Mechanic

Low Mana

A player is on Low Mana while current Mana is 35% of maximum Mana or lower. Exactly 35% counts as Low Mana. Not being on Low Mana begins above 35%, while High Mana does not begin until 65%.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Low Mana does

Current rules

Divide current Mana by maximum Mana. A character with 1,000 maximum Mana is on Low Mana at 350 Mana or lower. At 500 Mana the character is neither Low nor High, and at 650 Mana the character is High. Check count-as effects such as Serpent's Lesson before evaluating flask, passive, item, or Ascendancy conditions.

The default threshold is 35% remaining
Low Mana begins at 35% of maximum Mana and includes the boundary. With 1,000 maximum Mana, 350 is Low Mana and 351 is not.
Not Low and High are not synonyms
A Mana amount above 35% is not Low Mana, but High does not begin until 65%. A character at 50% Mana is therefore neither Low nor High under the default thresholds.
Full Mana requires an unreserved resource
Full Mana requires 100% of maximum Mana. Valid Overflow can exceed that maximum and still count as Full, but a Reserved Mana pool is not Full merely because every unreserved point is filled unless an effect explicitly checks Full Unreserved.
Serpent's Lesson can use Life instead
Serpent's Lesson makes the wearer count as on Low Mana while at 35% of maximum Life or below. It also makes low Mana produce the Low Life state. Neither check changes the actual resource amount.
While not on Low Mana means above the threshold
A modifier that applies while not on Low Mana is active above 35% Mana unless another effect changes what counts as Low Mana. It does not require High or Full Mana.
Costs can cross the threshold during play
Skill costs and other Mana loss can move the character from above 35% to Low Mana. Recovery can move the character back above it. Conditional effects update with the current state unless their wording describes a separate reaching event or duration.

Current Low Mana interactions

5 cases
03
04
Passive and Ascendancy conditions

Mental Toughness grants Mana Cost Efficiency while on Low Mana, Overload changes Lightning Penetration according to the state, and Necromantic Conduit grants Unholy Might while the character is not on Low Mana.

Related: Mental Toughness, Overload, Necromantic Conduit
05
Modifier search

Current equipment and other modifier pools can use Low Mana, not Low Mana, and recovery conditions. Search the exact wording and then check whether it applies to the player, a Skill, or another entity.

Related: Search Low Mana modifiers

Limits and exceptions

5 rules
  • Low Mana means 35% remaining or less by default, not 35% missing.
  • A character between 35% and 65% Mana is neither Low nor High by default.
  • Counting as on Low Mana does not spend, reserve, recover, or set Mana.
  • Not on Low Mana does not mean Full Mana.
  • A Reserved Mana pool is not Full merely because the unreserved portion is filled.