.: Help for reservation Some things you carry do not simply help you -- they hold part of you back. A Chrysalis enchantment feeds on the wearer. A companion draws on your will for as long as it walks beside you. What they take is called reservation, and it is set aside from one of your three pools for as long as you keep them. Reserved strength is not lost and it is not damage. Rest will not bring it back, because nothing took it from you. It is simply spoken for. What it does mean is that your true ceiling is lower than your listed one, and everything that measures you against a full pool measures you against the part you can still reach. ━━━ The Limit ━━━ You cannot set aside more than a certain share of any one pool. When you reach that limit, the game will refuse the thing that would push you past it: wearing another draining item, beginning another enchantment, or binding another companion. It refuses cleanly and costs you nothing. It will never take anything away from you. If you are already past the limit, everything you have stays exactly where it is. You will only be told no when you try to add. Some single things ask for more than the limit allows all on their own. A mighty companion is the usual one. When you are told that a thing alone is too much, nothing you put down will make room for it. You need a deeper pool to draw on, or a lesser thing to bind. ━━━ Reading It ━━━ Your health, stamina and conviction bars are drawn in three parts. The lit part is what you are carrying, the dark part is what you have spent, and the shaded band at the right hand end is what is being held in reserve. The lit and dark parts together are the pool you can still reach, so when they are all lit you are as recovered as you can be while you are carrying what you carry. The band tells you how much of that pool is not coming back until you set something down. On a plain text client the three parts show as # for carried, . for spent, and : for held in reserve. Type status and look at the Reserved line under your pools. Each pool gets a word of its own, and each word measures how close you are to the limit rather than to your whole pool: none or slight Nothing worth worrying about. modest A real cost, comfortably borne. notable You are giving up something to keep this. heavy Well along. Choose the next one with care. near limit Almost no room left. The next thing may be refused. at limit You cannot add anything more to this pool. When the game speaks to you in a sentence it uses the same rungs in longer words, so you can match one to the other without doing any sums: slight a slight part modest a modest share notable a notable share heavy a heavy share near limit nearly all you can set aside at limit all you can set aside ━━━ Making Room ━━━ Remove a draining item, disenchant something you wear, or dismiss a companion, and the share comes straight back. When the game refuses you it names only the ones you could actually do, so if it does not mention your gear, your gear is not what is holding you. Skill also buys room. A practised enchanter binds magic that takes less from its wearer, and a practised summoner holds a companion on less of their will. Both are worth raising if you mean to live this way. See Also: help status, help companion, help enchanting, help conviction