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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.

Player health and recovery
Base maximum health100
Health added per level0.75
Missing health restored per level15 %
Regeneration wait6 s
Regeneration pulse interval1 s
Maximum health restored per regeneration pulse7.5 %
Health Pad healing per pulse8
Health Pad pulses1/s

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 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 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.

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.

SourceMaximum health addedCurrent health addedCost
Gift health reward1 to 3NoneNo purchase
Market health purchase5520,000 gold
Leader2020Leaderboard 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.

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.

EffectsHealing received (%)
TNT Burning50
Reaper Bleeding20
Vampire Bleeding100

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.

EffectsMelee damage returned as health per effect (%)
Vampire25
Dark lifesteal12
  • 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.