Health

Health, represented by the red bar in the user interface, is a represenation of the character's life force (often called "hit points"). When a character's health reaches 0, that character dies.

Maximum Health
All PvE characters start with 100 maximum health, and gain 20 maximum health at each level up, up to 480 at level 20.

Changing Maximum Health with Items
runes of Vigor

Changing Maximum Health with Skills
Players can increase their maximum health capacity by using certain items, such as or temporarily through the use certain skills, such as Vital Blessing or Endure Pain.

Heal
If someones current health is lower than maximum health he can be healed instantly by Monk Skills.

Lose Health
Some skills make you lose health...

Sacrifice Health
Sacrifice

Steal Health
Necromancer Skills can steal health, ignoring Armor and damage calculation. This damages the foes Health while healing yourself.

=Health regeneration/degeneration= The rate of health Regeneration/Degeneration is represented by small arrows or "pips" that appear in the health bar to the right/left. Each "pip" indicates 2 points of health recovery/loss per second.

from conditions

 * Bleeding - health degeneration of 3
 * Poisoned - health degeneration of 4
 * Disease - health degeneration of 4
 * Burning - health degeneration of 7

from Skills

 * Migraine
 * Crippling Anguish
 * Well of Suffering
 * Faintheartedness
 * Life Transfer
 * Life Siphon
 * Malaise (on self)
 * Suffering
 * Conjure Phantasm

from skills

 * Healing Breeze
 * Troll Unguent
 * Life Transfer
 * Life Siphon

Natural Health Regeneration
While not in combat, Health regeneration occurs automatically, the rate slowly increasing up to a maximum of 7 pips.

Capping at [-10,10]
The maximum net regeneration or degeneration is capped at 10 pips before application to a character.

Example:
 * If a character is poisoned and burning, they will have a net total of -11 pips, but it will be capped and the player will only suffer from -10 health regeneration. With Healing Breeze of +3 Health regeneration cast upon that character, the net total will now be -8 pips and will not need capping. Note they will not have -7, because capping occurs after summing the regeneration and degeneration on a character. This is very noticable when multiple hexes and conditions are causing so much degeneration on a character, that regeneration from a single source may be useless.