Rogue Wiki
Back to rogue-mud.com
Wiki Systems Vitals

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.