Vitals
Health, spell points and endurance - what sets each pool, what spends it, and how it comes back.
Every character carries three pools. Health points are your life. Spell points
pay for magic. Endurance points pay for physical effort, including every weapon
swing you take. All three are shown by hp, and in full context by score.
HP |412/560| SP |180/230| EP |96/154|
Warriors see a fourth figure, adrenaline, which is not a pool you recover but a meter you build in combat.
What sets your maximums#
Your class decides the shape of your character far more than your race does. Each class has its own multiplier on health and spell points and its own endurance ceiling, and those three numbers together are what make a warrior feel like a warrior and a mage feel fragile.
Health is (50 + level x 15) scaled by your class multiplier, with
Constitution then adding a flat 2.5 points per point above 10. Because the
Constitution bonus is added after the class multiplier, it is proportionally
more valuable to lightly armoured characters: the same 100 points is worth
about 17 percent of a mage's pool but only 8 percent of a warrior's.
Spell points are (30 + level x 10) plus 5 per point of Intelligence above 10,
all scaled by your class multiplier.
Endurance runs linearly from 40 at level 1 to your class ceiling at level 100, with one extra point for every point of Agility you have.
These are the approximate maximums at level 100 with neutral stats, before any gear:
| Class | Health | Spell points | Endurance |
|---|---|---|---|
| Warrior | 1096 | 521 | 220 |
| Paladin | 1000 | 700 | 190 |
| Templar | 847 | 786 | 175 |
| Assassin | 1199 | 896 | 204 |
| Thief | 950 | 700 | 208 |
| Ranger | 950 | 650 | 195 |
| Rogue | 900 | 680 | 200 |
| Necromancer | 849 | 900 | 145 |
| Bard | 850 | 800 | 172 |
| Cleric | 800 | 850 | 155 |
| Healer | 700 | 980 | 140 |
| Merchant | 700 | 700 | 160 |
| Diplomat | 650 | 750 | 165 |
| Mage | 600 | 1050 | 130 |
| Explorer | 697 | 443 | 135 |
Explorer is the starting class and is deliberately weaker than any guilded class. Joining a guild is a substantial jump in all three pools.
Gear adds on top of all of this. Armour and jewellery can carry flat health, spell point and endurance bonuses, and completing a matched set adds more again. A few effects change the maximum itself rather than adding to it: Aura of Fortitude raises maximum health by 10 percent for the paladin and nearby allies, and the mage passive Glass Cannon trades away 10 percent of maximum health for spell damage.
Natural recovery#
Out of combat your vitals refill on a tick that runs every 20 seconds for players. It is a real clock, not a per-command effect, so standing still and walking around recover at the same rate.
Health recovers 4 + (level / 20) per tick, which is 4 at level 1 rising
to 9 at level 100. Constitution adds one point per 4 points above 10, and gives
an additional chance equal to your Constitution above 10 that the tick lands
double. Sitting doubles the whole figure. Sleeping triples it. There is no
health regeneration at all while you are in combat.
Spell points recover 5 at level 1 rising to a class target at level 100 -
8 for a warrior, 18 for a mage, with everyone else between. Intelligence adds a
point per 4 above 10 and the same chance of a doubled tick.
Endurance recovers 15 at level 1 rising to a class target at level 100 -
57 for a warrior or thief, 40 for a mage, with everyone else between. Agility
adds a point per 4 above 10 and the same chance of a doubled tick.
Unlike health, spell points and endurance do continue to recover during a fight. A long fight will not heal you, but it will not leave you unable to cast either.
Resting#
rest is far faster than natural recovery and is the normal way to get back to
full. It restores 2 percent of each maximum every second, and it tops up any
companions in the room with you at the same rate. It stops automatically when
you are fully restored, and it is interrupted the moment you enter combat or
take damage. You cannot rest in combat or while mounted. Typing rest again
stands you up.
A healer's bedroll placed in the room doubles all three recovery rates while you rest beside it, and the healer effect Hallow triples health recovery wherever you happen to be.
Spending#
Endurance is the pool you will notice first. Every weapon swing costs 2 endurance, or 5 while using a fighting style, and a miss costs exactly the same as a hit. Each strike of a multi-hit flurry pays separately. Run out and you are told you are too exhausted to strike effectively, and the swing simply does not happen. Several defensive abilities also draw on endurance, including parry at 1 point per proc, which switches itself off when you can no longer pay.
Spell points pay for skills and spells. Costs are set per ability, and the larger resurrections and mass effects run into the hundreds.
Health is spent by being hit. When it falls below 1 you die. See death.
Adrenaline#
Warriors gain 4 adrenaline per combat round to a ceiling of 100, and it decays
by 10 percent per recovery tick once they are out of combat. It is spent by
warrior abilities rather than recovered like the other pools, and appears on
hp as a fourth figure.
Related pages#
- Combat covers what all this is being spent on.
- Stats covers Constitution, Intelligence and Agility in more detail.
- Conditions covers the effects that drain or restore vitals over time.
- Progression covers the levels these pools are built from.