Combat
Health, healing and status effects
Health chunks, why healing isn't restoration, and how bleeding, burning and poison work.
Checked against the patch notes on .
Health chunks
A Hunter has at most 150 health, split into chunks of 25 or 50. Two kinds of recovery are easy to mix up:
- Healing fills health back up within the chunks you still have.
- Restoration gives back a chunk you've lost. Normal healing never does this.
A down, a burned chunk and a temporary reduction in capacity are three different events, and I keep them separate in the planner and on every item page.
Healing
- First Aid Kit: heals 50 per use, or 100 with Doctor, with three uses in the base kit. Physician makes it faster to use.
- Vitality Shot heals up to 150, and the weak version up to 75. Both are limited by the chunks you have left.
- Regeneration Shot heals over time. Statuses and recovery delays can interrupt it.
- Ghoul restores some health when you kill monsters. It doesn't replace lost chunks.
Restoring lost chunks
- Recovery Shot replaces one missing chunk.
- Chupacabra restores one lost chunk by using a live horse, cow or animal cage. It's a burn trait. Each caged dog can be used separately; a chicken cage counts once.
- The Garden heals your team and removes poison, bleeding and burning, but it doesn't bring back chunks that are already gone.
Injection durations
From the extracted 2.9.0.41 data:
| Shot | Duration |
|---|---|
| Stamina Shot and Regeneration Shot | 420 s |
| Their weak versions | 240 s |
| Antidote Shot | 600 s |
| Antidote Shot (Weak) | 300 s |
Older guides quote ten minutes for stamina and regeneration. I use the extracted figures until a patch says otherwise.
Status effects
Bleeding drains health until you bandage. The extracted data has a sample of 1.5 health per second; the research notes list heavier bleeding at 3 and 4.5 per second. Bloodless keeps bleeding at the lightest level. It doesn't stop you bleeding.
Burning hurts now and can cost you health capacity. The extracted data lists 3 per second for light burning and 4.5 for intense burning. Salveskin helps against fire and escalating burns. Water and Choke Bombs put fire out.
Poison is a status with its own duration. It blocks healing and blurs vision, and the hit that caused it can still do physical damage. An Antidote Shot cures poison and protects you for a while. Mithridatist shortens poisoning but doesn't cancel the damage.
Other states deserve their own names rather than "debuff": coughing from choke, flash blindness, exhaustion, and charred health capacity.
Traits that spot statuses
Pain Sense highlights Hunters who are bleeding, poisoned or burning in Dark Sight. Its range is disputed: the extracted data says 150 m, while an official page still says 75 m. I don't pick one. Communion can heal teammates and clear their statuses at a temporary cost to your own health capacity.
Movement
For reference, the extracted movement speeds are 1.25 m/s crouched, 3 m/s walking, 5 m/s sprinting, and 4.25 m/s sprinting without stamina.