Health System
Health determines how much damage a player can take before being knocked out. It scales with the Vitality skill and equipment bonuses.
Maximum HP
maxHP = 100 + vitalityLevel * 5 + equipmentHealthBonus
| Constant | Value | Description |
|---|---|---|
BASE_HP | 100 | Base HP for all players |
HP_PER_VITALITY | 5 | Additional HP per Vitality level |
Passive Regeneration
HP regenerates passively while out of combat. Regeneration is paused during the knockout recovery state.
regenPerSecond = 0.4 + vitalityLevel * 0.04
| Constant | Value | Description |
|---|---|---|
BASE_PASSIVE_REGEN | 0.4 | Base passive HP regen per second |
PASSIVE_REGEN_PER_VITALITY | 0.04 | Additional regen per Vitality level (per second) |
Rest Healing
Players can spend turns to rest and heal HP. The amount healed per turn scales with Vitality.
healPerTurn = 2 + vitalityLevel * 0.2
Knockout & Recovery
When HP reaches 0, the player enters a knockout recovery state. Passive regen is disabled during recovery. Exiting recovery costs turns and restores a percentage of max HP.
recoveryCost = maxHP * 1 turns
exitHP = maxHP * 0.25 (25% of max HP)
Low HP Warning
A warning indicator is shown when current HP drops below 25% of max HP.