Health regeneration

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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 activating skills on enemies. 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.
  • Receiving non-zero damage, or attacking or activating a skill that targets an enemy will end automatic 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 take damage and do not activate skills that affect enemies.


For playing 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 a any other effect granting +3 health regeneration can get up to +10 just by not engaging in active combat.


For NPCs, regeneration exists in an 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.

Related skills[edit]

Warrior Warrior[edit]

Ranger Ranger[edit]

Monk Monk[edit]

Necromancer Necromancer[edit]

Elementalist Elementalist[edit]

Assassin Assassin[edit]

Ritualist Ritualist[edit]

Paragon Paragon[edit]

Dervish Dervish[edit]

Any Norn rank[edit]

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 4 6 8 10 12 14 16 18 20
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 50 100 150 200 250 300 350 400 450 500

Notes[edit]