Health

**Health**? is displayed with a red bar. Decreasing a character's Health, or **HP**, to zero causes them to die. Heroes can be resurrected by teammates or by sacrificing their  Soul Essence?, once per run. A character may have either  Shields? or  Armor?, which will usually take damage first instead of Health.

## Damaging Health

Damage dealt to Health is modified depending on the damage type.

Some things have effects that are based on Health:

* Miasma? deals damage based on enemy maximum Health, stacking up to 9 times.
* Bloody Drill's Bleed deals stackable  True? damage directly to Health over time.
* Instant Kill? effects will deal massive damage to Health.
* Giant Slayer deals  True? damage directly to Health based on enemy current Health.
* Penetration Bullet will allow critical hits to deal 50% damage directly to Health.
* Cautious Shot deals 1 damage directly to your Health each time you miss a shot, but it cannot knock you down.

## Heroes Affecting Health

* Ao Bai:
	+ Dual Battle Soul recovers 2% Health per second while  Dual-Wield is active.
	+ Extra Reserves increases max Health by +30.
	+ Adrenal Rush recovers up to 2% of maximum Health per second for a short time after killing an enemy or breaking an object.
	+ Survival Instinct increases max Health by up to +120. Level 3 has a 50% chance to recover Health equal to damage taken.
	+ Close Call grants immunity to normal damage whenever Health decreases by a portion of max Health.
	+ Golden Comeback recovers up to 50% Health when taking lethal damage.
	+ Battle Scarred recovers 5% Health per second. Additionally grants -1% damage taken for every 2% Health you currently have.
	+ One Dog Army recovers 3% Health per second when not Dual-Wielding.
	+ Life Power increases weapon damage by up to +2% for every 1 Health you have.
	+ Old Soldier recovers 1 Health for each projectile hit, up to 6 Health per second.
	+ Robust Body increases max Health by +50%.
	+ Veteran's Technique increases damage by +1% for every 1% Health you have, and decreases damage taken by -0.5% for every 1% Health missing. Additionally recovers full Health when starting Dual-Wield.
* Qing Yan:
	+ Steel Feathers increases max Health by +20.
	+ Bladed Cleave triggers an  Instant Kill? on normal/elite enemies below 25% max Health, and bosses below 15% when hitting them with  Cleave.
	+ Oppressor increases Armor for 10s equivalent to how much damage has been taken to Health, up to your maximum Health.
* Tao:
	+ Sword Defense level 3 prevents Health from falling below 1 while casting  Swords Out.
	+ Ice Blade deals damage based on 10% of the target's current Health (up to 5000 \* player count against elites/bosses) each time they are hit by a flying sword.
	+ Shadow Broom causes Ice Blade to deal damage based on the target's max Health, instead of current.
* Qian Sui:
	+ Clenched Fist level 3 increases  Striking Punch total damage by +50% if the enemy had more than 75% total Health and  Shields?/ Armor?.
* Xing Zhe:
	+ Indestructible Spell increases max Health by +15.
	+ Steady Stance prevents Health from falling below 1 after taking damage. (Cooldown: 120s)

## Scrolls Affecting Health

### Health Recovery

* Picking up a  **Bun**? recovers 30% max Health, which can be found from killing enemies, rarely dropped from breakable objects and bought from Peddlers.
* Elemental Bestowment recovers 1% of maximum Health when inflicting an elemental effect, up to once per second.
* Gourmet allows buns to recover full Health.
* Fire Enthusiast recovers 20% of missing Health when dealing  Fire? while you are affected by  Burning?.
* Generosity increases bun Health recovery by +50%, and heals all other players for 25% of the Health recovered.
* Flesh and Bones recovers 4% of maximum Health each second.
* Triple Comeback will prevent death and recover full Health twice.
* Sanguine Relic recovers 30% of missing Health when dealing damage.
* Lifesaver prevents death and recovers 50% Health once if you kill an enemy within 5s.
* Fountain of Life recovers 1 Health when collecting  Copper? or ammo.
* Shrine of Recovery recovers full Health after changing stages.
* Safety Measures recovers 50% of damage taken when using  Dash.
* Airbag recovers full Health whenever  Shields?/ Armor? break after fully recharging.

