Health
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Health is a value determining the hit points of a dwarf, creature or amount restored/lost.
There's currently three hit point types:
- Health - main hit points of a dwarf or creature, once this is depleted the dwarf will be incapacitated or the creature killed.
- Shield - protective hit points for the dwarves which can fully regenerate passively, shield protects health points until depleted.
- Armor - protective hit points for creatures which ignore any bonus weak point damage, armor protects health points until depleted.
Dwarves
Each class currently shares the same health and shield count.
For more detail about armor upgrades please see their respective Armor pages
Note: Each level of armor mastery adds 5
. Health added by armor mastery isn’t affected by Red Rock Blaster.
The Healthy upgrade adds 20
. Health added by Healthy isn’t affected by Red Rock Blaster.
Incapacitation
Once a dwarf's health reaches zero, they will become incapacitated.
Incapacitated dwarves are unable to use any of their equipment. They are also completely immobile as long as they are touching the ground; they may still fall while in mid-air or if the terrain is dug away from beneath them, but have no air control. They are also invulnerable to grab-type attacks, such as those of the Cave Leech or Mactera Grabber; this effect persists for a few seconds after being revived.
An incapacitated dwarf must be rescued by either a teammate or Bosco depending on the mode they are playing. If all players in a mission are simultaneously incapacitated, the mission will immediately end in failure unless some possibility of revival is available. For example, if a player has the Iron Will perk, then a ten-second grace period is granted after all dwarves have been knocked out, offering a final opportunity to activate the perk.
Downed players can press the Shout button to call for help. They can also view their teammates in a third person perspective.
Revival
To revive an incapacitated teammate, a player must aim at the incapacitated dwarf from extremely close range and hold the Activate button ("E" by default). After a certain duration (6s at base), the incapacitated dwarf will be revived with a specific fraction of their overall health pool, with the percentage depending on the Hazard Level. The revive will be interrupted if the savior becomes incapacitated themselves, is forced away from the downed player, or releases the Activate button.
- If the revive process is interrupted, progress is reset and it must be restarted from the beginning.
- While reviving another player, the savior is unable to perform other actions such as movement or shooting weapons, and is vulnerable to taking damage.
- Multiple saviors may help revive a downed player simultaneously. The rate of progress of the revival stacks additively, and the process will not be reset unless all saviors are simultaneously interrupted.
- There is no limit to the number of revival attempts or successes.
If present, Bosco automatically attempts to revive a downed player. Bosco has a limited number of revive charges per mission. A charge is spent when the player is successfully revived.
Creatures
Creatures have their own individual hit points, although their damage resistance may change depending on the Hazard Level. Below creature base health values will be displayed with no damage resistances applied.
Healing Sources
There's a few ways the dwarves can restore any of their missing health and/or shield.
| Method | Health | Shield |
|---|---|---|
| Mining Red Sugar |
+1-60 | - |
| Claiming a Resupply Rack from a Resupply Pod | +50% | - |
| Claiming a Resupply Rack from a Resupply Pod, with the Resupplier Perk | +60-75% | - |
| Inside a Shield Generator's bubble | - | +10/s |
| Mining Red Sugar with Sweet Tooth perk equipped | +1-72 | - |
| Melee killing a medium-sized creature with Vampire perk equipped | +2-5 | - |
Regenerative
These are meant to regenerate a certain amount of missing health or shield passively (or upon revival).
Note that the Equipment Terminal erroneously shows Shield Regeneration delays that are 1.5s longer than the actual values; the actual values are shown in the table.
| Upon | Effect |
|---|---|
| Dropping below 15% health, then avoiding damage for 10 seconds | Health regenerates at a rate of 1 health every 0.5 seconds, up to 15% of maximum health when the hazard level is below 5 (1-4). It regenerates up to 10% of maximum health when the hazard level is 5. |
| Receiving damage, then avoiding damage for 5.5 seconds. (4.5s with Improved Generator / 7.5s with Boosted Converter) |
The player regenerates 3 shield per second (6 shield with Boosted Converter). |
| Being revived by another player | Health is restored to 60 / 50 / 40 / 20 / 10 % of maximum for Hazard 1 / 2 / 3 / 4 / 5, respectively. |
| Being revived by Bosco | Health is restored to 40% of maximum regardless of Hazard Level. |
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