HP, MP, SD and AG
The character's four bars: what fills each one, how each one regenerates and what drains each one.
Updated on August 10, 2026Your character has four resources, and the HUD shows all four: health and mana to the left and right of the orb, with SD under the health and AG under the mana. Each has a stat that feeds it, its own regeneration speed and its own way of running out.
- 90%of the hit goes to the SD
- 3 sinterval between ticks
- 1%health per tick, safe zone only
- 3.6%mana per tick, anywhere
The 3 second tick
Every automatic regeneration in the game runs on a single 3 second clock. On each tick the server adds, to each bar, `maximum × multiplier` plus a flat value, without going over the maximum. There is no continuous regeneration: either the tick happened, or nothing changed.
| Bar | Per tick outside a safe zone | Per tick in a safe zone | Fed by |
|---|---|---|---|
| Health (HP) | nothing | 1% of the maximum | vitality and level, by class |
| Mana (MP) | roughly 3.6% of the maximum | same | energy and level, by class |
| Shield (SD) | blocked (see below) | 2% of the maximum | all four stats, defense and total level |
| Ability (AG) | a flat 2 plus the class percentage | same | energy, agility and strength |
Health
Maximum health comes from vitality and from level, with different weights per lineage. The Dark Knight gains the most per level; everyone gains at least double per point of vitality.
| Class | Health per level | Health per vitality |
|---|---|---|
| Dark Knight | 2 | 3 |
| Rage Fighter | 1.3 | 2 |
| Dark Lord | 1.5 | 2 |
| Dark Wizard | 1 | 2 |
| Fairy Elf | 1 | 2 |
| Summoner | 1 | 2 |
| Magic Gladiator | 1 | 2 |
There is a server balancing rule worth knowing before you distribute points: vitality gives health and SD, and nothing else. It was taken out of AG and out of damage on every class. The only exception is the Rage Fighter, whose melee damage scales with vitality.
Mana
Mana is the easiest resource to keep up: it regenerates anywhere on the map, at around 3.6% of the maximum every 3 seconds, for every class. It pays each skill's mana cost and it is what Soul Barrier eats when you take a hit while protected by it.
| Class | Mana per energy | Mana per level |
|---|---|---|
| Dark Wizard | 2 | 2 |
| Magic Gladiator | 2 | 1 |
| Summoner | 1.7 | 1.5 |
| Fairy Elf | 1.5 | 1.5 |
| Dark Lord | 1.5 (from 15 energy up) | 1 |
| Rage Fighter | 1.3 | 1 |
| Dark Knight | 1 | 0.5 |
SD, the shield
Shield Damage, or just SD, is the yellow bar. It is not extra health: it is a filter in front of your health. As long as there is SD, 90% of every hit you take comes off it and only 10% reaches your health.
max SD = 1.2 × (strength + agility + vitality + energy)
+ final defense
+ (total level squared / 30)The total level term is what makes SD grow so much in the endgame: it is quadratic. A character at total level 800 has more than 21 thousand SD from the level alone.
The SD regeneration rule
This is the point that causes the most confusion, so it is worth the full explanation in two parts.
- The rate: the base SD recovery rate is 1% of the maximum per tick, and being in a safe zone adds another 1%, meaning it doubles to 2%.
- The lock: even so, the server only runs SD recovery while you are in a safe zone. Outside of it, recovery is skipped, unless the character has the recover anywhere stat.
That stat comes from the Guardian armor option. With it, SD starts going up in the field again, at the base rate of 1% per tick. Without it, in practice, you recover SD in town, at 2% per tick.
When the SD does not protect you
- Shield pierce: the attacker has a chance to ignore the SD and throw the whole hit into your health.
- SD at zero: with the bar empty, 100% of the damage goes to your health.
- The 90% split can be pulled down by the attacker and up by the defender, always between 0% and 100%.
AG, the Ability Gauge
AG is the purple bar. It is a second skill cost: many skills charge mana and AG at the same time, and without AG the skill simply does not come out, even with full mana. It is the resource that limits how many strong skills you can chain together.
| Class | AG per energy | AG per agility | AG per strength | AG per command |
|---|---|---|---|---|
| Dark Knight | 1 | 0.2 | 0.15 | does not use it |
| Rage Fighter | 1 | 0.2 | 0.15 | does not use it |
| Dark Wizard | 0.2 | 0.4 | 0.2 | does not use it |
| Fairy Elf | 0.2 | 0.2 | 0.3 | does not use it |
| Summoner | 0.15 | 0.25 | 0.2 | does not use it |
| Magic Gladiator | 0.15 | 0.25 | 0.2 | does not use it |
| Dark Lord | 0.15 | 0.2 | 0.3 | 0.3 |
AG regeneration is the same everywhere on the map: a flat 2 points per tick for every class, plus a percentage of the maximum. The Dark Knight recovers 5% per tick; the other six lineages recover around 3%.
Practical summary
- Health goes up 1% per tick.
- SD goes up 2% per tick.
- Mana and AG go up normally.
- Standing still for 30 seconds in a safe zone fills almost everything.
- Health does not go up on its own.
- SD does not go up, unless the armor has the Guardian option.
- Mana goes up normally.
- AG goes up normally.