/flower/star theme usually seen in the ''Franchise/SuperMarioBros'' series, that are consumed when using special attacks and abilities. Uniquely, in ''Paper Mario'' FP [[BagOfSharing is shared among all characters]] rather than each having their own separate FP meter. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.
** The Vibe Gauge in ''VideoGame/SuperPrincessPeach'' dictates how much the titular character can use her 4 vibe powers: [[BlowYouAway Joy]] (which comes with VideoGameFlight), [[PlayingWithFire Rage]] (which comes with a strong stomp), [[MakingASplash Gloom]] (which comes with SuperSpeed), and [[HealingFactor Calm]] (which comes with nothing).
* Most games in the ''VideoGame/SuperRobotWars'' series have an EN bar, which is usually reserved for energy attacks, energy shields, and significantly-powerful melee attacks or {{Limit Break}}s. Moving while flying also reduces EN by 2 per tile. Missiles, guns, and other ammunition-based weapons usually have their own separate ammo counts, as do AlphaStrike-style attacks.
** In ''VideoGame/SuperRobotWarsUX'', instead of the usual EN bar, all [[VisualNovel/{{Demonbane}} Deus Machina]] have an MP bar instead. It has a variety of quirks, such as scaling up through leveling skills rather than upgrades.
** Then there's Spirit Points or SP. This one is tied to the pilot and co-pilot. SP is consumed whenever you use Spirit Commands that buff you or your allies, debuff your enemies, or some unique commands like [[SelfDestructMechanism Self Destruct]].
* ''VideoGame/SystemShock'' has the [=PSI=] meter, which is consumed when the player deploys psionic discipline powers.
* ''VideoGame/TalesOfMajEyal'' 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}}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 all, 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.
* The ''VideoGame/TalesSeries'' has Technical Points, which are consuming when using techniques. Although still technically
a non-resource stat mana meter, ''Tales'' games by Team Destiny (''VideoGame/TalesOfDestiny'' and ''VideoGame/TalesOfRebirth'') get rid of Technical Points in favor of some other mechanic that usually regenerates whatever it is you need to do special attacks quickly.
* In ''VideoGame/{{Terraria}}'', mana is used as a PowerLimiter for various items (usually
taking the place form of magic tomes or wands for flavour) that would be otherwise overpowered without a casting cap. You start with a very small amount, and are required to gather 5 fallen stars to craft into a mana crystal which expands it by 20 points. A player can also expand it by equipping certain accessories and armor which increase it until taken off.
* Wearing necklaces in ''VideoGame/{{Timespinner}}'' allows Lunais to cast spells, which consume her Aura meter.
* ''VideoGame/ToejamAndEarl'' has the Funk meter, which powers the Funk Move and Funk Radar.
* All classes in the ''VideoGame/TreeOfSavior'' use [=SP=] for skills and spells, represented by the [=SP=] meter.
* ''VideoGame/TroubleWitches'' has the conventional [=MP=] meter. 10 [=MP=] is roughly equals to 1 second for your character's barrier.
* Vivian of ''VideoGame/TheVagrant'' can use her strongest skills by filling up her Rage Meter, which is done through either attacking enemies, finding food, or by using special Rage potions.
* In ''VideoGame/VampiresDawn'', mana is represented by the vampires' blood. Casting spells costs blood points, and if they suck an enemy for blood their mana meter fills up accordingly. If their mana/blood points fall below a certain percentage they will go berserk.
* ''VideoGame/VictorVran'' has one, but calls it Overdrive, since it fuels Victor's Demon Powers.
* The special powers of ''VideoGame/ViewtifulJoe'' are fueled by the [=VFX=] gauge.
* ''Franchise/{{Warhammer}}'':
** There's a fluctuating Winds of Magic gauge at the bottom
of the screen in ''VideoGame/WarhammerDarkOmen'', to indicate how much magic is available for a wizard to tap into.
* Using technology in ''VideoGame/WarpForce'' drains down the blue Energy Meter. There is also the green [=SP=] bar, which is used for certain skills and running away in battle.
* Cyrus' spells in ''VideoGame/WizOrb'' are limited by the size of this meter. Some blocks drop magic potions which refill it.
* The charge on the Thule Medallion acts as one in ''VideoGame/Wolfenstein2009'', since it governs his use of Veil powers.
* ''VideoGame/WorldOfWarcraft'' has quite a bit of variants.
