Adrenaline is a combat mechanism that is shown in yellow bars in the top part of the action bar and below the player's life points bar. Auto-attacks increase adrenaline slowly, Basic abilities increase it quickly, and Ultimate abilities fully drain it. Eating food reduces it with each bite. For the various abilities, see Ability book.
Adrenaline is used to determine what abilities are available; Basic abilities can be used without any adrenaline available. Threshold abilities are unlocked after the adrenaline bar is 50% charged or more and drain 15% when used. Ultimate abilities become available at 100% adrenaline, but using them drains the bar completely.
The adrenaline bar increases according to your DPS (damage-per-second). A higher DPS means more adrenaline is gained quicker.
When a player is out of combat for about 15 seconds, the adrenaline bar rapidly drains back to zero.
Players may want to pause their adrenaline by staying in combat stance while not in combat. There are several ways to do that.
- Be poisoned. The player would count as in combat for 40 more seconds after the first poison hit assuming they don't get poisoned again.
- Using Detonate, which freezes the player in combat stance as long as they don't click the ability the second time. However, this immobilizes the player, requires at least 50% adrenaline and drains 15%.
- Focusing on a target and beginning to cast Snipe will generate some adrenaline and put the player in combat state. This can be interrupted with movement to cancel the attack.
Players may take a step further and generate adrenaline even while not in combat. While adrenaline potions is the most obvious method, players could pull this off with abilities.
While some abilities like Preparation, Resonance, Reflect, Revenge, Anticipation and Freedom could be used any time, this only pauses adrenaline. In order to generate adrenaline, the player must have an opponent, preferably when neither the player and the target can reach each other. Therefore, it is optimal for melee against melee settings, and good for locations with "safe areas", like the small room before the main chamber of the Ancient Prison, which might be useful even for medium-high level players, due to the masses of monsters within with deadly special attacks.
It should be noted that most of the abilities that could be used while the player cannot reach their target requires a shield. Doing those without this requirement would not be enough to sustain combat stance.
The player must engage their opponent, run to a safe area and repeatedly use the listed abilities. However, the player would usually get a full adrenaline bar before Rejuvenate finishes its cooldown (300 seconds).
Another method is to engage a nearby weak monster; in order not to kill them too quickly, players using melee and ranged could use magic abilities to their advantage. As long as they did not autocast a spell recently, any magic ability would miss, meaning that as long as the target survives the first hit (players could unequip their weapons) they could hit it repeatedly to boost adrenaline. This has an advantage over the above method is players could re-enter combat stance even if they accidentally get out of it.