Energy

Energy, represented by the blue bar in the user interface, is basically the character's inner strength; referred to as mana or magic power in most other games. It is consumed when using most types of skills.

Energy capacity
All characters have an innate energy capacity of 20. This doesn't increase from leveling, but can be increased via certain armor pieces, weapon upgrade components or, in the case of Elementalists, increasing the Energy Storage attribute.

A special case is when some Elementalist spells give the caster exhaustion, which temporarily lowers the maximum amount of the player's energy.

The Ranger primary attribute Expertise reduces the energy cost of non-spell skills.

The Necromancer primary attribute Soul Reaping adds energy when nearby creatures die.

Energy regeneration/degeneration
As with Health, the rate at which Energy regenerates (or degenerates) is represented by small arrows or "pips" that appear in the energy bar. Each "pip" indicates 1 point every 3 seconds of energy recovery (arrows pointing to the right) or loss (arrows pointing to the left). The maximum regeneration or degeneration is 10 pips.

Unlike Health, Energy regenerates even while in combat. Players maintain a "natural" energy regeneration of +2, though rangers get a +1 bonus from their armor sets, and the "caster" professions (Necromancer, Mesmer, Elementalist, Monk, Ritualist, and Assassin) get a +2 bonus from their armor. Thus, casters usually have an energy regeneration of +4, Rangers of +3, and Warriors of +2.

Some Monk and Assassin enchantments require energy degeneration to maintain, often referred to as "upkeep". Some items combine Energy bonuses at the cost of energy degeneration.

Energy-related Skills
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[[Image:Energy.png]]+ Skills that gain Energy

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<<[[Image:Energy.png]] Skills that cause Energy degeneration

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