Health regeneration
Health regeneration represents the ability of characters and NPCs to rebuild their health over time. It is represented pips next to (or on) the Health Bar; each arrow means 2 health per second.
Regeneration caps at +10 and degeneration at -10. For example, if you under the effects of a skill that grants +6 regeneration and another that offers +5, your total regeneration will be limited to +10. However, the cap is applied after all calculations are made, so if, in the same example, you are hexed for -3 degeneration, your net regeneration will be +8 (= +6 + 5 -3).
Health regeneration does not count as healing and degeneration does not count as damage, so they do not trigger effects from skills that depend on direct health gains or damage losses.
Automatic regeneration[edit]
Both playing characters and most NPCs will receive health regeneration when not in active combat. Players are considered 'not in active combat', while not currently losing health nor attacking or targeting spells or signets on enemies or having signets and spells targeted on them. A few examples are:
- Sacrificing health will end automatic regeneration.
- Carrying a weapon with a vampiric property will prevent automatic regeneration if no other effect counteracts the health loss. If any other effect brings health regeneration to 0 or more (e.g. Fount Of Maguuma), the automatic health regeneration may start.
- Activating healing skills that target yourself will not interfere with automatic regeneration.
- Effects that increase health regeneration can offset conditions that cause health degeneration. If the balance of all such conditions is +0 or better, you will gain automatic regeneration.
- Being targeted by enemy spells or signets will end your automatic health regeneration even if the skills are not successfully activated e.g. cancelled.
- Targeting spells or signets on enemies will end your automatic health regeneration even if the skills are not successfully activated e.g. cancelled.
- Receiving non-zero damage, or attacking or activating a skill that targets an enemy will end automatic regeneration.
- Activating shouts on enemies or PBAoE spells (e.g. Shockwave) or well spells will not stop your automatic health regeneration.
This means that characters can stay in the middle of a combat, attacked by many enemies, and still gain the automatic health regeneration as long as they do not lose health, do not activate spells and signets that target enemies and are not targeted by enemy spells or signets.
For player characters, automatic health regeneration begins with 1 pip of regeneration after a few seconds and will increase every few seconds to a max of 7 pips of regeneration (i.e. 14 health per second). This adds to any existing regeneration, so a character with any other effect granting +3 health regeneration can get up to +10 just by not engaging in active combat.
For NPCs, regeneration exists in a per-case basis. Some NPCs have innate regeneration, others gain regeneration when passive like players do, others depend solely on skills to gain health regeneration, while others doesn't have any kind of regeneration at all.
Skills that cause health regeneration[edit]
Icon | Name | Description | Prof. | Attribute | Campaign | |||||
---|---|---|---|---|---|---|---|---|---|---|
"I Will Avenge You!" | Shout. You have +3...6...7 Health regeneration and attack 25% faster (10 seconds for each dead ally). | 5 | 45 | Strength | Prophecies | |||||
"I Will Survive!" | Shout. (5...10...11 seconds.) You have +3 Health regeneration for each condition on you. | 5 | 30 | Strength | Prophecies | |||||
"Never Surrender!" | Shout. (15 seconds.) Party members in earshot gain +1...4...5 Health regeneration. Only affects party members below 75% Health. | 5 | 15 | Command | Nightfall | |||||
