Health

**Health** or **HP** is a vitality resource. Should the player run out of HP, they will be defeated and that run will end. There are various ways that HP can be permanently increased or decreased by it total amount, or has its portion restored.

## Altering Max HP

The player can increase or decrease their maximum health, or max HP, using various methods. The changes in max HP persists throughout the run.

### Increasing Max HP

Increasing max HP raises the max HP by a set amount and also heal the player for the same amount. For example:

* The player has 45/60 HP
* The player increases their max HP by 5.
* Their max HP is raised by 5, to 65.
* Their current HP is also healed by 5, to 50.
* Their overall HP is now 50/65.

#### Card

*Numbers in parentheses are for  card.*

* - Increases max HP by 3 (4) if .

#### Relics

* - Increases max HP by 7.
* - Increases max HP by 6 whenever you obtain a .
	+ Unlike , it does not require you to keep a  in your deck. You still retain the increased max HP even if you remove a  from your deck.
* - Increases max HP by 10.
* - Gives an option to increases max HP by 2 instead of adding a card to your deck.
* - Increases max HP by 14.
* - Increases max HP by 5.
* - Increases max HP by 1 after each combat.
* - Increases max HP by 7 and heal all of your HP.

Max HP increased by these relics are not tied to the relics themselves. You may lose one of these relics to N'loth and still retain max HP gained.

#### Potion

*Numbers in parentheses are enhanced amount through possessing .*

* - Increases max HP by 5 (10).

#### Events

*Numbers in parentheses are for Ascension 15 or higher.*

* Neow - Could offer an option or two to increase your max HP. The amount varies, based on your current character.
* Bonfire Spirits - Offering a rare card also increases max HP by 10 in addition of fully heals you.
* Big Fish - Choosing **[Donut]** increases max HP by 5.
* Forgotten Altar - Choosing **[Sacrifice]** increases max HP by 5 at the cost of taking damage equal to 25% (35%) of your max HP.

### Decreasing Max HP

Decreasing max HP lowers the max HP by a set amount, but the player still retain their current HP. For example:

* The player has 45/60 HP
* The player decreases their max HP by 5.
* Their max HP is lowered by 5, to 55.
* Their current HP stays the same, at 45.
* Their overall HP is now 45/55.

The player cannot lowers their max HP below 1.

#### Card

* - Decreases max HP by 3 if it is  or removed from your deck.

#### Events

*Numbers in parentheses are for Ascension 15 or higher.*

* Neow - Could offer an option to decrease your max HP in an exchange for a reward. The amount varies, based on your current character.
* Golden Idol - Choosing **[Hide]** decreases your max HP by 8% (10%).
* Council of Ghosts - Choosing **[Accept]** decreases your max HP by 50%.
* Vampires(?) - Choosing **[Accept]** decreases your max HP by 30%.
* The Moai Head - Choosing **[Jump Inside]** decreases your max HP by 12.5% (18%), but fully heals you.

#### Blights

* - You can no longer increase your Max HP. All healing is halved.
* - Lose 50% of your Max HP.

## Healing

Though scarce, the player does have many options offered to restore their HP and avoid defeat. As stated above, the player may indirectly heal their HP by increasing their max HP. However, there are also many other ways that simply restore a lost portion of your HP.

### Direct Healing

The following methods simply restore a portion of the player HP.

#### Rest Site

By default, the main method to restore your HP is to  **Rest** at Rest Sites.  **Resting** heals you for 30% of your max HP. A number of relics affects  **Rest**.

* - Increases the heal from  **Rest** by the flat amount of 15.
* - Disables  **Rest** option, prohibiting you from healing via this method.

#### Entering New Act

By default, the player is healed by 100% of their *missing HP* once they enter a new Act. The amount is lowered to 75% of their *missing HP* on Ascension 5 and higher.

#### Cards

*Numbers in parentheses are for  card.*

* - Heals up to 4 (5) HP per enemy, assuming they take full damage from this card and the player has no .
	+ The healing is increased by 1 HP per  per enemy, assuming they take full damage from this card.
* - Heals 7 (10) HP at the end of combat.
* - Heals 4 (6) HP.
* - Heals 2 (3) HP.

#### Relics

* - Heals 6 HP at the end of each combat.
* - Heals 2 HP at the start of each combat.
* - Heals 5 HP whenever the player uses a potion.
* - Heals 12 HP at the end of combat if the player's HP is at or below 50%.
* - Heals 25 HP at the start of boss combats.
* - Heals 2 HP whenever the player plays a Power card.
* - Heals 12 at the end of each combat.
* - Heals 5 HP whenever the player gain Gold.
* - Heals 15 HP whenever you enter a shop room.
* - Heals 3 HP for every 5 cards in your deck when you enter a Rest Site.

#### Potions

*Numbers in parentheses are enhanced amount through possessing .*

* - Heals 20% (40%) of max HP.
* - Grants 5 (10) , healing up to 15 (55) HP over 5 (10) turns.

#### Events

*Numbers in parentheses are for Ascension 15 or higher.*

* Bonfire Spirits
	+ Offering a common or special card heals 5 HP.
	+ Offering an uncommon or rare card heals you to full.
* Wheel of Change - Should you land on  **the heart**, you will be healed to full.
* Big Fish - Choosing **[Banana]** heals 33% of max HP.
* Hypnotizing Colored Mushrooms - Choosing **[Eat]** heals 25% of max HP, at the cost of being  .
* The Cleric - Choosing **[Heal]** heals 25% of max HP, costing 35 Gold.
* The Library - Choosing **[Sleep]** heals 33% (20%) of your max HP.
* Mind Bloom - Choosing **[I am Healthy]** heals you to full, at the cost of being  .
	+ The option is only available on floor 41 and above, replacing **[I am Rich]**.
* The Moai Head - Choosing **[Jump Inside]** heals you to full, at the cost of decreasing your max HP by 12.5% (18%).
* Winding Halls - Choosing **[Press On]** heals 25% (20%) of your max HP, at the cost of being  .

### Reviving

It is possible that, should the player die by an attack, they restores their HP instead. This is technically another method of healing, and are affected by modifiers.

Currently, there is only 2 ways to revive.

#### Relic

* - If the player would die, heals 50% of max HP. Works only once per run.

#### Potion

*Numbers in parentheses are enhanced amount through possessing .*

* - If the player would die, heals 30% (60%) of max HP and discard the potion.

### Healing Modification

Through the following 2 relics and 1 blight, the player can have their healing altered:

* - Healing is 50% more effective during combat, including reviving and indirect healing from increasing max HP should they occur during combat.
* - You can no longer heal by any method, includes:
	+ Direct healing via cards, relics, potions, events.
	+ Reviving.
		- This effectively means the player cannot prevent their death, as the heal from reviving is negated and their HP stays 0.
	+ Indirect healing from increasing max HP via cards, relics, potions, events.
		- Max HP is still increased, for the purpose of calculating score.
	+ Rest.
	+ Entering new Act.
* - You can no longer increase your Max HP. All healing is halved.