Health

Health is a resource measured in Hit Points (HP) that determines how much damage a unit can receive before being taken out of play. For heroes, this can mean becoming Prone or Death, while enemy units will always die.

General
Enemy health values scale based on Difficulty of the mission. The base max HP value of heroes fall under 3 brackets as follows: These values can be increased with the Necklace Property and Talents. Max HP can also be reduced from carrying Grimoires and recovered from destroying them. When max HP is altered, the hero's current pool of permanent and temporary health is scaled proportionately.

Enemy health values scale based on Difficulty of the mission.

Permanent Health
As opposed to Temporary Health, also referred to as Green Health or simply Health, the player begins every mission with maximum permanent health. Any talent or passive that triggers based on the hero's current health only takes permanent health into account. Permanent health can be recovered through healing items, the Natural Bond Necklace Trait, or Waystalker's Amaranthe passive ability.

==Temporary Health == Also referred to as White Health, Temp Health, or THP, temporary health is health that automatically decays. Temporary health decay cannot reduce the hero's HP to 0. When a hero receives temporary health from any source, it will start to decay again after 3 seconds. Normally, the decay rate is 1.0 THP per second (0.25 per 0.25 seconds) but while Wounded, it is reduced to 0.5 THP per second (0.25 per 0.5 seconds). In Death Weaves, decay rate is doubled.

Permanent health recovery replaces temporary health. For example, if the hero's current health was at 20hp + 80thp and drank a healing draught to heal 75 permanent health, the hero's new health would be 95hp + 5thp. Healing boost effects such as the Necklace Trait Boon of Shallya affects all sources of temporary health recovery. Any talent or passive that triggers based on the hero's current health does not take temporary health into account.

Temporary Health Talents
Every career has access to 2 talents at level 5 that allows the hero to recover temporary health. These talents are only effective for melee attacks.


 * On critical hit/headshot: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restore 4. The effect can trigger multiple times per attack.
 * On cleave: Striking one or more enemies in one swing grants 1 temporary health per target hit. Max 5 targets.
 * On stagger: Staggering but not killing enemies with a melee attack grants temporary health. Health gained is based on stagger strength. Healing per target with a Push is capped at 0.6 THP, which is lower than how much a normal attack with the same stagger strength would heal.
 * On kill: Delivering the final blow on a foe grants temporary health based on the health bracket of the enemy. The healing does not directly scale with the enemy's health as the tool tip suggest, therefore the healing does not increase with the enemy health pool based on the difficulty.

Normal
At the start of each level, each character has a full health bar in a "normal" state (green).

Knocked Down
If the character takes too much damage and the normal health bar runs out of health points, the character will fall to a prone state (outlined in red).

While knocked down, the hero's max HP pool becomes tripled. The health bar will refill with temporary health and visually turn red. If all red points run out, the character will die.

Other players can revive a prone character by pressing "E"(by default). 300 HP can be boosted decays at a rate of 10 hp every 3 seconds.

Wound
If a character is revived from the prone state, the character's health bar will be filled with temporary health (white) that will run out with time (to a minimum of 1 health point).

If the character loses all temporary health points, they will fall into the prone state again and get an additional wound.

Each difficulty level has a different amount of wounds that can be accumulated before the character dies:


 * Recruit: 4
 * Veteran: 2
 * Champion and Legend: 1

Using any healing item or getting healed by other players will remove all wounds and bring the character back to the normal state.

Disabled
If the character get caught by a disabler, the character will enter the disabled state-- just like the prone state described above.

In this state the character can not move or attack but still can receive damage.

The player still can look around and tag themselves.

Other players can kill and sometimes stagger the disabler to free the character from this state.

Cliff Hang
If the character goes over a ledge they will get locked in a cliff hang state where they can not move or attack but still get damaged.

Other players can help the character up the ledge similar to the prone state.

If the character is not rescued in a set amount of time, the character will fall down and most likely die(unless there is a playable area underneath)

Note that dying in this way, the team will lose any items that the character had, including tomes and grimoires.

Launched Off An Edge
On certain maps, it's possible to bypass the Cliff Hang altogether and be tossed directly to death. Most frequently, this is the result of a Monster batting the player over an edge that would normally be a Cliff Hang. The player will land wherever they land, but be dead instantly, losing all carried items in the process.

Death
If the character accumulates too many wounds, lose all red health points in prone state or fall off a ledge the character will then die.

The death state is not permanent, after some time, the character will spawn farther along the map in a bound state, which the other players can then rescue.