Combat Resources

Hit Points
Some skills and Berserker use HP as skills cost. The pool for this resource can be increased by gaining Stamina and Strength. HP regeneration rate depends on Stamina.

The maximum for this resource is dependent on your statistics. See Attributes for rate of increase per stat point.


 * Maximum: Max HP + 5 x Sta + 0.1 x Str HP.
 * Regeneration (out combat): 0.05 x Sta HP per 2 seconds. (0.025 x Sta HP/second).
 * Regeneration (Out combat & sit ["press x"]): 0.10 x Sta HP per 2 seconds. (0.05 x Sta HP/second).
 * Regeneration (in combat): 0.0?? x Sta HP per 2 seconds. (0.00?? x Sta HP/second).

Note: "Maximum HP" does not increase "HP Regeneration"!

Hitpoints can be restored faster with the use of Health Potions.

Mana
Mages, Priests, Knights, Druids, and Wardens use Mana. The pool for this resource can be increased by gaining Wisdom and Intelligence. Mana regeneration rate depends on Wisdom.

The maximum for this resource is dependent on your statistics. See Attributes for rate of increase per stat point.


 * Maximum: Max MP + 5 x Wis + 1 x Int MP.
 * Regeneration (out combat): 0.1 x Wis + 2xMReg MP per 2 seconds. (0.05 x Wis + MReg MP/second).
 * Regeneration (Out combat & sit ["press x"]): 0.20 x Wis MP per 2 seconds. (0.1 x Wis MP/second).
 * Regeneration (in combat): 0.0125 x Wis MP per 2 seconds. (0.00625 x Wis MP/second). (1/8 of Out of combat regeneration)

'' Note: Try to avoid "Maximum MP" as a stat, since some skills cost a percentage of the maximum. "Maximum MP" does not increase "Mana Points Regeneration"!

Mana can be restored faster with the use of Mana Potions.

Rage
Warriors and Champions use <span style="color:">Rage. This resource is generated during combat by your Basic Melee Attack Hits, as well as Been Hit. This resource will fade quickly when out of combat, so don't be afraid to use it up.

Or, same as, <span style="color:">10.0 rage per 2 seconds (<span style="color:">5.0 rage/second), if continous attack and no buff of speed.
 * Maximum Rage: <span style="color:">100 /<span style="color:">100 rage.
 * Generation per Basic Attack: <span style="color:">5 x [Weapon Base Cadence (seconds / attack)] rage.

(Does not matter what weapon is used, but speed modifiers help to increase earned rage per second)
 * Generation per Been Hit: <span style="color:">7 rage.
 * Fade Out of Combat: - <span style="color:">5 rage per 2 seconds (- <span style="color:">2.5 rage/second).

Energy
Rogues use <span style="color:">Energy. This resource generates over time at a quick rate, 20 points at a time.


 * Maximum: <span style="color:">100 /<span style="color:">100 energy.
 * Regeneration: <span style="color:">15 energy per 2 seconds (<span style="color:">7.5 energy/second).

Focus
Scouts and Warlocks use <span style="color:">Focus. This resource generates over time at a slower rate than Energy, but at a decent rate considering the cost of abilities.


 * Maximum: <span style="color:">100 /<span style="color:">100 focus.
 * Regeneration (still & out combat): <span style="color:">15 focus per 2 seconds. (<span style="color:">7.5 focus/second).
 * Regeneration (still & in combat): <span style="color:">10 focus per 2 seconds. (<span style="color:">5 focus/second).
 * Regeneration (moving): <span style="color:">10/3 or 3.33... focus per 2 seconds. (<span style="color:">5/3 focus/second).

Ammunition
(Scouts) and Projectiles (Rogues) are consumables and need to be replenished when they run out. Usually, General Merchants will carry these.

See Ammunition.

Nature's Power
Special Druid resource. See Druid Skills to learn which abilities generate and consume this resource.

Soul Points (Psi)
Special Warlock resource. See Warlock Skills to learn which abilities generate and consume this resource.

Poisons
Some Rogue´s Skills consume and/or. Usually, General Merchants will carry these.

See Poisons.