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From the Codex of Ultimate Wisdom

Mana

A folio of the realm

Mana

Mana is the magical-energy resource pool every character and creature in Ultima Online draws on to cast spells, trigger Special Moves, activate Skill Masteries, and pay the running cost of forms like Vampiric Embrace and Lich Form. It is one of the three character pools — alongside Hit Points and Stamina — and the one most heavily shaped by the modern item-property system: a mage's mana economy is the joint output of Intelligence, Mana Increase, Mana Regeneration, Lower Mana Cost, Meditation, Focus, and the medable-vs-non-medable armor distinction that gates active meditation. Every spell-school identifies its own combat tempo by how aggressively it spends mana versus how fast it refills, and every mage suit is built first and foremost around getting that ratio right.

This page is the canonical reference for the mana pool itself: how it is calculated, how it regenerates, the modifiers that scale that regeneration, and the systems that consume it.

What mana is

Property Value
Pool size Intelligence + Mana Increase — one mana point per stat point, one mana point per MI item-property point
Maximum INT 125 (raised from 100 via Stat Scrolls); cap of 150 with full +25 stat scrolls
Mana Increase cap +25 MI from gear (per character item-property cap, post-Pub 46)
Effective cap 150 max mana under standard play (125 INT + 25 MI), 175 with +25 INT and +25 MI scrolls
Regeneration mechanic Continuous, on a 10-second tick window; partial mana points carry across ticks
Consumed by All spell schools, special moves, masteries, mounted Concentration loss, ongoing form costs
Drained by Mage Weapon Mana Drain, Hit Mana Drain, specific monster abilities (e.g., Earth Elemental Mana Drain hit, Reaper drain on root)
Regen-restored by Time, Meditation skill (passive + active), Focus skill, MR property, Hit Mana Leech on weapons, Vampiric Embrace life-leech, Spellweaving Wildfire Tribute mastery

Even non-magical creatures have mana — the Reaper carries an average of 176 (it casts spells), while the Earth Elemental sits at ~82 (its Mana Drain attack draws from the player into its own pool). Pet Animal Taming targets like Cu Sidhe and Hiryu carry mana for their special abilities, which is one of the levers the Pet Training system tunes.

Mana Regeneration — the formula

Mana regeneration is the single most-discussed mechanic in mage build construction. The formula is multi-stage, with three primary skill/stat inputs and several gear/state modifiers:

Layer Contribution
Base 0.2 mana per second — the floor every character receives
Focus + Focus / 200 mana per second — at GM Focus that's +0.5/s
Meditation speed factor (Med × 3 + INT) / 400 mana per second — at GM Med (100) and 100 INT that's (300 + 100)/400 = +1.0/s
GM Meditation bonus × 1.1 multiplier on the Meditation speed factor when Meditation ≥ 100
Active Meditation bonus × 2 multiplier on the Meditation speed factor when in active-meditation trance
Mana Regeneration item property + MR / 10 mana per second — at the +18 cap that's +1.8/s

Combining the layers, a representative top-tier mage regen rate runs:

Passive (no trance), 100 INT, 100 Med, 100 Focus, +18 MR:
  0.2  (base)
  + 100/200 = 0.5  (Focus)
  + ((100 × 3 + 100) / 400) × 1.1 = 1.1  (Med-speed × GM bonus)
  + 18/10 = 1.8  (MR cap)
  = 3.6 mana/sec
Active meditation (trance), same stats:
  0.2 + 0.5 + (1.0 × 1.1 × 2.0) + 1.8 = 4.7 mana/sec

A 100-INT mage with a 150 mana pool refills from 0 to full in ~32 seconds passively, ~32 seconds in active trance. The big difference is what active meditation costs: the trance interrupts on damage, on movement, on speech, and on weapon swing — so active meditation is for between-fight refills, not in-combat regen.

