Health

Health, represented by the red bar in the user interface, represents the character's life force (often called "hit points"). When a character's health reaches zero, the character dies.

Health Capacity
All characters start with 100 health, and gain 20 health at each level up. This brings the health capacity to 480 at the highest level of 20. Some types of weapons, weapon upgrades, armors and runes can affect a player's health capacity. A creature's maximum health can also be modified temporarily through certain skills or effects, such as Vital Blessing or Death Penalty.

Any temporary effects on health capacity also modify current health by the same amount, albeit also temporarily. For example: If a creature with 300 of 500 health has its maximum health reduced by 100, it would then have 200 of 400 health. If the effect then ends or is removed, the creature would be restored to 300 of 500 health. This phenomenon cannot, however, reduce a creature to below 1 health.

Health Regeneration/degeneration
The rate at which health regenerates (or degenerates) is represented by small arrows or "pips" that appear in the health bar. Each "pip" indicates 2 points per second of health recovery (arrows pointing to the right) or loss (arrows pointing to the left).

Natural Health Regeneration
If a character is not at full health, isn't attacking, isn't using a skill that targets foe, and hasn't lost health recently (from damage, sacrifice, or health degeneration), then the character will slowly start gaining health regeneration as a form of natural healing. Natural health regeneration stops when any one of the above conditions cease to be true.

x       = seconds after the last hit or sacrifice. y-red   = gained health in total. y-green = health regeneration per seconds, 2 per pip. y-yellow = max gained health in total, reached after 17 seconds.


 * After 5 seconds you get a health regeneration of 1
 * After 7 seconds you get a health regeneration of 2
 * After 9 seconds you get a health regeneration of 3
 * After 11 seconds you get a health regeneration of 4
 * After 13 seconds you get a health regeneration of 5
 * After 15 seconds you get a health regeneration of 6
 * After 17 seconds you get a health regeneration of 7 until you reach full health.

Maximum Health Regeneration/Degeneration
The maximum net regeneration or degeneration is limited to ten pips. Example: If a character is both poisoned and burning, the character would normally have a total of -11 pips, but due to the limit the player will only suffer from -10 health degeneration. If Healing Breeze is then cast upon that character, the spell provides +3 health regeneration, and the net total will now be -8 pips (not -7, because the limit doesn't change the basic effects of conditions affecting the character). In this case, the -1 pip over the visible -10 is "hidden" and doesn't immediately affect the player's health, but still counts towards canceling out the +3 regeneration. This is also noticable when multiple hexes and conditions cause so much degeneration on a character that small amounts of regeneration may be completely useless.

Health Degeneration from Conditions
Players can gain health regeneration or suffer health degeneration from numerous Conditions or skill effects.
 * Bleeding - health degeneration of 3
 * Poisoned - health degeneration of 4
 * Disease - health degeneration of 4
 * Burning - health degeneration of 7

Skills that cause "health gain" (or steal health)

 * Way of Perfection
 * Ether Renewal
 * Illusion of Weakness
 * Contemplation of Purity, Draw Conditions, Healing Seed, Live Vicariously
 * Blood Magic: Blood Drinker, Blood Renewal, Jaundiced Gaze, Lifebane Strike, Mark of Subversion, Oppressive Gaze, Order of the Vampire, Soul Leech, Unholy Feast, Vampiric Bite, Vampiric Gaze, Vampiric Spirit, Vampiric Swarm, Vampiric Touch
 * Curses: Feast of Corruption, Insidious Parasite
 * Death Magic: Animate Vampiric Horror, Consume Corpse, Soul Feast, Taste of Death, Taste of Pain
 * No Attribute: Grenth's Balance
 * Heal as One, Predator's Pounce, Predatory Season
 * Bloodsong, Boon of Creation, Generous Was Tsungrai, Nightmare Weapon, Spirit Boon Strike, Spirit Light Weapon, Vengeful Weapon
 * Healing Signet, "Victory is Mine!"
 * also see Skills that cause Healing

Skills that affect maximum health

 * Vital Blessing
 * Aura of the Lich, Demonic Flesh
 * Fertile Season, Symbiosis
 * Generous Was Tsungrai, Vital Weapon
 * Defy Pain, Endure Pain
 * skills that cause Deep Wound

Skills that cause health regeneration

 * Shadow Refuge
 * Healing Breeze, Mending, Shield of Regeneration, Succor, Watchful Spirit
 * Blood Bond, Blood Renewal, Life Siphon, Life Transfer, Verata's Sacrifice, Well of Blood, Well of Power
 * Melandru's Resilience, Symbiotic Bond, Troll Unguent
 * Recuperation, Resilient Was Xiko, Resilient Weapon, Signet of Creation, Weapon of Warding
 * "I Will Avenge You!", "I Will Survive!"
 * [[Image:SpectralAgony.jpg|15px|Monster]] Agnar's Rage, Crystal Hibernation, Dwayna's Blessing

Skills that cause health degeneration

 * Enduring Toxin, Seeping Wound
 * Conjure Phantasm, Conjure Nightmare, Crippling Anguish, Illusion of Pain, Images of Remorse, Migraine, Phantom Pain, Recurring Insecurity
 * Blood Bond, Faintheartedness, Life Siphon, Life Transfer, Malaise, Parasitic Bond, Suffering, Vile Miasma, Well of Suffering, Wither
 * Lacerate
 * Spirit Channeling
 * [[Image:SpectralAgony.jpg|15px|Monster]] Spectral Agony
 * skills that cause bleeding, burning, disease, or poison