"Never Surrender!" (PvP) | Shout. (10 seconds.) Party members in earshot gain +1...4...5 Health regeneration. Only affects party members below 75% Health. | 5 | 20 | Command | Nightfall | |||||
"Tango Down!" | Elite Shout. You lose all hexes and conditions. For each dead foe within earshot, you gain 5 seconds of +6 Health regeneration, 5 seconds of +1 Energy regeneration, and 5 seconds of +25% attack speed. | 5 | 15 | Core | ||||||
"Together as One!" | Elite Shout. (3...13...15 seconds.) All party members near you or your pet deal +5...13...15 damage [sic] and gain +1...6...7 Health regeneration. PvE Skill | 10 | 15 | Expertise | Core | |||||
Blood Renewal | Enchantment Spell. (7 seconds.) You have +3...5...6 Health regeneration. End effect: heals you for 40...160...190. | 15% | 1 | 1 | 7 | Blood Magic | Prophecies | |||
Celestial Stance | Skill. (15 seconds.) Affects all party members. 75% chance to block. +3 Health regeneration. | 1 | morale boost | Factions | ||||||
Conviction | Flash Enchantment Spell. (10 seconds.) Gain +10 armor while conditioned. Gain 1...3...3 Health regeneration for each condition you have. End Effect: Remove 1...2...2 condition[s]. | 5 | 10 | Earth Prayers | Nightfall | |||||
Cry of Madness | Elite Shout. Foes in the area lose 10 Energy and all adrenaline. Allies within earshot move 25% faster and have +5 Health regeneration and +1 Energy regeneration. (10 seconds.) | 3 | 30 | Prophecies | ||||||
Feel No Pain | Skill. (30 seconds.) You have +2...3 Health regeneration. You have +200...300 maximum Health if you are drunk when activating this skill. | 5 | 20 | Norn rank | Eye of the North | |||||
Feigned Neutrality | Enchantment Spell. (4...9...10 seconds.) You have +7 Health regeneration and +80 armor. Ends if you hit with an attack or use a skill. | 5 | ¼ | 25 | Shadow Arts | Nightfall | ||||
Healing Breeze | Enchantment Spell. (15 seconds.) +4...8...9 Health regeneration. | 10 | 1 | 5 | Healing Prayers | Core | ||||
Hexer's Vigor | Enchantment Spell. (10 seconds.) You have +1...7...8 Health regeneration. Ends if you use a non-hex skill. | 5 | ¼ | 10 | Soul Reaping | Eye of the North | ||||
Ice Spear | Enchantment Spell. Projectile: deals 10...50...60 cold damage. Gain +1...3...4 Health regeneration for 5 seconds if Overcast. | 5 | 1 | Water Magic | Core | |||||
Life Siphon | Hex Spell. (12...22...24 seconds.) Target foe has -1...3...3 Health degeneration. You have +1...3...3 Health regeneration. | 10 | 1 | 5 | Blood Magic | Core | ||||
Life Transfer | Elite Hex Spell. Also hexes foes adjacent to target (6...11...12 second). Causes -3...7...8 Health degeneration. You have +3...7...8 Health regeneration. | 5 | 1 | 20 | Blood Magic | Prophecies | ||||
Melandru's Resilience | Elite Stance. (8...18...20 seconds.) You have +4 Health regeneration and +1 Energy regeneration for each condition and hex on you. | 5 | 15 | Wilderness Survival | Prophecies | |||||
Mending | Enchantment Spell. +1...3...4 Health regeneration. | -1 | 10 | 2 | Healing Prayers | Core | ||||
Mending Refrain | Echo. (15 seconds.) Target ally has +2...3...3 Health regeneration. Renewal: whenever a chant or shout ends on that ally. Cannot target spirits. | 10 | 1 | 8 | Motivation | Nightfall | ||||
Mending Refrain (PvP) | Echo. (15 seconds.) You have +2...3...3 Health regeneration. Renewal: whenever a chant or shout ends on you. | 10 | 1 | 8 | Motivation | Nightfall | ||||
Motivating Insults | Elite Shout. Scream insults at your army. For 10 seconds they have 8 Health regeneration, and move and attack 33% faster. | 5 | 15 | Prophecies | ||||||
Mystic Regeneration | Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health regeneration for each enchantment (maximum of 8) on you. | 10 | ¼ | 10 | Earth Prayers | Nightfall | ||||
