REGEN increases EP gain. It is not an HP-healing stat, and an EP multiplier is not an amount of EP identified each second.
How REGEN changes EP gainENERGY-01
The combat attribute calculation reads current REGEN and level. For an Aniimo/non-player actor:
level_term = 6 × level + 35
REGEN_factor = min(0.90 + 0.90 × REGEN ÷ level_term, 5)
EP_gain_factor = REGEN_factor × (1 + separate_EP_gain_bonus)
The player-character branch returns a REGEN factor of 1. This distinction is actor type: a player-owned Aniimo is still an Aniimo, not the player character.
This is an EP-gain factor; a separate EP-gain bonus is applied afterward. The underlying EP amounts, recovery intervals and all affected EP sources are not confirmed. This is not EP per second.
Comparing REGEN at the same level
At level 50, the level term is 335. These examples have no separate EP-gain bonus.
| REGEN | EP-gain factor |
|---|---|
| 0 | 0.9000 |
| 200 | 1.4373 |
| 400 | 1.9746 |
| 1,000 | 3.5866 |
| 2,000 | 5.0000 |
The 2,000-REGEN example reaches the factor's cap of 5.
For illustration, if an eligible source supplied 10 base EP, a factor of 1.4373 would scale that amount to about 14.373 before later processing. Ten EP is an example input, not an identified passive tick.
Where REGEN reaches the cap
REGEN_at_cap = (5 ÷ 0.90 − 1) × (6 × level + 35)
At level 50, the threshold is about 1,526.11 REGEN. The cap of five applies before the separate EP-gain bonus. It is not a universal cap on the final EP amount.
EP recovery in play
Skills can have their own EP grants, costs and conditions. This calculation establishes the REGEN-dependent multiplier, but not which skills or passive sources use it, every recovery interval, or final rounding. Those details must be checked at the individual EP source.
See Combat stats and Primary stat growth.