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In the World of Warcraft computer game, Spirit is much more mundane. It regenerates Mana and Health. In most cases, health regeneration is suspended while in combat, while mana regen is interrupted after expending mana (usually via spellcasting).
 
In the World of Warcraft computer game, Spirit is much more mundane. It regenerates Mana and Health. In most cases, health regeneration is suspended while in combat, while mana regen is interrupted after expending mana (usually via spellcasting).
   
This is, for many classes, considered the worst possible stat; however, healing specced priest and druids may find it useful as they gain increases in healing with increase in spirit. In addition, some talents and spells like an arcane mage's [[Arcane Meditation]] and a druid's [[Intensity]] allow a portion of spirit based mana regeneration to continue while casting, making it a useful stat for sustained damage and healing in such cases. Warlocks also see increased damage and bigger life taps with a 3:1 ratio of spirit to damage.
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This is, for many classes, considered the worst possible stat; however, healing specced priests and druids may find it useful as they gain increases in healing with increase in spirit. In addition, some talents and spells like an arcane mage's [[Arcane Meditation]] and a druid's [[Intensity]] allow a portion of spirit based mana regeneration to continue while casting, making it a useful stat for sustained damage and healing in such cases. Warlocks also see increased damage and bigger life taps with a 3:1 ratio of spirit to damage.
   
 
== Mana Regeneration ==
 
== Mana Regeneration ==
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==References==
 
==References==
 
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[[Category:World of Warcraft: The Roleplaying Game]]
 
[[Category:World of Warcraft: The Roleplaying Game]]
 
[[fr:Esprit]]
 

Revision as of 08:34, 14 April 2010

The source book for WoW Roleplaying game defines Spirit as the following: Spirit relates to common sense and the ability to perceive the environment. It gives a character the ability to look at a forest and find the tracks of a creature; at the simplest level it allows a character to know not to put his hands in the fire, else they will get burned. Any creature that can perceive its environment in any fashion has at least some Spirit. Those who survive by wit and intuition, such as healers and scouts, have high Spirit.[1]

In the World of Warcraft computer game, Spirit is much more mundane. It regenerates Mana and Health. In most cases, health regeneration is suspended while in combat, while mana regen is interrupted after expending mana (usually via spellcasting).

This is, for many classes, considered the worst possible stat; however, healing specced priests and druids may find it useful as they gain increases in healing with increase in spirit. In addition, some talents and spells like an arcane mage's Spell shadow siphonmana [Arcane Meditation] and a druid's Inv staff 95 [Intensity] allow a portion of spirit based mana regeneration to continue while casting, making it a useful stat for sustained damage and healing in such cases. Warlocks also see increased damage and bigger life taps with a 3:1 ratio of spirit to damage.

Mana Regeneration

Five Second Rule

Whenever mana is expended for any purpose, mana regeneration is interrupted for five seconds. This is most often caused by casting spells, but diseases that drain mana will also interrupt mana regeneration. During this time, no spirit-based mana regeneration takes place unless the character has certain talents; there is also the fixed regeneration from MP5 items, which is never interrupted for any reason (see the mana regeneration article for details).

Formula

Research by Whitetooth[2] shows that since Patch 2.4, mana regeneration is uniform across all classes and based on the following formula:

 Mana Regen = 5 * (0.001 + sqrt(Int) * Spirit * Base_Regen ) * 0.60  (rounded up)

Base_Regen is a variable dependent on character level and can be taken from the following table:

Base_Regen
LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN
1 0.034965 15 0.023345 29 0.016581 43 0.013363 57 0.011342 71 0.008859
2 0.034191 16 0.022748 30 0.016233 44 0.013175 58 0.011245 72 0.008415
3 0.033465 17 0.021958 31 0.015994 45 0.012996 59 0.011110 73 0.007993
4 0.032526 18 0.021386 32 0.015707 46 0.012853 60 0.010999 74 0.007592
5 0.031661 19 0.020790 33 0.015464 47 0.012687 61 0.010700 75 0.007211
6 0.031076 20 0.020121 34 0.015204 48 0.012539 62 0.010522 76 0.006849
7 0.030523 21 0.019733 35 0.014956 49 0.012384 63 0.010290 77 0.006506
8 0.029994 22 0.019155 36 0.014744 50 0.012233 64 0.010119 78 0.006179
9 0.029307 23 0.018819 37 0.014495 51 0.012113 65 0.009968 79 0.005869
10 0.028661 24 0.018316 38 0.014302 52 0.011973 66 0.009808 80 0.005575
11 0.027584 25 0.017936 39 0.014094 53 0.011859 67 0.009651
12 0.026215 26 0.017576 40 0.013895 54 0.011714 68 0.009553
13 0.025381 27 0.017201 41 0.013724 55 0.011575 69 0.009445
14 0.024300 28 0.016919 42 0.013522 56 0.011473 70 0.009327
File:Base Regen-Chart.png