Mystic Regeneration (PvP) | Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health regeneration for each enchantment (maximum of 3) on you. | 10 | ¼ | 12 | Earth Prayers | Nightfall | ||||
Never Rampage Alone | Skill. (18...25 seconds.) You and your pet attack 25% faster and have +1...3 Health regeneration. | 15 | 20 | Sunspear rank | Nightfall | |||||
Power of the Staff of the Mists | Skill. As the magic of the Staff of the Mists runs through your veins, you gain +4 Health regeneration | Nightfall | ||||||||
Purify Soul | Spell. All friendly spirits within earshot gain +1 health regeneration for 3 seconds. All enemy spirits within earshot burn for 3 seconds. | 10 | 1 | 25 | Winds of Change | |||||
Recuperation | Binding Ritual. Creates a level 1...11...14 spirit (15...39...45 second lifespan). Non-spirit allies within range have +1...3...3 Health regeneration. | 25 | ¾ | 45 | Restoration Magic | Factions | ||||
Recuperation (PvP) | Binding Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Non-spirit allies within range have +1...3...3 Health regeneration. | 25 | 3 | 45 | Restoration Magic | Factions | ||||
Resilient Was Xiko | Item Spell. (5...17...20 seconds.) You have +3 Health regeneration for each hex or condition on you. Drop effect: you lose 1...3...4 condition[s]. | 5 | 1 | 10 | Restoration Magic | Factions | ||||
Resilient Weapon | Weapon Spell. (3...10...12 seconds.) +1...5...6 Health regeneration and +24 armor. No effect unless target ally is hexed or has a condition. | 10 | 1 | 6 | Restoration Magic | Factions | ||||
Restful Breeze | Enchantment Spell. (8...16...18 seconds.) +10 Health regeneration. Ends if target ally attacks or uses a skill. | 5 | 1 | 8 | Healing Prayers | Nightfall | ||||
Shadow Refuge | Enchantment Spell. (6 seconds.) You have +5...9...10 Health regeneration. End effect: heals you for 40...88...100 if you are attacking. | 5 | 1 | 8 | Shadow Arts | Factions | ||||
Shadow Sanctuary | Enchantment Spell. (10 seconds.) You gain +7...10 Health regeneration and +40 armor. You are Blind (5 seconds). | 5 | ¼ | 30 | Allegiance rank | Factions | ||||
Shield of Regeneration | Elite Enchantment Spell. (5...11...13 seconds.) +3...9...10 Health regeneration and +40 armor. | 15 | ¼ | 8 | Protection Prayers | Core | ||||
Shroud of Distress | Enchantment Spell. (30...54...60 seconds.) You have 3...7...8 health regeneration and a 75% chance to block. No effect unless your Health is below 50%. | 10 | 1 | 45 | Shadow Arts | Factions | ||||
Succor | Enchantment Spell. +1 Health regeneration and +1 Energy regeneration. Cannot self-target. You lose 1 Energy each time target ally casts a spell. | -1 | 5 | 1 | 10 | Prophecies | ||||
Swirling Aura | Enchantment Spell. (5 seconds.) Gives 1...5...6 Health regeneration and a 50% chance to block projectiles. If Overcast, also enchants party members in earshot. | 10 | 1 | 15 | Water Magic | Prophecies | ||||
Symbiotic Bond | Shout. (120...264...300 seconds.) Your pet has +1...3...3 Health regeneration. Half of all damage dealt to your pet is redirected to you. | 10 | 55 | Beast Mastery | Prophecies | |||||
Troll Unguent | Skill. (13 seconds.) You have +3...9...10 Health regeneration. | 5 | 3 | 10 | Wilderness Survival | Core | ||||
Vampiric Spirit | Elite Enchantment Spell. Steal 5...41...50 Health from target foe. You have +5...9...10 Health regeneration (10 seconds). | 5 | 2 | 8 | Blood Magic | Factions | ||||
Verata's Promise | Enchantment Spell. (10...50...60 seconds.) Your undead servants have +10 Health regeneration. End effect: all of your servants die. | 33% | 15 | 1 | 30 | Blood Magic | Winds of Change | |||
Verata's Sacrifice | Spell. (5...9...10 seconds.) 10 undead allied servants gain +10 Health regeneration. Instantly recharges if you have control of 3 or fewer servants. Transfers all conditions from those servants to you. | 15% | 10 | 2 | 60 | Death Magic | Prophecies | |||
