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	<id>https://gw1wiki.ezgame.cc/index.php?action=history&amp;feed=atom&amp;title=Adrenaline</id>
	<title>Adrenaline - Revision history</title>
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	<updated>2026-10-17T13:05:03Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gw1wiki.ezgame.cc/index.php?title=Adrenaline&amp;diff=453&amp;oldid=prev</id>
		<title>gww&gt;Coaster: Page cleanup: clearing up skill behaviour, removing redundant sections, adding note on fractional adrenaline costs</title>
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		<updated>2026-09-02T00:23:42Z</updated>

		<summary type="html">&lt;p&gt;Page cleanup: clearing up skill behaviour, removing redundant sections, adding note on fractional adrenaline costs&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{quotation|[[Tablet of Wisdom]]|Warriors build up adrenaline during combat, which allows them to use specific adrenal skills. Adrenaline is gained every time a Warrior successfully lands an [[attack]] on an [[Foe|opponent]], or when harmed by enemy attacks. Some professions have skills that can reduce the amount of adrenaline Warriors build up, preventing them from using their adrenal skills.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Arayah]], [[Bomani]], [[Dume]], and [[Sodan]]|Some [[skill]]s do not use [[Energy]]. Instead, they use adrenaline. Adrenaline is built up during combat and is measured in &amp;quot;strikes&amp;quot;. One strike of adrenaline is gained every time a [[Warrior]] successfully lands an attack on an opponent, or when a Warrior takes one quarter of his total [[Health]] in [[damage]]. Each adrenal skill builds and uses adrenaline on its own. However, when an adrenal skill is used, it will cause all adrenal skills to lose one strike of adrenaline.}}&lt;br /&gt;
&lt;br /&gt;
[[Adrenaline]] is a [[resource cost]] of certain [[Warrior]], [[Paragon]], and [[Dervish]] skills; there are also a few [[PvE skills]] that require it. It is represented in skill descriptions as [[Image:Tango-adrenaline.png]].&lt;br /&gt;
&lt;br /&gt;
== Gaining adrenaline ==&lt;br /&gt;
&lt;br /&gt;
[[File:Skill icon adrenaline high.gif|frame|Adrenaline nearly full.]]&lt;br /&gt;
&lt;br /&gt;
Each [[List of adrenal skills|adrenal skill]] has its own pool of adrenaline, and each pool grows simultaneously. Before you build up any adrenaline, each skill will have a dark [[skill icon]] in the skill bar. As you gain adrenaline, each of these icons become brighter (and flames creep up higher) until they are fully charged, after which the flame effect vanishes and the skills are fully lit.&lt;br /&gt;
&lt;br /&gt;
Adrenaline is gained by attacking or taking damage, and can be further affected by some skill effects.&lt;br /&gt;
&lt;br /&gt;
=== Attacking ===&lt;br /&gt;
By default, you gain 25 units of adrenaline (=one strike) each time you successfully [[hit]] an opponent with a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
[[Attack#Skills dealing multiple attacks|Attack skills that deal multiple attacks]] grant one strike (subject to other skill effects) for each hit.&lt;br /&gt;
&lt;br /&gt;
Assuming you use a hammer with 14 strength, and no [[IAS|IAS]], in order to gain the necessary adrenaline to use a skill after using that particular skill with no natural recharge, ignoring [[aftercast|aftercast]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Adrenaline Cost&lt;br /&gt;
! Second of attack needed&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1.75&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 3.5&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 5.25&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8.75&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 12.25&lt;br /&gt;
|-&lt;br /&gt;
| 8+&lt;br /&gt;
| 14+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taking damage ===&lt;br /&gt;
&lt;br /&gt;
You gain 1 unit (=1/25 of a strike) of adrenaline for each 1% of your (current) maximum [[health]] you lose when taking [[damage]]. This is rounded down, so taking less than 1% of your maximum health causes you to gain no adrenaline. This is counted before [[damage reduction]] such as [[Shield of Absorption]] and [[Shielding Hands]], so those will not affect adrenaline gain.&lt;br /&gt;
&lt;br /&gt;
=== Multipliers ===&lt;br /&gt;
Several effects can increase the rate that you gain adrenaline, stating a specific percentage.&lt;br /&gt;
&lt;br /&gt;