Base Regen Chart

In effect, the regeneration rate depends on Int, Spirit and character level. A 1% increase in Spirit increases mana regeneration by 1%, and 1% Intellect yields 0.5% more regen. This is a rough rule of thumb, but is accurate enough for most situations.

Intellect doesn't influence mana regen linearly, rather the square root of Intellect is used. This means that higher Int values yield diminishing returns, as can be seen in the following table:

Intellect vs Spirit Coefficient
Intellect Spirit Coefficient Needed Spirit for +500 mp/5
200 0.66 752
250 0.74 674
300 0.81 615
350 0.88 570
400 0.94 533
450 0.99 503
500 1.05 477
550 1.1 455
600 1.15 436
650 1.19 419
700 1.24 404
750 1.28 390

This chart shows the amount of mana/5 gained from one point of spirit, with a known Int score and for level between 60 and 70:

File:MP5-Chart.png

Mana Regen Chart

The moral from this table is that it's not a good idea to optimize Spirit at the cost of Intellect (or vice versa). Both stats need to be developed in a fine balance.

Health regeneration

There's currently no source for the exact formula for health regeneration. It's quite probable that it has been changed similar to mana regeneration. When it comes to endgame gear, spirit health regeneration is not a factor which deserves any consideration, as the amounts of health regenerated are very low compared to the incoming damage.

Note also that, with the exception of Trolls, no Spirit-based health regeneration takes place while in combat.

Temporary Buffs to Spirit

There are spell and consumable buffs to spirit. Not all stack with each other, and some are seasonal.

Buffs (divine spirit or scroll):

  • Spell holy divinespirit [Divine Spirit] - At maximum rank, 50 spirit for 30 minutes (60 minutes if Prayer of Spirit).
  • Inv scroll 01 [Scroll of Spirit] - At maximum rank (V), 30 spirit for 30 minutes. (Does not stack with Divine Spirit.)
  • Spell magic greaterblessingofkings [Blessing of Kings] - Increases all stats by 10% for 10 minutes (30 minutes if Greater Blessing of Kings).
  • Spell nature regeneration [Mark of the Wild] - Increases the friendly target's armor by 340, all attributes by 14 and all resistances by 25 for 30 minutes. Upgraded to 459 armor, attributes by 18, and resistances by 33 with Improved Mark of the Wild talent. (60 minutes if Gift of the Wild).
  • Basic Campfire - Increases the spirits of those nearby by 4.

Elixir (you can have 1xBattle and 1xGuardian):

Food (food or drink):

Seasonal:

  • Inv misc herb 09 [Mistletoe] - 20 spirit for 30 minutes. Cannot be cast on self. Seasonal - Winter Veil
  • Inv misc gem pearl 02 [Elune's Blessing] - Increases all stats by 10% for 60 minutes. Seasonal - Lunar festival (Does not stack with BoK)

Molten Armor and Spirit

Starting with patch 3.1, Ability mage moltenarmor [Molten Armor] was changed to a Spirit dependent effect. Prior to that, it was a static increase to Spell Critical Rating. Without a glyph of Molten Armor, the conversion is 35% of total Spirit into Critical Strike Rating. With the Inv glyph majormage [Glyph of Molten Armor], 55% of Spirit is converted to Critical Strike Rating.

For example, plus 60 to Spirit (Molten Armor Glyphed) would add 33 Critical Strike Rating. 33 Critical Strike Rating increases Spell Criticals by 33.00/45.91 or about .72%.

See also

References