diff --git a/game/modules/tome/class/interface/Archery.lua b/game/modules/tome/class/interface/Archery.lua
index 112ea1839f83305ce94e311d88db9a244e837798..d3bb3277211308c7d52ec37dbcaf661e67e49f8c 100644
--- a/game/modules/tome/class/interface/Archery.lua
+++ b/game/modules/tome/class/interface/Archery.lua
@@ -451,17 +451,19 @@ local function archery_projectile(tx, ty, tg, self, tmp)
 		end
 	end
 
-	-- Regen on being hit
-	if hitted and not target.dead and target:attr("stamina_regen_when_hit") then target:incStamina(target.stamina_regen_when_hit) end
-	if hitted and not target.dead and target:attr("mana_regen_when_hit") then target:incMana(target.mana_regen_when_hit) end
-	if hitted and not target.dead and target:attr("equilibrium_regen_when_hit") then target:incEquilibrium(-target.equilibrium_regen_when_hit) end
-	if hitted and not target.dead and target:attr("psi_regen_when_hit") then target:incPsi(target.psi_regen_when_hit) end
-	if hitted and not target.dead and target:attr("hate_regen_when_hit") then target:incHate(target.hate_regen_when_hit) end
-	if hitted and not target.dead and target:attr("vim_regen_when_hit") then target:incVim(target.vim_regen_when_hit) end
-
-	-- Resource regen on hit
-	if hitted and self:attr("stamina_regen_on_hit") then self:incStamina(self.stamina_regen_on_hit) end
-	if hitted and self:attr("mana_regen_on_hit") then self:incMana(self.mana_regen_on_hit) end
+	if self ~= target then
+		-- Regen on being hit
+		if hitted and not target.dead and target:attr("stamina_regen_when_hit") then target:incStamina(target.stamina_regen_when_hit) end
+		if hitted and not target.dead and target:attr("mana_regen_when_hit") then target:incMana(target.mana_regen_when_hit) end
+		if hitted and not target.dead and target:attr("equilibrium_regen_when_hit") then target:incEquilibrium(-target.equilibrium_regen_when_hit) end
+		if hitted and not target.dead and target:attr("psi_regen_when_hit") then target:incPsi(target.psi_regen_when_hit) end
+		if hitted and not target.dead and target:attr("hate_regen_when_hit") then target:incHate(target.hate_regen_when_hit) end
+		if hitted and not target.dead and target:attr("vim_regen_when_hit") then target:incVim(target.vim_regen_when_hit) end
+
+		-- Resource regen on hit
+		if hitted and self:attr("stamina_regen_on_hit") then self:incStamina(self.stamina_regen_on_hit) end
+		if hitted and self:attr("mana_regen_on_hit") then self:incMana(self.mana_regen_on_hit) end
+	end
 	
 	-- Ablative armor
 	if hitted and not target.dead and target:attr("carbon_spikes") then
diff --git a/game/modules/tome/class/interface/Combat.lua b/game/modules/tome/class/interface/Combat.lua
index 16e4d944204cdb3d68db4c3af2a8c1e6d2da3ba2..983e83bedaeb975a91a9231117af8c1457e13e7c 100644
--- a/game/modules/tome/class/interface/Combat.lua
+++ b/game/modules/tome/class/interface/Combat.lua
@@ -550,7 +550,7 @@ function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
 
 		hitted = true
 
-		if self:attr("vim_on_melee") then self:incVim(self:attr("vim_on_melee")) end
+		if self:attr("vim_on_melee") and self ~= target then self:incVim(self:attr("vim_on_melee")) end
 	else
 		self:logCombat(target, "#Source# misses #Target#.")
 		target:fireTalentCheck("callbackOnMeleeMiss", self, dam)
@@ -876,17 +876,19 @@ function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
 	end
 
 	-- Regen on being hit
-	if hitted and not target.dead and target:attr("stamina_regen_when_hit") then target:incStamina(target.stamina_regen_when_hit) end
-	if hitted and not target.dead and target:attr("mana_regen_when_hit") then target:incMana(target.mana_regen_when_hit) end
-	if hitted and not target.dead and target:attr("equilibrium_regen_when_hit") then target:incEquilibrium(-target.equilibrium_regen_when_hit) end
-	if hitted and not target.dead and target:attr("psi_regen_when_hit") then target:incPsi(target.psi_regen_when_hit) end
-	if hitted and not target.dead and target:attr("hate_regen_when_hit") then target:incHate(target.hate_regen_when_hit) end
-	if hitted and not target.dead and target:attr("vim_regen_when_hit") then target:incVim(target.vim_regen_when_hit) end
-
-	-- Resource regen on hit
-	if hitted and self:attr("stamina_regen_on_hit") then self:incStamina(self.stamina_regen_on_hit) end
-	if hitted and self:attr("mana_regen_on_hit") then self:incMana(self.mana_regen_on_hit) end
-	if hitted and self:attr("psi_regen_on_hit") then self:incPsi(self.psi_regen_on_hit) end
+	if self ~= target then
+		if hitted and not target.dead and target:attr("stamina_regen_when_hit") then target:incStamina(target.stamina_regen_when_hit) end
+		if hitted and not target.dead and target:attr("mana_regen_when_hit") then target:incMana(target.mana_regen_when_hit) end
+		if hitted and not target.dead and target:attr("equilibrium_regen_when_hit") then target:incEquilibrium(-target.equilibrium_regen_when_hit) end
+		if hitted and not target.dead and target:attr("psi_regen_when_hit") then target:incPsi(target.psi_regen_when_hit) end
+		if hitted and not target.dead and target:attr("hate_regen_when_hit") then target:incHate(target.hate_regen_when_hit) end
+		if hitted and not target.dead and target:attr("vim_regen_when_hit") then target:incVim(target.vim_regen_when_hit) end
+	
+		-- Resource regen on hit
+		if hitted and self:attr("stamina_regen_on_hit") then self:incStamina(self.stamina_regen_on_hit) end
+		if hitted and self:attr("mana_regen_on_hit") then self:incMana(self.mana_regen_on_hit) end
+		if hitted and self:attr("psi_regen_on_hit") then self:incPsi(self.psi_regen_on_hit) end
+	end
 
 	-- Ablative armor
 	if hitted and not target.dead and target:attr("carbon_spikes") then