- For objects in the game world that can be harvested using gathering professions, see Resource node. For the points system used in battlegrounds, see Resource race.
There are several different types of resources expended by player, NPC, and vehicle abilities. All classes in World of Warcraft have access to at least one primary resource, and several specializations grant access to additional, unique resources usually related to the role that specialization performs in combat. Resources are often related to the lore surrounding the class.
Outside of boss encounters, NPC abilities are typically limited by their combat AI or cooldowns rather than resources; most NPCs have an irrelevant mana, rage or energy bar depending on the particular mob type. Players use their abilities considering primary and secondary resources, cooldowns or a mix, choices determined by class, specialization and talents.
Resource pooling is a strategy used to manage resources so that they could be consumed most efficiently.
- The primary resource used by Brewmaster and Windwalker monks, all rogues and druids in . Energy regenerates quickly and has a maximum value of 100 which can be increased through talents or equipment. Energy regeneration can be increased with additional Haste.
- Fel Energy
- The primary resource used by warlock minions. It behaves in much the same way as energy, but has a maximum value of 200.
- The primary resource used by hunters and their pets. Focus is similar to energy, but is slower to regenerate. Certain abilities can generate focus.
- The primary resource for Balance and Restoration druids, all mages, Mistweaver monks, all priests, all paladins, all shaman and all warlocks. The standard and most straight-forward resource, mana is consumed to cast spells and regenerates slowly over time. Each class and spec has different abilities related to their mana regeneration.
- The primary resource for Guardian druids and all warriors. Rage is generated through regular attacks, and also through specific abilties. Rage has a maximum of 100 (120 for warriors with ), and, decays to 0 while out of combat.
- The primary resource for all death knights. There are six runes which can be used to power abilities. Runes automatically regenerate over a brief cooldown period after being used, though only three runes can regenerate at the same time.
- The primary resource for all demon hunters. Fury is generated by specific abilities, and is used to power other, more powerful abilities.
- Runic Power
- A secondary resource for death knights. Runic Power is generated by abilities that use Runes, and is consumed to augment or power others.
- Description: The pseudo-resource used by Arcane mages. The number of charges the mage currently has increases the power and reduces cast time of , , and , but also greatly increases their mana cost. Because of this, Arcane mages must use regularly to avoid running out of mana.
- Base value: A mage generally starts combat with zero charges.
- Capacity: A mage can have up to four arcane charges at a time.
- Generated by: (1 charge), (30% chance of 1 charge if it hits at least one enemy), (4 charges), (1 charge per enemy hit)
- Consumed by:
- Decay/Regeneration: Charges reset to zero after ten seconds unless they are refreshed by casting one of the above spells. This decay occurs both in and out of comat.
- Stat changes:
- Description: The secondary resource used by Monks, similar to combo points although chi stack on the player rather than on the target.
- Base value: A monk generally starts combat with zero chi, but can start with more by using .
- Capacity: A monk can have up to four chi at a time by default or up to five if they select the talent.
- Generated by: (2 chi), (1 chi), (1 chi), (3 chi)
- Consumed by: (3 chi), (2 chi), (2 chi), (3 chi), (1 chi)
- Decay/Regeneration: Chi decay rapidly while out of combat, but do not decay while in combat.
- Stat changes:
- Haste: Increases Windwalker monks' energy regeneration, which in turn indirectly increases their chi generation by allowing them to use chi-generating abilities more often.
- Leveling changes:
- Description:A secondary resource used by paladins. Holy Power is generated by certain abilities and is consumed to power others. Paladins have a maximum of 5 charges of Holy Power.
- Base value: A paladin starts combat with zero holy power.
- Capacity: A paladin can have up to five holy power.
- Generated by: (1 Holy Power), (1 Holy Power), (1/2 Holy Power), (3 Holy Power), (1 Holy Power), (1 Holy Power), (1 Holy Power), (1 Holy Power), (under effect of ) (1 Holy Power), / (Targeting target) (1 Holy Power)
- Consumed by: , , , , , , (all 3 Holy Power), , (5 Holy Power)
- Decay/Regeneration: Holy Power decays rapidly while out of combat, but do not decay while in combat.
- A secondary resource used by Shadow priests. Shadow Orbs are generated by , , and and used to enable the use of or Searing Nightmare. Maximum 100 insanity.
- Combo Points
- A secondary resource used by rogues and druids in . Combo points are generated using certain abilities, sometimes called "combo point builders", and consumed to use finishing moves, with the effect scaling proportionate to the number of combo points consumed. In most cases, the ideal use of a finishing move is with the maximum of five combo points. Combo points slowly deplete once combat is left. The points are target-independent like other resources, although until the Warlords of Draenor expansion they were "attached" to a specific enemy and lost upon switching targets.
- Description: The secondary resource used by Balance druids.
- Base value: A druid generally starts with 0 Astral Power.
- Maximum Capacity: A warlock can have up to 100 Astral Power at a time.
- Generated by: (6 astral power), / (? Astral power), (8 maelstrom)
- Consumed by: (30 astral power), (50 astral power)
- Decay/Regeneration: Astral Power slowly decays when out of combat.
- Description: The secondary resource used by warlocks. Soul shards generate when using specific abilities, and can regenerate up to 3 out of combat. Shards are divided into fragments, where 1 shard = 10 fragments
- Base value: A warlock generally starts combat with three soul shards.
- Maximum Capacity: A warlock can have up to five soul shards at a time.
- Generated by: (1 shard), (1 shard randomly per tick), (2 fragments, additional fragment on crit), (1 fragment per tick, 50% of additional fragment on critical ticks), (5 fragments), (1 shard if target dies), (1 shard), (2 shards), (5 shards on Rank 2), (1 shard if target dies), (1 fragment every 0.5 seconds)
- Consumed by: All demon summonings (1 shard), (2 shards), (1 shard), (2 shards), (2 shards), (2 shards), Rapid Contagion (3 shards), (1 shard, refunded if target dies in 5 seconds), (1 shard), (3 shards), (1 shard), (1 shard), (1 shard), (1 shard), (3 shards), (1 shard)
- Decay/Regeneration: Soul shards slowly regenerate to 3 while out of combat but do not regenerate in combat.
- Description: The secondary resource used by Elemental shamans.
- Base value: A shaman generally starts with 0 Maelstrom.
- Maximum Capacity: A warlock can have up to 100 Maelstrom at a time.
- Generated by: (8 maelstrom), (5 maelstrom whenever it deals damage), (10 maelstrom), (4 maelstrom per target hit), (30 maelstrom), (25 maelstrom)
- Consumed by: , (both 60)
- Decay/Regeneration: Maelstrom slowly decays when out of combat.