### Maximum Health Changes

* Devil's Covenant decreases max Health by -50%, but grants +50% Copper.
* Enhanced Good and Evil increases max Health by +15 for every cursed scroll you have.
* Paranormality sets max Health to 1, but doubles Shields/Armor. If used with Flesh and Bones, max Health becomes 1 and max Shields become 0.
* Flesh and Bones converts all Shields to max Health.
* Triple Comeback decreases max Health and Shields by -50%, but grants 2 instant revives (after which Health and Shields reset).
* Sanguine Relic increases max Health by +50%.
* Fountain of Life increases max Health by 1 for 10 seconds when collecting Copper or ammo while your Health is full.
* Veteran increases max Health by +1 for each enemy killed in close proximity.
* Deadly Curse decreases max Health by -75%, but increases damage dealt.

### Based on Health

* Bluff increases damage by +25% while at full Health.
* Terminal Lucidity resets the cooldown of all skills after losing 20% Health in one hit.
* Persistent reduces damage taken by -0.5% for every 1% Health missing.
* Berserk Soul increases Lucky Shot Chance by +1% for every 1% Health missing.
* Enduring Caster increases skill damage by +1% for every 5 Health and Shields/Armor you have.
* Final Judgment triggers an  Instant Kill? on normal/elite enemies below 15% max Health, and bosses below 8%.
* Giant Slayer grants a 10% chance to deal damage based on 15% of the target's current Health, up to 2000 damage.
* Airbag decreases Health each second, but recovers it when  Shields?/ Armor? break.
* Spirit Feline decreases damage taken to a maximum of 14% of combined max Health and Shield/Armor.
* Fragile Body increases damage taken at low Health.

## Other Effects on Health

### Health Recovery

* Tenacious Warrior recovers 20% Health after being revived by a teammate.
* A Good Man recovers 2% Health (up to 20%) per second after reviving a teammate or being revived. Resets when entering the next act.
* Strive to Survive recovers 1% Health for every shot while firing an empty magazine.
* Core Member recovers 3% Health per second for all players.
* Total Recovery fully recovers Health when leveling up.
* Thorny Cape recovers 10% Health after losing 20% Health.
* Solid Supplier recovers 20% Health after using your secondary skill 5 times.

### Maximum Health Changes

* Peculiar Chests can sometimes offer to increase max Health by +18, +24 or +30.
* Health Enhancement increases max Health by up to +25.
* Copycat temporarily increases max Health by +50% (up to +150%) after killing a Robust enhanced enemy.
* Overconsumption increases max Health by up to +50, reduced for every scroll held.
* Heavily Armoured increases max Health by +30%.
* Bloodbath increases max Health by +2 (up to +150) for every hit taken. Resets when you are knocked down.
* Lightweights increases max Health by +5 for every empty Spirit Concentrator slot, up to +100.
* Prepaid Defense increases max Health by up to +100, reduced by 1% for every level up.
* Copycat temporarily increases max Health by +50% after killing a Robust enhanced enemy.
* Glass Cannon decreases max Health by -50%.

### Based on Health

* Benevolence prevents Health from falling below 1 while reviving a teammate.
* Life Guardian prevents Health from falling below 1 after taking damage while your Health was at a high percentage. (Cooldown: 120s)
* Emergency Protocol reduces excess damage to Health by up to -75% when  Shields?/ Armor? breaks after fully recharging.
* Copycat temporarily prevents Health from falling below 1 after killing an Immortal enhanced enemy.
* Fake Death prevents Health from falling below 1 after activating, and for up to 10 seconds afterwards. (Cooldown: 45s)
* Armor Breaker deals damage based on 15% of the target's current Health (up to 5000 \* player count) after hitting 30 times with  Shotguns.
* Ethereal Feline decreases damage taken to a maximum of 25% of combined max Health and Shield/Armor.
* Extermination Shot grants a 30% chance to deal 30% of a normal enemy's current Health and Shields/Armor as extra damage when landing a critical hit.
* Fake Death prevents Health from falling below 1 after activating, and for up to 10 seconds afterwards. (Cooldown: 45s)
* Collateral Aftermath deals damage to enemies within 8m after killing an enemy. The damage is equivalent to 50% of the killed enemy's current Health and Shields/Armor. (Cooldown: 3s)