In general, these only apply to the basic adrenaline gain from making an attack and do not multiply the adrenaline gained from other skills' effects. The exceptions are [[&amp;quot;For Great Justice!&amp;quot;]], [[Focused Anger]], and [[Furious]] weapon upgrades, which increase adrenaline from all sources. {{verify|100% effects have been tested, sub-100% effects have not}}&lt;br /&gt;
&lt;br /&gt;
Adrenaline gain multipliers are [[Effect stacking|capped]] at +100% in total {{verify|Does Furious stack with For Great Justice/Focused Anger?}}, though if a single effect causes more than +100% adrenaline gain (specifically, [[Focused Anger]] with a high enough rank in [[Leadership]]), it will take effect at its stated rate, and other positive modifiers will be ignored.&lt;br /&gt;
&lt;br /&gt;
=== Additional sources ===&lt;br /&gt;
Other skills provide a stated, set amount of adrenaline, either on successful activation (such as [[Signet of Aggression]]) or on each hit (such as [[Dark Fury]]). These are not subject to the multiplier cap.&lt;br /&gt;
&lt;br /&gt;
== Spending and losing adrenaline ==&lt;br /&gt;
&lt;br /&gt;
When you activate any adrenal skill, its pool is reset to zero and all other skills lose one strike (25 units) of adrenaline, whether or not the skill is [[interrupt]]ed or it [[fail]]s.&lt;br /&gt;
&lt;br /&gt;
If an [[attack]] from an adrenal [[attack skill]] succeeds, it will contribute to refilling each skill's adrenaline pool. This contribution includes both the base adrenaline from making an attack and any other skill effects associated with the attack, such as [[Dragon Slash]] and [[&amp;quot;For Great Justice!&amp;quot;]]. If the adrenal attack has no [[recharge time]], this applies to its own adrenaline pool as well; depending on what effects are involved, this can cause some skills to completely replenish their adrenaline cost and be usable again immediately.&lt;br /&gt;
&lt;br /&gt;
However, if an adrenal skill is [[disable]]d or recharging, it will lose all adrenaline and cannot gain adrenaline.&lt;br /&gt;
&lt;br /&gt;
Some skills, such as [[Hammer Bash]] or [[Sympathetic Visage]], can cause the loss of all adrenaline. When such a skill takes effect, all skills on the skill bar lose all adrenaline progression. In the case of an attack skill, this effect is applied after any strike obtained from the attack, preventing it from refilling any skills' adrenaline pools. Other skills, such as [[Soothing Images]], can prevent or slow down adrenaline gain.&lt;br /&gt;
&lt;br /&gt;
All adrenaline is also lost on [[death]] or after failing to gain any adrenaline (or to receive any damage [[packet]]s, even of zero damage) for 25 seconds. This is preceded by a visual warning, where partially filled skills will begin blinking.&lt;br /&gt;
&lt;br /&gt;
== Maintaining adrenaline ==&lt;br /&gt;
&lt;br /&gt;
To prevent adrenaline loss due to inaction, many players (especially in [[PvP]]) carry a [[spear]]. This allows the wielder to continue building adrenaline at a safe distance. Although spears are preferred due to their high rate of attack (and the protection offered by the [[weapon|off-hand]] weapon slot), some players use a [[bow]] instead due to their range.&lt;br /&gt;
&lt;br /&gt;
[[Rage of the Ntouka]], [[&amp;quot;Make Your Time!&amp;quot;]], [[Inspirational Speech]], and [[Signet of Aggression]] are skills that can help maintain adrenaline out of combat.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
While adrenaline costs are always represented as whole numbers, this is rounded up in the case of some skills, where the actual cost is slightly lower. (For example, a skill with a stated cost of 4[[Image:Tango-adrenaline.png]] may actually cost as little as 3 strikes plus one ''unit'' of adrenaline.)&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Before the introduction of spears, players used [[wand]]s to maintain adrenaline (since they could be accompanied by shields).&lt;br /&gt;
* Some unofficial [[Player-made Modifications/GUI Index#Enhanced Adrenaline Display UI|user mods]] alter how adrenaline levels appear.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of adrenal skills]]&lt;br /&gt;
* [[List of adrenaline-related skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skill lists}}&lt;br /&gt;
[[Category:Adrenal skills| ]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>gww&gt;Coaster</name></author>
	</entry>
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