Medable vs. non-medable armor

The single biggest gating factor on regen rate is the medable armor flag:

Armor type Medable? Effect
Leather, Studded, Bone, Mage Armor-flagged Plate Yes Full regen formula applies
Plate, Chainmail, Ringmail, non-Mage-Armor metal No The Meditation speed factor zeroes out — only base + Focus + MR contribute
Mage Armor item-property override Yes A Plate piece imbued or runic'd to carry the Mage Armor property is treated as medable

If a non-medable piece is equipped while the character attempts to enter active meditation, the system displays "Regenerative forces cannot penetrate your armor." and the trance fails to start. The medable-armor restriction was the single biggest reason the Stone Plate Armor set (which is Mage Armor by default) became canonical for hybrid melee-mage builds — see Stone Plate Armor for the full set.

MR cap and the +9 / +18 transition

The Mana Regeneration item property has a cap of +18 on character — six pieces at +3 each gets you most of the way there, plus any artifact bonus. Pre-Pub 46 the cap was effectively +9 (an item-tier rule). The post-Pub 46 system raises it to +18 with a soft tier:

  • +1 to +9 MR: each point fully contributes (+0.1/s per point).
  • +10 to +18 MR: each point still contributes (+0.1/s per point), but the cumulative diminishing-returns curve means there's effectively a +18 ceiling — you cannot exceed it from gear alone.

Imbuing caps individual MR property at intensity 9 per slot. Three +3 MR rings + a +3 MR bracelet + a +3 MR talisman = +12, then a +6 MR artifact closes the gap to +18.

Mana consumption — the spend side

The other half of the mana economy is how much each spell costs. The cost matrix is per-spell-school:

School Cost model Notable mods
Magery Per-circle (1st = 9, 2nd = 11, 3rd = 14, ..., 8th = 50) Lower Mana Cost caps at 40%; minimum cost = 1 mana
Necromancy Per-spell scaling 5–40 Form spells (Lich, Vampiric Embrace, Wraith) have ongoing tick costs
Spellweaving 6/8/10/12 by Word-of-Power tier Arcane Focus and Cooperative caster bonuses reduce
Mysticism Per-spell 8–50 Some spells consume both mana AND specific reagent items (Bone, Daemon Bone, Bat Wing)
Chivalry Karma-modulated 5–40 High-karma characters pay less; Tithing Points convert gold to mana-substitute pool
Bushido / Ninjitsu Per-ability 10–25 Skill Mastery costs separate from base ability costs

Lower Mana Cost is a flat % reduction across all schools, capped at 40% from gear. A 50-mana spell at 40% LMC costs 30 mana; a 9-mana spell costs 5.4 → 5 (round down, minimum 1).

Special Moves carry a flat mana cost depending on the move tier (Primary 20 / Secondary 30 / Mastery 40 typical), modified by Mana Phasing Orb artifacts and Tactics-skill thresholds.

Mana drain and leech

Hit Mana Drain and Hit Mana Leech are the two combat-side mana economy levers:

Property Effect Cap
Hit Mana Drain % chance on hit to drain target's mana 50% (item)
Hit Mana Leech % chance on hit to refund a fraction of damage to caster's mana 50% (item)

Hit Mana Leech is the canonical mana-economy fix for melee mages and pure casters using Mage Weapons: a Magery-Mage Weapon with high HML + Damage Increase replaces active meditation with passive-on-swing mana refills, allowing constant high-cost casting (Energy Bolts, Flame Strikes) without ever pausing to meditate.

Sources of mana refill that bypass regeneration

A few systems restore mana outside the regeneration formula:

  • Vampiric Embrace — life-leech grants ~25% of damage as HP and a small mana-trickle in some implementations.
  • Mana Phasing Orb artifact — chance-on-hit to refund some mana cost of next spell.
  • Mana Drain (offensive)Necromancy Mana Drain spell drains target's mana directly into the caster's pool.
  • Spirituality Shrine + Ankh Pendant chant "Om" — +1 to all three regenerations (HP, Stamina, Mana) for one hour, with 25% chance to bump one to +2.
  • Spellweaving Tribute — group-cast Tribute mastery refills mana for all participants.
  • Skill Mastery passive abilities — several mastery passives include mana-economy benefits (e.g., Mage's Wizardry ability shores up mana cost on Magery casting).

See also

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