Volfen Blessing | Elite Form. You lose all effects and take on the aspect of the wolf (60 seconds). All your attributes are set to 0 and wolf attacks replace your skills, and you have 80 armor, 660...700 Health and 2...4 Health regeneration. | 10 | 60 | Norn rank | Eye of the North | |||||
Vow of Piety | Enchantment Spell. (20 seconds) +24 armor and +1...3...4 Health regeneration. Renewal: Whenever an enchantment on you ends. | 15 | ¼ | 45 | Wind Prayers | Nightfall | ||||
Ward Against Harm | Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 20 seconds. | 15 | 1 | 20 | Water Magic | Prophecies | ||||
Ward Against Harm (PvP) | Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 30 seconds. | 15 | 1 | 30 | Water Magic | Prophecies | ||||
Watchful Healing | Enchantment Spell. (10 seconds.) Target ally has +1...3...4 Health regeneration and gains 30...102...120 Health if this enchantment ends early. | 5 | 1 | 10 | Divine Favor | Nightfall | ||||
Watchful Spirit | Enchantment Spell. +2 Health regeneration. End effect: heals for 30...150...180. | -1 | 15 | 1 | 5 | Divine Favor | Prophecies | |||
Weapon of Warding | Weapon Spell. (3...7...8 seconds.) +2...4...4 Health regeneration. 50% chance to block. | 10 | 1 | 5 | Restoration Magic | Factions | ||||
Weapon of Warding (PvP) | Weapon Spell. (3...7...8 seconds.) +2...4...4 Health regeneration. 50% chance to block. Ends if target ally attacks. | 10 | 1 | 8 | Restoration Magic | Factions | ||||
Well of Blood | Well Spell. (8...18...20 seconds.) Allies in this well have +1...5...6 Health regeneration. Exploits a fresh corpse. | 10 | 1 | 2 | Blood Magic | Core | ||||
Well of Power | Elite Well Spell. (8...18...20 seconds.) Allies in this well have +1...5...6 Health regeneration and +2 Energy regeneration. Exploits a fresh corpse. | 5 | 1 | 15 | Blood Magic | Prophecies |
Environmental effects[edit]
Icon | Name | Description | Campaign |
---|---|---|---|
Fount Of Maguuma | Spell. You gain +1 Health regeneration while standing in the magical waters of the Maguuma Jungle. | Prophecies | |
Healing Fountain | Spell. These magical fountains grant +3 Health regeneration to all non-undead | Prophecies |
Equivalent healing for given regen rate and duration[edit]
This table shows how much total healing a health regeneration of a certain duration and magnitude will provide.
Health gained with given regeneration | ||||||||||
Duration | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
1 sec. | 2 hp | 4 hp | 6 hp | 8 hp | 10 hp | 12 hp | 14 hp | 16 hp | 18 hp | 20 hp |
2 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 |
3 | 6 | 12 | 18 | 24 | 30 | 36 | 42 | 48 | 54 | 60 |
4 | 8 | 16 | 24 | 32 | 40 | 48 | 56 | 64 | 72 | 80 |
5 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
6 | 12 | 24 | 36 | 48 | 60 | 72 | 84 | 96 | 108 | 120 |
7 | 14 | 28 | 42 | 56 | 70 | 84 | 98 | 112 | 126 | 140 |
8 | 16 | 32 | 48 | 64 | 80 | 96 | 112 | 128 | 144 | 160 |
9 | 18 | 36 | 54 | 72 | 90 | 108 | 126 | 144 | 162 | 180 |
10 | 20 | 40 | 60 | 80 | 100 | 120 | 140 | 160 | 180 | 200 |
11 | 22 | 44 | 66 | 88 | 110 | 132 | 154 | 176 | 198 | 220 |
12 | 24 | 48 | 72 | 96 | 120 | 144 | 168 | 192 | 216 | 240 |
15 | 30 | 60 | 90 | 120 | 150 | 180 | 210 | 240 | 270 | 300 |
18 | 36 | 72 | 108 | 144 | 180 | 216 | 252 | 288 | 324 | 360 |
20 | 40 | 80 | 120 | 160 | 200 | 240 | 280 | 320 | 360 | 400 |
25 | 50 hp | 100 hp | 150 hp | 200 hp | 250 hp | 300 hp | 350 hp | 400 hp | 450 hp | 500 hp |
Notes[edit]
- The Armor of Salvation, Bowl of Skalefin Soup, and War Supplies consumables provide health regeneration.
- The Aura of Light, Blessing of the Kurzicks/Luxons, and Holy Blessing blessings provide health regeneration.
- Mesmer is the only profession that does not have a profession-specific skill that causes health regeneration.