Stats - HP, Mana, Stamina¶
In Lyonspyre your three primary stats are your three resource pools, one to one. No item-property hit-point bonuses, no race bonuses, no transformation buffs inflating the numbers. What you train is what you get.
The pools¶
| Stat | Pool |
|---|---|
| Strength | Hit Points |
| Dexterity | Stamina |
| Intelligence | Mana |
Patched 2026-05-24
A bad fallback formula (Str/2 + 50) was leaking into hit-point math. It handed out wrong numbers at every stat point except 100: a 50 STR character showed 75 HP instead of 50. We restored the clean 1:1 curve. Both formulas land on the same value at STR 100 (100 HP either way), so end-game characters never saw it - but every levelling character was getting silently buffed by up to 50% HP.
The cap¶
- Individual stats cap at 100.
- Stat gain currently runs 1200× the baseline rate - deliberately generous for the playtest era. Expect it to come down hard at launch.
- The total stat cap (Str + Dex + Int sum) is the engine default, shown on your character sheet.
Numeric reference¶
| Stat value | Pool size |
|---|---|
| 25 | 25 |
| 50 | 50 |
| 75 | 75 |
| 100 | 100 |
| 125 | 125 (only via temporary stat-buff items; beyond stat cap) |
Regen rates¶
Player regen rates (flat)
HP and Stamina tick at a flat rate for players - no item-property regen, no skill scaling layered on top. Creatures still use the standard rate formulas.
Running out of stamina¶
Hitting zero stamina stops you differently on foot and in the saddle:
- On foot you can still walk, you just cannot run.
- Mounted you stop completely. A spent rider cannot hold a gallop or a trot, so the mount will not take a step until you have caught your breath. You can dismount at any time and walk away on foot.
The rest is long enough to get you clear of the exhausted band, a little over a tenth of your stamina bar, which at the flat regen rate is a handful of seconds. That is deliberate: releasing you the instant you had a point back would just drop you straight to zero again a few tiles later, and you would spend the trip stopping and starting.
This is your stamina, not the animal's: mounts themselves never tire on Lyonspyre.
Mana regen¶
Mana regen runs off Meditation. Your Intelligence sets the size of the pool (ManaMax = Int); your Meditation skill sets how fast it refills. The rate, in mana per second:
mana/s = 0.5 × (1 + Meditation / 100) base, scaled by skill
× 2 if actively meditating
× (1 − 2 × total armor penalty) heavier armor, see below
clamp to [0.125, 2.0] mana/s
Passive regen is always on - even while moving or mid-fight. That's what keeps a caster alive in a brawl. Sample passive intervals (no armor or leather):
| Meditation | Passive mana/s | Seconds / mana point | Actively meditating |
|---|---|---|---|
| 0 | 0.50 | 2.00 s | 1.00 s |
| 50 | 0.75 | 1.33 s | 0.67 s |
| 100 | 1.00 | 1.00 s | 0.50 s (at the 2/s cap) |
Active meditation (Use Skill → Meditation) doubles your current rate, up to the 2 mana/s cap. It always succeeds - there's no roll to "focus", so even a 0-skill character drops into the trance; low skill just means a slower refill. It breaks the instant you move, cast, act, or take a hit.
Armor penalty¶
Leather (any quality, including the special leathers), cloth, wood, and any Mage Armor or spell-channeling piece carry no penalty. Heavier materials slow regen. The total armor penalty is the sum, over every worn piece, of (slot weight × material weight); the rate is then multiplied by (1 − 2 × total). A total of 25% halves your regen, and 50% or more drops you to the 0.125/s floor. Meditation is never switched off outright, but a heavy suit cuts it to a trickle.
| Slot | Weight | Material | Weight | |
|---|---|---|---|---|
| Shield | 35% | Leather / cloth / wood | 0% | |
| Chest | 35% | Studded | 10% | |
| Legs | 22% | Bone | 25% | |
| Arms | 15% | Ringmail | 50% | |
| Helmet | 14% | Chainmail | 75% | |
| Gloves | 7% | Plate | 100% | |
| Gorget | 7% |
Shields no longer block meditation - hold one and keep regenerating; it just counts toward the penalty (a buckler or wooden shield is free; a wooden kite = 10%, metal = 25%, bronze = 50%, metal kite = 75%, heater = 100%).
Worked examples (at 100 Meditation): a full studded suit (total 10%) regenerates at 0.80/s passive, 1.60/s active; a single plate chest (35%) at 0.30/s passive, 0.60/s active; a plate chest + legs (57%) sits at the 0.125/s floor; a full plate suit is always the floor.
The Dungeon Talent Quick Recovery multiplies regen ×1.5 while you're below 25% mana (inside its dungeon); the result is clamped to [0.25, 7.0] seconds.
HP regen / Stam regen¶
Flat per-player overrides, as above: 1 HP per 4 s, 1 Stam per 1 s. No skill scaling on stamina, no item-property regen - those sources don't exist here. Creature regen uses the standard rate formulas.
What does NOT apply¶
These stat sources are deliberately stripped on Lyonspyre:
BonusHits/BonusStam/BonusManaitem properties.- Race bonuses (the +20 STR cap, the +20 mana). Lyonspyre is human-only.
- Animal Form (Bake Kitsune / Grey Wolf) HP / regen.
- Horrific Beast HP regen (Necromancy doesn't exist).
- The later mana-regen cap of 18.
See also¶
- Swing speed - Stamina drives the swing-speed formula directly.
- Damage calculation - Strength feeds the damage scaler (+1% per 5 STR).
- Parry - Dex below 80 reduces parry chance (defender side).