Overview

Stamina (体力, Tilì) is Honor of Kings: World's daily farming currency. It is consumed when players run material dungeons for Resonance upgrade componentsgear drops, and Ningwu weapon experience. monetization guide calls stamina the game's "hidden paywall" ("隐性的付费点"), comparing it to the fatigue potions in Dungeon Fighter Online: players with extra stamina progress faster, while free-to-play players are naturally rate-limited by their daily allocation.
Developer Design Philosophy
According to a developer Q&A session, the stamina system is designed as "a mix of unlimited open-world gameplay and grinding and also some soft limited high-value content." The developers confirmed that stamina can be replenished by grinding in the game, not only through premium currency. The intent is to let players who enjoy long play sessions continue to make progress while gating the highest-value rewards behind soft daily and weekly limits to encourage regular play over marathon sessions.
This design sits between two extremes in the action RPG market. It is less restrictive than games like Wuthering Waves, where daily play sessions can feel very short once stamina runs out after a few minutes. At the same time, it retains the fatigue-style pacing familiar to players of Dungeon Fighter Online, where fatigue potions exist but the system does not hard-block play entirely. The goal is to let the open world feel rewarding to explore indefinitely while ensuring that progression-critical materials remain somewhat paced.
Unlimited vs Limited Materials
Not all materials in Honor of Kings: World are gated behind stamina. Some crafting and upgrade materials can be farmed indefinitely through open-world exploration, monster drops, and repeatable activities that do not cost stamina. These unlimited materials support general progression and home building without restriction.
High-quality materials, including rare Resonance breakthrough components, top-tier gear drops from Dream Realm dungeonsand certain weapon experience items, are limited by stamina costs or weekly caps. This split ensures that casual exploration always yields some useful rewards, while the most powerful progression items require deliberate daily or weekly investment.
Material Type | Stamina Required | Limit |
|---|---|---|
Common crafting materials | No | Unlimited (open-world drops) |
Exploration rewards | No | Unlimited |
Resonance breakthrough materials | Yes | Daily stamina allocation |
Resonance and Ningwu experience | Yes | Daily stamina allocation |
Ring Gold | Yes | Daily stamina allocation |
Dream Realm top-tier gear | Yes | Weekly lockouts and stamina |
What Stamina is Spent On
Per zh.game-walkthrough.com's S0 launch system guide, stamina is consumed for:
Resonance breakthrough materials (共鸣突破材料) - required for Resonance Breakthrough progression
Resonance experience and Ningwu experience (共鸣经验 / 凝武经验) - for leveling up Resonances and the Ningwu weapon system
Ring Gold (环金) - an upgrade material for equipment tiers
Gear drops from material dungeons
After the main story is finished, beginner guide recommends that stamina should be spent exclusively on Dream Realm dungeons (梦境奇谭), which are the primary endgame gear-farm. Before level 60, the same guide advises players to only run the two daily free stamina runs and not spend extra.
Daily Free Runs
beginner guide confirms that two daily activities grant one free-of-stamina run per day each: the "迷踪" (Maze Tracking) instance and the "梦行奇谭" (Dream Journey Annal) dungeon. These free runs are the recommended daily stamina-saver for all players under level 60.
Refilling Stamina with Jing Po
Players can buy a one-time daily stamina refill with Jing Po50 Jing Po for 60 stamina, once per day. This is the only combat-relevant use of the premium currency. Source: zh.game-walkthrough.com launch guide (single source).
Battle Pass Stamina Grants
The S0 Battle Pass is the largest single source of bonus stamina. The 68 CNY Basic tier grants 1,000 stamina on purchase plus a daily drip, bundled with 114 Resonance Breakthrough materials, 9 Dream Journey entry tickets, 5 Jing Po gacha pulls, and a bonus Resonance character. The 168 CNY Deluxe tier adds the exclusive Resonance-character outfit. For the full battle pass breakdown, see Battle Pass.
PvP Independence From Stamina
The PvP system in Honor of Kings: World uses gear-equalized queues, which means stamina limitations have no effect on PvP fairness. Players can compete in PvP regardless of how much PvE stamina they have or how far they have progressed in gear farming. A player who has spent zero stamina on PvE content is on equal footing with a player who has maximized their daily stamina spend when both enter the PvP arena.
This design decision separates PvE progression from PvP competition. Players who primarily enjoy PvP do not need to worry about stamina management at all, and players who primarily enjoy PvE can focus their stamina on dungeon farming without feeling pressure to grind PvP for combat advantages. The two systems operate independently.
Not Publicly Confirmed
The following stamina details have not been documented in any Chinese launch-window source accessed during research: exact daily stamina cap, passive regeneration rate, exact stamina cost per material-dungeon run, weekly boss-loot lockouts, and the exact daily drip rate from the Basic battle pass. Do not publish specific numbers on these without a primary source.
Verified Stamina Mechanics (Huya Source)
The primary Huya stamina explainer published for S0 launch confirms these exact numbers:
Parameter | Value |
|---|---|
Base stamina cap | 360 points |
Natural regeneration | 1 point every 5 minutes (approx 0.2/min) |
Offline regeneration | Yes, continues while offline |
Lunch meal bonus | 60 points, once per day |
Dinner meal bonus | 60 points, once per day |
Late-night snack bonus | 60 points, once per day |
Total daily meal bonus | 180 points per day |
Overflow vessel cap | 1,000 points (溢光露盏) |
Conversion benchmark | 40 stamina yields 200 Yuan Liu XP in dungeons |
Dungeon Level Gates
Per the official. leveling guide, specific stamina-gated content unlocks at these account levels:
Level 20: 灾兽 (Calamity Beast) cooperative dungeons unlock.
Level 30: 奇境 (Wonder Realm) weekly dungeons and Challenge Wonders unlock.
