%%
%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out.
%% Add context to the entries before uncommenting them.
%% Not only explain in what form the meter appears, but also what it is used for in-game.
%%

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

The partner to the LifeMeter, the Mana Meter describes the [[PowerSource amount of power]], often called {{Mana}}, a character has remaining for his special abilities. It is commonly associated with spell-casting characters in action {{RPG}}s and RealTimeStrategy titles.

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.

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, and FunctionalMagic all drain the same [[{{mana}} "stuff"]].

A ManaPotion can restore all or part of it, or it can restore on its own with RegeneratingMana.
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!!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 ''Franchise/{{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]].
* In ''VideoGame/BloodlineChampions'', while {{Cooldown}}s are used to limit abilities, hitting with them charges an energy meter that can be consumed [[LimitBreak to use other more powerful ones]].
%% * ''VideoGame/{{Terraria}}'' requires you 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 accessories and armor which can expand it until taken off, such as bands of star power, accessories with the "Arcane" prefix, jungle armor, or the helmets made from hard mode ores such as the Cobalt Hat (increases by 40), Mythril Hood (by 60) or Adamantite Headgear (by 80). Those three can then be used to make the Hallowed Headgear ([[{{UpToEleven}} which increases it by 100 points]]).
%% This goes into far too much detail about how to increase the mana pool without explaining the most important thing: What it is used for.
%%
%%* Supers in ''VideoGame/CityOfHeroes'' have a blue endurance bar.
%% What is the endurance bar used for?
%%** Some archetypes have an extra bar. Brutes have ''Fury'', which increases their damage output as the bar fills while they attack enemies and are attacked in return. Dominators have ''Domination'', a bar that fills from dealing attacks and when full allows them to activate the ''Domination Mode'' that increases the strength and duration of their status effect powers and renders them heavily resistant to status effect powers from enemies.
%% These entries appear to be CriticalStatusBuff and LimitBreak respectively. Either rewrite them in case they actually function like a mana bar, or delete this part if they don't.
%%
* ''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 and Feral Druids use Energy, yellow bar that refills fast by itself and limits them from spamming attacks at high speed and Combo Points which are 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 Concentration bar, which refills by itself or with use of certain abilities.
%%* ''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.
* ''VideoGame/EternalFighterZero'' has Kano Kirishima, a character inspired by RPG magic users who is also [[MechanicallyUnusualFighter the only one in the game that uses a magic meter]]. Her magic gauge must be manually charged in order to cast her tiered elemental spells. Different tiers of spells consume different amounts of the bar.
%%* 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 first two ''Franchise/BioShock'' games.
* The ''Franchise/FinalFantasy'' games have MP, which stands for Magic Points (Or Mist Points in ''VideoGame/FinalFantasyXII''). Aside from certain actions (such as regular attacks, stealing, and items to name a few) most attacks drain MP.
%%** ''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
%%
* 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 ''Franchise/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 ''Franchise/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.
%%* ''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.
* ''[[VideoGame/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. The ''VideoGame/MarioAndLuigi'' series use Bros. Points instead of Flower Points for the same purpose.
* ''VideoGame/{{Freelancer}}'' has the power meter, which is consumed by firing your weapons. Usually, you consume power only slightly faster that it regenerates, which keeps you from just holding the button down forever. The [[InfinityPlusOneSword stolen Nomad weapons]] are awesome because they consume no power, which means that having a few can free up infinitely regenerating power for your other guns.
* ''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.
* ''VideoGame/JadeEmpire'' features the Chi meter, used for magic attacks and transformations, as well as powering up your Martial and Weapon styles.
* 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.
* Most champions in ''VideoGame/LeagueOfLegends'' use mana as a casting resource, with a few variations. Some use Energy, which has a fixed cap and regeneration rate, some are CastFromHitPoints, some use Fury which builds when they attack, one uses Heat which builds when he uses an ability, and some use no resources at all and are completely cooldown reliant.
* ''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.
* ''VideoGame/LegendOfHeroesTrailsInTheSky'' has the EP Bar (Energy Points), which is used in Arts (read: spells). It also has a separate meter for LimitBreak and character-specific skills.
* ''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.
* The ''VideoGame/MarvelVsCapcom'' games, and by extention ''VideoGame/TatsunokoVsCapcom'', have a stackable Hyper Bar that can be filled up to 5 times, allowing multiple [[LimitBreak Hyper Combos]] to be pulled off in succession. Depending on the game, a few to all of the characters have access to a Level 3 Hyper Combo: A significantly more powerful attack that consumes 3 Hyper Bars instead of the usual 1.
* 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.
%% It appears the EN bar is also a kind of mana meter, so this example can be expanded upon.
%%
* 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 ''SuperPrincessPeach''.
%% * ''DoubleDragonNeon'' has this for Sosetsitsu moves.
%% What are 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.
* ''VideoGame/MortalKombat9'' and ''VideoGame/MortalKombatX'' have a 3-part gauge for each character filled by attacking and by being attacked. A single bar can be used to power-up a special move, two bars for breaking out of combos, and the whole 3 bars to trigger [[LimitBreak a brutal X-Ray attack]].
* 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/PsionicsTheNextStageInHumanEvolution'' using psionic talents consumes "power points", making the mechanic similar to casting spells from a mana pool.
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