Realms of Elynia Wiki

Energy

Three separate pools gate what you can do. They refill on their own clocks, so there is almost always something worth spending — a drained fighting pool does not stop you working a profession.

PoolCapSpent onRefill
Expedition Points (AP) 12 Expeditions — 1 per fight, 2 per boss +1 per 10 min (+6 / h)
Arena Tickets 45 Arena attacks (PvP) +15 per day (banks 3 days)
Profession Energy (PE) 60 Every gather, process and craft action +1 per 10 min (+6 / h)

Regeneration is continuous — it ticks while you fight, work or are logged out, up to the cap.

Health is not one of them

The three pools decide what you may do. Health decides whether you survive it. In ordinary expedition, Arena and guild-war fights there is no mid-fight healing or consumable step: those automatic fights resolve from the health you entered with.

Dungeons and raids are the tactical exception. Their round-by-round actions include direct healing, healing over time and shields. Those are combat actions, not pouch items; bandages and potions are still used before or between encounters.

Outside an encounter there are two ways back to full:

  • Rest. Wounds close on their own within 2 h, logged in or not. It costs nothing but time.
  • Use an item. Click your health bar and take a bandage or potion from your bag. Instant — and the only option if you want the next fight now.

Healing items are on the Healing shelf in the Shop. You can also make your own: Herbalism brews bandages at skill 1 from herbs you pick yourself, which is cheaper than buying them and levels a trade while you do it.