Health and healing
Your maximum health grows with levels and health bonuses.
A
Health Pad and lifesteal can heal you during combat, while automatic
regeneration requires a break from taking damage.
How it works
Section titled “How it works”| Base maximum health | 100 |
|---|---|
| Health added per level | 0.75 |
| Missing health restored per level | 15 % |
| Regeneration wait | 6 s |
| Regeneration pulse interval | 1 s |
| Maximum health restored per regeneration pulse | 7.5 % |
| Health Pad healing per pulse | 8 |
| Health Pad pulses | 1/s |
Levels
Section titled “Levels”Each level adds the same amount to your maximum and current health, then heals a share of the remaining missing health. If experience grants several levels together, you receive the health increase and healing for each level.
Regeneration
Section titled “Regeneration”Regeneration starts after more than 6 seconds without taking damage. Dealing damage does
not restart the wait, so you can keep gathering or attacking while recovering if nothing damages you.
Damage over time restarts the wait whenever it hurts you, including damage from effects such
as
Burning and
Bleeding.
Regeneration restores a share of your maximum health, capped by your missing health.
Health pads
Section titled “Health pads”Health Pads heal you and friendly players in groups; enemies receive nothing. Stay within a friendly pad’s aura to receive healing. Each pad heals independently, even while you take damage, and regeneration can work alongside it once the damage stops.
Bonuses
Section titled “Bonuses”Gifts can enlarge your health bar without filling the added space. A health purchase at the Market fills its added space immediately. Gift and Market health bonuses end when you die; see death and respawn.
| Source | Maximum health added | Current health added | Cost |
|---|---|---|---|
| Gift health reward | 1 to 3 | None | No purchase |
| Market health purchase | 5 | 5 | |
| 20 | 20 | Leaderboard rank |
Leader raises both current and maximum health while you lead the server’s leaderboard. Losing Leader removes the maximum health bonus and lowers current health only if it exceeds the reduced maximum.
Healing penalties
Section titled “Healing penalties”Burning from
TNT and Bleeding from the
Reaper reduce
regeneration, pad healing, lifesteal and the missing-health heal on a level-up. Multiple healing
penalties apply together. The level’s direct health increase still applies in full.
Bleeding applied by
Vampire leaves healing unchanged. The table shows the
healing you receive with each effect on its own.
| Effects | Healing received (%) |
|---|---|
| TNT Burning | 50 |
| Reaper Bleeding | 20 |
| Vampire Bleeding | 100 |
Lifesteal
Section titled “Lifesteal”Vampire and Dark lifesteal each heal you through melee hits on
players,
zombies or the Reaper. Healing depends on the damage
dealt by the hit. Both effects work together, and repeated applications stack. Arrows and damage to
structures or resources give no lifesteal. Dark lifesteal comes from a Reaper kill and lasts for the
rest of that life.
| Effects | Melee damage returned as health per effect (%) |
|---|---|
| Vampire | 25 |
| Dark lifesteal | 12 |
- Keep attacking only if you can avoid return damage. Dealing damage does not reset regeneration, but any damaging hit starts the 6-second wait again.
- Stay in contact with the Health Pad’s aura during a fight. Its pulses continue during the regeneration wait and also heal friendly group members inside the aura.
- A level-up still adds 0.75 current health under healing penalties. Gathering experience while injured can therefore restore health before regeneration starts.