Energy

**Energy** is a resource your character can spend to boost rolls and perform special abilities. By default, spell casters use **mana** while non-magic users use **stamina**.

While your class will usually dictate your energy type, sometimes you may change this for roleplay reasons. A Hunter might rely on precise shots, or magically infused arrows; a rogue might rely on hiding in dark corners, or magically blending with shadows; and so forth.

## Power and Control

Each type of Energy is linked to one or two attributes, referred to as the **Power** and **Control** attributes. The Power attribute determines your max energy, while the Control determines how quickly it refills.

### Power

To determine your **Power** (total Energy), use the following formula:

*Base Energy* + (*Power Modifier* x 5)

*Base Energy* is how much energy your race starts with, listed on your Race's wiki page. *Power Modifier* is your Attribute Modifier for whichever Attribute your energy type uses for power.

### Control

As you spend energy, you will need to wait for it to *regenerate* before you can spend more. Each energy type will have a condition under which it regenerates.

To determine your **Control** (regen per Turn), use the following formula:

*Base Regen + Control Modifier*

*Base Regen* is how much energy regen your race has be default, as listed by your Race's wiki page. *Control Modifier* is the Attribute Modifier for the attribute your energy type uses for Control.

### Example

A Night Elf has 15 base energy, and 3 base regen. If you use Mana as a resource, you Power attribute is Intelligence, and your Control Attribute is Wisdom.

Therefore, a Night Elf with 16(+3) Intelligence and 14(+2) Wisdom has:

15 + (3\*5) = 30 total Mana, and;

3+(2) = 5 regeneration

## Energy Types

### Mana

Mana is the standard resource of all spell-casters. It regenerates when you spend a turn to Rest*.*

 Its **Power Attribute** is **Intelligence** and its **Control Attribute** is **Wisdom**.

### Stamina

Stamina is the non-magical equivalent to mana, used for abilities of a physical nature. It regenerates whenever you do not spend it.

Its **Power Attribute** and **Control Attribute** are both **Endurance**.

### Focus

Focus is a resource used by characters (such as Archers) who require concentration to make the best of their abilities. It regenerates while you stand still, and do not take damage.

Its **Power Attribute** and **Control Attribute** are both **Wisdom**.

NOTE: You begin a battle with 0 Focus unless you spend time actively preparing for combat, focusing on a target that you can see.

### Adrenaline

Adrenaline is a resource used by characters who are fuelled by the flow of combat and the spilling of blood. It generates every time you deal damage.

Its **Power Attribute** and **Control Attribute** are both **Endurance**.

NOTE: You begin a battle with 0 Endurance, unless you have recently exited combat and still have Adrenaline pumping.

## Spending Energy

Energy is spent in two primary ways: **Roll Boosting** and **Ability Usage**.

**Roll Boosting** refers to boosting a regular attack or defence roll by spending energy, gaining a +1 to your roll for ever 2 Energy spent. By default you can only boost your attack or defence by +5 (10 Energy spent), but some class or racial abilities can boost this.

**Ability Usage** is when you use one of your classes innate abilities, such as a Demon Hunter's Fel Rush, a Mage's Pyroblast, etc. Each of these abilities are explained on your Class' wiki page where their associated energy costs are listed. Abilities may also be **empowered**, which boosts their effect for additional energy cost. See each spell for details.

## Exhaustion

Spending your energy is not without risk, and as you deplete it you may become **Exhausted**, lowering your maximum energy and the speed at which it regenerates.

When your energy is below half its maximum, you only benefit from half your normal regeneration. A mage with 40 Mana and +8 Regeneration will only gain 4 mana per Rest action while their mana is below 20, for example. (For odd numbers, half first then round *down*.)

Every time your energy hits 0, you gain a point of exhaustion. For each point of exhaustion, your maximum energy is lowered by 10 and your regen is lowered by 1. This reduction is applied after any other reductions.

*Focus* and *Adrenaline* users cannot because exhausted, as they begin a battle with 0 energy. This is balanced by the fact they must spend time building up their energy before they can unleash it during every battle.