Damage

**Damage** represents injury from attacks or natural causes.

## Health

*Main article:* Health

Players and mobs have a supply of Health points, which are reduced when they are injured. Each heart represents 20 health points.

Players have 100 health points. Mobs have varying numbers of health points, but these are only visible to players in the editor unless a health bar is turned on for that server. However, a player can see their [Taming|tamed] animals health when looking at them.

## Damage

Damage from attacks or natural causes will subtract from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally. Most mobs do not recover health, but tamed animals can be healed by feeding them.

Armor will absorb some of the damage that would have been done to its wearer.

## Dealing damage

Players can deal damage by hitting most targets at close (melee) range or shooting them with ranged weapons. An "unarmed" attack with just fists only does between 6 and 12 damage, but weapons and certain tools do more. This damage can be measured in Editor by using a Dummy Target that has had scripting added to show DMG dealt.

### Weapon damage types

There are four main categories of damage that weapons can fall under; Physical, Fire, Cold, and Energy. All firearms such a bows, crossbows, handguns, rifles, and shotguns can have any either of these four damage types as well as falling into the ranged category. Each type can be more or less effective depending on the enemy.

Regular animals have no resistances but Monsters and Mutated Animals can be resistant to one or more of the five damage types and be weak to the others. This makes selecting the correct weapon for the job even more important. For example, the Stone Guardian is highly resistant to any ranged weapons but it has no resistance to Physical types, this means shooting it with a Stick Bow (13-17 DMG) would be less effective than hitting it with a Stone Axe (8-12 DMG) even though the bow does more damage normally. The bow would end up doing only 4-5 DMG, requiring 16-20 arrows to kill the Stone Guardian, but the axe would deal the full 8-12 DMG and take only 7-10 hits to kill it using regular attacks or 4-5 hits using charged/jump attacks (due to the 2x multiplier).

Physical
Weapons that give physical damage are mostly basic weapons and tools that do not deal any sort of elemental damage. Examples include most wooden, stone, iron and steel weapons, as well as some firearms like the Revolver and Bolt-Action Rifle.

Fire
A set of weapons that inflict Fire damage such as Bronze weapons, the Cheater's Repeater rifle, and the Fireblow Crossbow.

Cold
A set of weapons that inflict Cold damage such as Coral weapons, Cobalt weapons, and unique firearms like the Krilleater Repeater.

Energy
A set of weapons that inflict Energy damage such as Elven weapons, and unique items like the Electro Staff and Chargespun Shotgun.

Damage is also dealt with explosions. These come from items such as grenades and gunpowder kegs.

The table on the Weapons page details the damage dealt per hit using various weapons along with if each weapon is craftable.

## Natural damage

Besides mob attacks, players can take damage from several other sources. The player can type "/dui" in the chat window to show the current environmental temperature, along with the in-game time in the top right corner of the screen.

### Heat damage

Standing too close to a blazing Foundry or Bonfire will slowly inflict heat damage to the player. Wearing Fur Clothes or too much armor on an Arid Yland will also inflict heat damage. Heat damage is classified as Pure Damage and is at a rate of 0.33 per second at any temperature that is too high. This effect can be reduced by removing warm clothing, taking a Heat Resistance Potion, stepping away from the heat source, or unequipping a lit Torch, Wall Torch, or Torch Stand. Held torches increase the environmental temperature by 10°C. Placed torches only increase by 1.5°C at most, with less of an effect the further away. Heat sources such as Torches or lit Workstations increase the temperature of the area around them, and usually the heat is concentrated in front of it. The increased temperature is not additive; increasing the number of workstations will not increase the maximum temperature (much like Energy Heaters).

### Cold damage

Several Ylands have cold climates, such as the Taiga and Tundra and Polar Desert Ylands. If the player is not wearing warm clothes then they will be inflicted with cold damage. Cold damage is classified as Pure Damage and is at a rate of 0.33 per second at any temperature above -70°C. Below this temperature, the player is damaged at an increased rate. A Cold Resistance Potion can be taken to remove the cold damage effect. Swimming in the Water near these biomes, going in a cold Cave, or flying too high can also give the player a cold damage effect. Starting at 48 blocks above sea level, the temperature decreases by 2°C every 21.3 blocks. Being under a roof will also increase the environmental temperature by ~5 degrees compared to being out in a storm (walls are not needed).

### Temperature tolerance

The player will not lose health within a 51°C range. With no clothing, the player won't freeze at or above 13°C and won't be extremely hot at or below 63°C. This range can be shifted down by wearing clothing. Each additional piece of clothing shifts the range. For example, wearing a full outfit of fur clothes shifts the safe range to between -35°C and 15°C (decreased the entire range by 48°C). This obviously makes wearing the wrong clothing in a warm environment problematic. There is no clothing that raises the temperature range, even Swim Suit Top or Swim Suit Shorts. Most tops or bottoms decrease the range of safe temperatures by 5°C. Most hats or shoes decrease the range of safe temperatures by 1 or 2°C. For examples, see Armor.

### Fall damage

Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, except for the Power Jacket which gives injury immunity.

Fall damage is calculated based on distance fallen when hitting the ground.

Fall damage is 4 health points (1/5 of a heart) for each block of fall distance after the 20th. Thus, falling 21 blocks causes 4 damage, 8 damage for 22 blocks, and so forth. Assuming full health, a 45 block or higher fall should be fatal. It should be noted that additional fall damage can be sustained when the player rag dolls after the initial fall. This is especially important on steep terrain as a small fall could potentially become fatal as the player rag dolls down the cliff. Even on flat surfaces the player can receive additional damage when their head hits the ground.

In some cases, it is possible to avoid falling or otherwise survive a fall.

* Falling into Water of any depth.
* Flying using the Propeller Pack before making contact with the ground.
* Clicking onto a ladder during the descent.
	+ Falling onto the top of a ladder will not reset fall distance and counts as hitting the ground.
* When riding a tamed animal, the player will not take fall damage until the animal has died from the fall
	+ Mounts take fall damage at approximately -0.8 HP per block above 93 blocks (See Health for Maximum HP for mounts)

### Drowning

When a player runs out of air underwater, they will start drowning and will take approximately 4 health points per second (One heart is depleted every 5 seconds).

Mobs can't drown in the current version of Ylands.

### Starvation

The player can last 3 in-game days (about 2 hours 24 minutes real time) without eating before they will start taking damage from starvation. Once dying of starvation, the player will take damage (approximately 5 health point per minute) until they die (approximately 20 minutes later). The player can stop taking starvation damage by eating.

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