Health

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Health determines how much damage a player or a monster can take. Upon first arriving in Ashenfall, players have 100 maximum health. Health regeneration is negatively affected by having low sustenance.

Effects

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  • Currently, the maximum health a player can have at any given time is 100.
  • Every 25 Sustenance will increase the player's natural health regeneration by 0.5/sec, up to a maximum of 2.0/sec, and a minimum of 0.5/sec, or with the use of Lesser Healing Potions or Weak Healing Potions.
    • Health will regenerate after no player damage is taken for 11 seconds.
  • The player's health will not be lowered from damaging events if they currently have enough Lifeward to withstand the damage, although damage from status effects such as Poison, Bleeding, Soulscourge, Starvation, or Dehydration will directly damage health, bypassing Lifeward.

Damage events

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Damage to the player can come from many sources, including enemies, falling a large distance, damage-over-time (DOTs), or the environment.

Enemies

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Damage from enemies will scale rapidly based on the relative player: enemy difference in power level, and the player's defensive level against the used attack style. In addition, the published health on the monster pages assumes the player is wearing power level 1 armour. See monster hitpoint scaling for more information.

Fall damage

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Falling a large distance will significantly damage the player, scaling exponentially to the distance fallen. Jumping from 11 metres below will start to damage the player by one to two hitpoints.

  • Lifeward will be depleted first.
  • Leggings of Lightness is the only item to reduce fall damage.
  • Windstep significantly reduces fall damage.
  • Encumbered or player weight does not affect fall damage.

Damage over time (DOTs)

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  • Poison: Deals either 3hp/s, or 4hp/s, depending on the source, over an average of 8-10 seconds.
  • Bleed: Once gauge is full, deals 30-32 damage in one second.
  • Burning: Deals 4-8 damage over 6 seconds.
    • This does not bypass Lifeward, but can be depleted quickly if not restored with wardstones.
  • Soulscourge: Once the gauge is full, it deals 10 damage over five seconds.
  • Starvation/Dehydration: Either 1hp/s for either 0 Sustenance or Hydration, or 2hp/s for both 0 Sustenance and Hydration.

Traps

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Traps within Dragonkin Vaults damage the player when mistimed or overlooked. These include: Spike Traps and Spear Traps. Ways to avoid taking damage include casting the Windstep if there is enough overhead clearance or timing the retraction of the trap.

Death

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Death occurs when a player's Health reaches zero. In a standard death, a player will appear at the last respawn point they set before dying (claiming a player-crafted bed for the first time), keeping their cape and all equipped armour at the time of death. All other items are placed in a Gravestone close to the location of death. There is no time limit for the player to return to their grave.

Upon retrieving all items from the player's gravestone, the game will attempt to place the items back into the player's inventory in the orientation they were at death, placing items into the same hot-bar slots at the time of the player's death.

  • Gathering any items during the run back to the player's grave will interfere with the game's placement of the items into the previous hot-bar locations.
  • Dying before reaching the first gravestone will create a second gravestone working exactly as the first, if the player had items with them that would go into one.
  • Upon death, Sustenance, Hydration, and Rest will all be reduced.
    • Sustenance and Hydration will be reduced by 10/100, unless the player is already at or below 35/100; in this case, they will be reset to the minimum of 25/100.
    • Rest will be reduced by 15/100, unless the player is at or below 40/100; in this case, it will be reset to the minimum of 25/100.
  • In the event no respawn point was set by the player, or a previous respawn point was removed by destroying the claimed bed, the player will respawn in the starting chapel.

Notes

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  • Upon reaching 0 Sustenance or Hydration, the player will start taking damage until reaching 1 health; the player cannot die from having 0 in either of these attributes. This damage can stack with 0 Hydration and 0 Sustenance, making the player's health drop even more quickly to 1, however, this still cannot kill the player.
    • Health lost with either 0 Sustenance or Hydration occurs at a rate of 1hp/s.
    • Health lost with both 0 Sustenance and Hydration occurs at a rate of 2hp/s.