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, weapons, weapon upgrades or, in the case of Elementalists, increasing the Energy Storage attribute. All standard Warrior armor provides no modifier to maximum energy (with the exception of Gladiator's Armor), while all Ranger armor sets provide +5 maximum energy, (with the exception of Druid's Armor, which provides +12). Most sets of spellcaster armor provide +10 maximum energy (with the exception of Ascetic's Armor, Enchanter's Armor and Scar Pattern Armor, each providing +17 energy).

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 restores energy when nearby creatures die.

The Assassin primary attribute Critical Strikes provides energy when you land a critical hit.

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 and players have a natural regen of +2 pips that does not increase naturally. As with Energy capacity, Energy regeneration can be increased via certain armor pieces. Warrior armor sets provide no extra Energy regeneration, Ranger sets provide a +1 bonus, and all other professions (Necromancer, Mesmer, Elementalist, Monk, Ritualist, and Assassin) get a +2 bonus from their armor. Thus, warriors have an energy regeneration of +2, Rangers of +3, and all other professions +4.

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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[[Image:Energy.png]] Skills that affect energy costs of other skills

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