Health is a primary Stat that represents a character or creature's ability to take damage.
Overview[]
With more Health the character can absorb more damage before death. It is reduced by physical or magickal attacks, as well as by Poison, Burning, and Fall Damage; and can be restored by eating foods, restorative potions, and some magicks.
When health drops to zero people including the Arisen die (but can be revived by a Wakestone), and pawns become Unconscious.
Damage to Arisen and Pawns health is divided into two parts :
- Indirect Health damage - indicated by losing a portion of health that leaves a whitish section on the health bar ("white health") to indicate it may be restored through Magick spells. The majority of battle damage is healable 'grey' damage.
- Direct Health damage or "wounding", which can be interpreted as cumulative physical trauma such as blood loss, broken bones, cuts and deep bruising. Direct Health damage is indicated by a unfilled section of the Health bar. This type of damage cannot be healed with Anodyne and must instead be healed by using Curatives such as Greenwarish.
Health increases as a Character Level increases, and is highest, in order, when leveling up as Warrior, Fighter, Mystic Knight, with Strider having average growth. All other vocations have below average Health growth. (For more details see Stat Growths.)
The amount of damage a character receives in combat is affected by their base Defense and or Magick Defense as well as by additional defense from their worn Clothing and Armor. For physical damage Slashing Damage or Blunt Damage resistances matter, whilst magick damage can be further mitigated from resistances to each of the Elemental Attributes. Damage Reducing Augments can further protect health. (For more details see Damage Calculation.)
White Health[]
White Health (also known as grey health, or 'recoverable health') is the fraction of total health than can be recovered by magickal healing (such as Anodyne), or by 'Holy Healing'.
It is represented on health bars as a white bar, whilst actual health is a green bar (or red at critical health).
On taking damage only 25% will be not be healable by spells - both creature and Fall Damage produce white health; damage from poison or burning is almost all white health with only a small fraction (~2%) requiring curatives.
Critical Health[]
When health falls below three tenths (30%) of maximum - "Critical Health" - the health bar turns red, and for the Arisen, the screen turns 'bloodshot' at the edges. Also known as "Red Health".
Several augments trigger on critical health :
Augment | Description | Unlocked by Vocation |
---|---|---|
Sanctuary | Mitigates physical damage | Mystic Knight |
Exhilaration | Strength is increased by 50%. (in Dark Arisen the increase was reduced to 35%) |
Fighter |
Equanimity | Magick is increased by 50%. (in Dark Arisen, the increase was reduced to 20%) |
Mage |
Additionally some weapons with Dark Arisen Bonus Enhancements have special effects activated when health is critical.
Augments[]
Some augments increase maximum health or or aid its regeneration :
Augment | Description | Unlocked by Vocation |
---|---|---|
Vigilance | Increases health by 100 | Fighter |
Longevity | Increases health by 100 | Ranger |
Sanguinity | Increases health by 100 at nighttime | Assassin |
Regeneration | Regenerates 1 health every 3 seconds | Magick Archer |
Predation | Regenerates 100 health when you deliver the killing blow to an enemy | Secret Augments |
Recuperation | Speeds health recovery from curative magic and healing springs | |
Mettle | Increases the ratio of white health when taking damage |
Display[]
Health is represented by a green bar - both in the in game HUD, and in menus - when health falls below one third of maximum (critical health) the health bar will turn red, together with other visual and auditory cues that health is low.
Notes[]
- Sometimes referred to as Hit Points ; and may be abbreviated to HP.
Healing[]
- For a list of curatives, see List of Health and Stamina Curatives.
- Sleeping at an Inn or Rest Camp will completely recover a character's Health
- The Arisen being close to a Riftstone will gradually restore their pawn's Health. Entering the rift completely restores Pawn's health,
- Curatives will heal the maximum amount it can starting at the indirect ('white') health portion. Thus if one wishes to conserve one's Curatives, it is prudent to use curative Magick first to heal the grey-indicated damage and then use Curatives to heal the rest.
- Gaining a Character Level completely restores health.
Regeneration[]
- The highest possible health regeneration from Bonus Enhancements and Augments is 20HP/s.
- This is achieved by wearing the full Immortal's Armor Set (But swapping the chestpiece for one with the "Gradually restores health" enhancement) with the Regeneration augment equipped and having 3 pawns all wearing chest armor with the Bonus Enhancement: "Has a slight restorative effect on pawns near you.".
- Militant Dove heals when the Arisen is inactive, and can heal all damage.
- The Repeller Bow can heal 'white' damage when used to kill non-human foes.
- The Mystic Knight skill Holy Aid heals 'white' damage on blocking; the skill Holy Grace can additionally heal past white damage on a Perfect Block.
- Adept's Robe gradually heals nearby allies, and can heal all damage.
Maximum Health[]
- The highest Health value is 7150, and with boosts it can be raised to 8150 ( 5820 + 300 +30 + 1000 + 1000)
- Levelling Fighter from 1-10, into Warrior 10-100, then either Fighter or Mystic Knight from 101-200 gives 5820 health
- Combined the three augments, Vigilance, Longevity, Sanguinity raises health by 300.
- Scholar's Cape increases health by 30
- Two Savior Rings (+500 HP/ST per) can increases it by 1000.
- Use of Fiendish Extract raises this by a further +1000 temporarily.
- The lowest legitimate Health value for a level 200 character is 2548, accomplished by levelling as a Mage from 1-10, Sorcerer from 11-100, and then Strider, Warrior, Ranger, or Assassin from 101-200.
Other[]
- Some rare equipment slightly boosts health or heals when worn.
- The augment Tenacity can sometimes protect against attacks that would reduce health to zero. The chance seems related to the fraction of full health the defender has.
- There are no skills whose damage depends on health, though Act of Atonement gains additional damage with health loss.