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.
Hero | Base | With Talents |
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35 | 75 |
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50 | 75 |
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60 | 85 |
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65 | 90 |
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70 | 115 |
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80 | 135 |
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100 | 155 |
Damaging Health[]
Damage dealt to Health is modified depending on the damage type.
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Normal damage | ![]() ![]() |
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150% | 100% | 75% |
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 based on enemy current Health, up to a cap.
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)
Gunfire Reborn |
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Gameplay |
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Talents • Ascensions • Occult Scrolls • Unlockables • Multiplayer |
Difficulty • Reincarnation • Daily Challenges • Game Modes |
Seasonal Events • Avatars and Frames • Emoticons |
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Weapons |
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Inscriptions • Projectile • Rate of Fire • Magazine • Reload Time • Weapon Stats |
Damage |
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World |
Longling Tomb • Anxi Desert • Duo Fjord • Hyperborean Jokul |
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Enemies • Enemy Enhancements • Peddler • Craftsman |