Overflow Vessel (溢光露盏)
Once the 360-point stamina cap is reached, excess regeneration deposits into the 溢光露盏 Overflow Vessel. The vessel holds up to 1,000 points. Players can convert vessel contents back into usable stamina on demand, which prevents stamina waste during extended offline periods. The vessel is the game's primary answer to 'access anxiety' (上线焦虑) that F2P-first Chinese players have flagged as a concern on similar live-service titles.
Recommended Stamina Allocation
stamina planning guide, priority is: Talents (流脉) and Ningwu weapon progression first. Inscriptions (铭文) and gear should wait until after account level 41 because early-game stamina is too scarce to spread across every养成 track.
Vitality Cost Breakdown Per Dungeon Clear
The April 2026 end-game preview confirmed the per-run vitality cost for the main material dungeons. A single clear of a farmable dungeon costs 80 vitalitywhich is the baseline that all stamina-spend planning revolves around. The 360-point cap documented in the Huya source therefore funds roughly four and a half fresh runs on a full bar, or up to about seventeen runs in a day once the overflow vessel, three meal bonuses, and passive regeneration are counted. The 80-per-clear figure applies to gear dungeons, material dungeons, and the weekly content entries that feed the Talent System and Gear System progression tracks.
Activity | Vitality Cost | Notes |
|---|---|---|
Standard material dungeon clear | 80 | Flat cost per run, no scaling with world level |
Daily free-stamina runs (Maze Tracking, Dream Journey Annal) | 0 | Two free runs per day before level 60 |
Talent leveling materials | 80 per feed run | Vitality spent indirectly through the dungeons that drop talent materials |
Scourges for Splendor Soul Spark | 80 per clear | Feeds the summoned-spirit upgrade track |
Weekly boss content | 80 per attempt up to the weekly cap | Weekly lockouts gate the total spend independent of stamina |
Frosty Bottle and Daily Exchange Shop
One of the most important daily purchases for any serious player is the Frosty Bottlea consumable sold in the daily exchange shop. The bottle doubles the rewards collected from any vitality spent while it is active, which effectively turns 80 vitality of dungeon clears into 160 vitality worth of loot. Because the bottle is on the daily exchange rotation, it refreshes every day with the rest of the shop and every active player is expected to buy it at reset. Players who skip the bottle leave roughly half of their daily farm on the table, which compounds over a week of missed purchases. The bottle stacks cleanly with the standard daily routine of free runs first, then paid runs, then a stamina refill when the account can afford it.
Platinum Crystal Refreshes and F2P Guidance
Vitality can be topped up outside of the natural daily cycle by spending platinum crystalsthe game's premium currency. A crystal refresh is always available on the vitality panel, but the April 2026 preview commentary flagged this as a poor use of crystals for free-to-play players. Crystals are the only currency that buys new Heroes and character outfits, and the F2P crystal income per season is extremely tight relative to the character pool. Veteran players recommend saving crystals for banners and cosmetics rather than burning them on extra dungeon runs, especially given the weekly lockouts that cap total farm regardless of how much vitality a player pours into a boss. Whales who ignore this advice will progress marginally faster in gear and talent materials, but they will not outrun the weekly caps that apply to every account.
Why the 80 Cost Matters for Routing
The flat 80-per-clear cost is the main reason the April 2026 previewers recommend focusing on one or two heroes rather than spreading vitality across a full roster. Every vitality point spent on a third or fourth character's gear is a vitality point not spent on finishing the core duo's Talent System upgrades or Gear System tier. Combined with the Frosty Bottle doubler and the platinum crystal refresh, the routing decision becomes: bottle first, free runs first, then paid runs on the one or two characters the account is invested in, and only then consider branching out. Higher World Level tiers further reward this focus because dailies at world level 5 and above begin to drop legendary-quality gear that is worth the 80-point investment to farm.
Stage-by-Level Allocation Framework
Launch-week stamina planning guidance organizes daily spend by Yuan Liu Level brackets. The priority order remains 流脉 talents and 凝武 weapon progression first, then inscriptions, with raw equipment as the last bucket; the brackets below describe how that priority shifts as the account climbs.
Levels 0-25: Talents and Weapons First
Below Yuan Liu Level 25, every paid stamina point should feed the 流脉 talent track and the 凝武 weapon-breakthrough track. Inscriptions and equipment are deferred completely. The Mirage daily dungeon (a free-of-stamina run) is the source of starter equipment in this window, which means players never need to spend stamina on gear during early progression.
Levels 25-41: Continue Talents, Stockpile Inscriptions
From Level 25 to 41, the priority is unchanged: talents and weapons keep first call on stamina. Excess stamina, when it appears, is best routed toward inscription material runs so the account is ready for the inscription set push at the bracket above. Avoid spending stamina on full gear sets at this level; the gear obsoletes too quickly.
Levels 41-46: Build a Full Inscription Set
At Level 41, inscription runs become the priority for non-talent stamina. The goal is to assemble a complete inscription set matching the playstyle of the active Resonance pair. This is the first window where inscription investment converts cleanly to combat power, because earlier inscription runs are too thin to fill out a full set.
Levels 46+: Dream Adventure as Primary Gear Source
Level 46 unlocks the Dream Adventure (梦行奇谭) daily dungeon, which becomes the primary equipment source from this point on. Stamina spent on Dream Adventure is the most efficient gear conversion in the game; non-Dream-Adventure gear runs are deprioritized once this dungeon is available.
Levels 50-55: Prioritize the Main Damage Resonance
Between Level 50 and 55, scarce material types appear in the loot pool. The launch-week planning rule for these materials is to feed them to the main damage Resonance first, with support Resonances queued behind. This prevents stamina dilution across the full roster at the exact moment when scarce materials would otherwise spread thin.