** First is the classic blue mana bar. It used to grow with increase of Intellect stat, but as of ''Mists of Pandaria'' it has been standardised to level and specialisation. However, while the bar remains the same, different classes use it differently
*** Most damage-dealing casters have a big bar and very good regeneration, leaving them with few worries about filling it. Arcane mages stand in a separate niche among them - unlike others who regenerate it passively, they consume it much faster and actively use special regeneration spells to restore it. Failure to hold back on nuking may result in running dry before their refills are ready and being forced to do minimal damage for a time.
*** The healers typically are more involved with their meters than casters - they obtain regeneration from stats on their gear rather than passive abilities and running dry is a constant threat. Thus they have to balance the heals they dish out to both keep everybody alive and to not run out of mana before the fight is over.
*** Mana-using melee classes, such as paladins and enhancement shamans, have a much shorter mana bar and their abilities tend to take solid chunks out of it with every use - however, their regeneration refills them just as fast. They tend to not run out doing their usual damage rotation, but will run out fast if the situation forces them to throw out some heals. Paladins also have a separate "Holy Power" bar which is accumulated via use of select abilities and can be used on powerful effects or free heals.
** Other classes have differently named and looking
resource bars that fulfil the same function:
*** Warriors and Guardian Druids utilise Rage mechanic, a red
bar (such that fills as Fenix's DeflectorShields they deal or D.Va's Self Destruct charge). take damage. It has a cap of 100 or 120 and their skills usually cost a hefty chunk of it, sometimes emptying it out entirely and dealing more damage the more full it was. It also slowly drains out of combat and thus warriors typically move from one monster to another in a hurry, unleashing the stored up rage on the new target before it vanishes.
*** Rogues, Feral Druids, and Windwalker Monks use Energy, a yellow bar that refills fast by itself and limits them from spamming attacks at high speed. Rogues and Druids use Combo Points and Monks use Chi, which are functionally identical - they're accumulated as red dots on their current target and allow them to unleash powerful finishers.
*** Introduced in ''Wrath of the Lich King'' Death Knights use a double-type resource system: they had six runes, two of each type of Unholy, Blood and Frost and a light blue Rune Power bar. A portion of their skills cost specific runes to use, which then refill themselves - and activation of runes gives them rune power to be used on other skills. Similar to warriors, rune power drains out of combat.
*** As of ''Cataclysm'' expansion, Hunters have switched from mana bar to an orange Focus bar.
It's one similar to Energy, but it refills much slower and can be quickly restored with use of certain abilities.
*** Introduced in ''Legion'', Demons Hunters use either Fury or Pain depending on their spec. Both are solely built up by using abilities, but differ slightly. Fury, used by Havoc Demon Hunters, is built quickly by their standard attacks and consumed in large chunks to use heavy damage abilities. Pain, used by Vengeance Demon Hunters, slowly generates over time from certain abilities, allowing their other skills to be meted out slower but more consistently.
* ''[[Website/GaiaOnline zOMG!]]'' has a blue, battery-shaped Stamina meter next to
the mechanics making it such Health meter. Stamina is consumed when using rings. Like Health, you restore a fast-paced MOBA.certain amount of Stamina per tick, though you can increase the rate by kneeling (at the cost of tripling all damage received) or by using certain buffs. Certain power-ups also instantly restore a portion of your Health and Stamina. Unlike Health, your maximum Stamina never increases, nor can you reduce the Stamina cost of a ring.
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!! Non-video game examples:

[[AC:Comic Books]]


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[[AC:Tabletop Games]]
* In ''TabletopGame/PsionicsTheNextStageInHumanEvolution'' using psionic talents consumes "power points", making the mechanic similar to casting spells from a mana pool.

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