Damage: Difference between revisions

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Damage rules
 
Link the Health page throughout
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How damage, healing and health work.
How damage, [[Health#Healing|healing]] and [[Health|health]] work.


== Health ==
== Health ==
* Your maximum health is 150, plus 25 per power point, plus item bonuses such as the [[Pet Rock]]'s 100.
''Main article: [[Health]]''
* '''Regeneration''' heals 2.5 health per second per support point, starting 3 seconds after you last took damage.
* Your [[Health#Maximum health|maximum health]] is 150, plus 25 per power point, plus item bonuses such as the [[Pet Rock]]'s 100.
* Healing also comes from the [[Mender]], the [[Soul Linker]], dispensers built with the [[Struction Console]], health [[Pickups|pickups]] and your own [[Spawn rooms|spawn room]].
* '''[[Health#Regeneration|Regeneration]]''' heals 2.5 [[Health|health]] per second per support point, starting 3 seconds after you last took damage.
* [[Health#Healing|Healing]] also comes from the [[Mender]], the [[Soul Linker]], dispensers built with the [[Struction Console]], [[Health pack|health packs]] and your own [[Spawn rooms|spawn room]].


== Range falloff ==
== Range falloff ==
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== Explosions ==
== Explosions ==
Explosions damage everyone in their radius and push them away. Knockback is listed on each weapon's page in m/s.
Explosions take [[Health|health]] from everyone in their radius and push them away. Knockback is listed on each weapon's page in m/s.


=== Self-damage ===
=== Self-damage ===
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== Fire and cold ==
== Fire and cold ==
* The [[Flamethrower]] sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets.
* The [[Flamethrower]] sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A [[Health pack|health pack]] puts the fire out.
* The [[Thermal Void]] chills its target, slowing them more with every hit until they freeze solid for 2 seconds.
* The [[Thermal Void]] chills its target, slowing them more with every hit until they freeze solid for 2 seconds.


== Fall damage ==
== Fall damage ==
Landing from up to about 6.7 m is free. Past that, damage grows with the height, up to half your maximum health for a drop of 50 m or more.
Landing from up to about 6.7 m is free. Past that, damage grows with the height, up to half your [[Health#Maximum health|maximum health]] for a drop of 50 m or more.


== Death and respawning ==
== Death and respawning ==
When your [[Health|health]] reaches 0 you die. See also [[Health#Dying and respawning]].
You respawn after 8 seconds unless the game mode says otherwise. While you wait, the [[Kill cam]] shows how you died. After respawning you are briefly immune, and your own [[Spawn rooms|spawn room]] keeps you protected while you are in it.
You respawn after 8 seconds unless the game mode says otherwise. While you wait, the [[Kill cam]] shows how you died. After respawning you are briefly immune, and your own [[Spawn rooms|spawn room]] keeps you protected while you are in it.


== See also ==
== See also ==
* [[Health]]
* [[Health pack]]
* [[Weapons]]
* [[Weapons]]
* [[Netcode]]
* [[Netcode]]

Revision as of 09:09, 20 October 2026

How damage, healing and health work.

Health

Main article: Health

Range falloff

Most bullet weapons deal full damage up close and less at range. Each weapon's page gives the distance where damage starts to drop and the share left at long range; for example the Shotgun keeps full damage to 5 m and falls to 40% at 25 m. The Rocket Launcher also loses damage over the distance its rocket flies. Melee weapons and the Sniper Rifle have no falloff.

Headshots

The Sniper Rifle deals double damage on a headshot, and a headshot plays its own hit sound. Other weapons do the same damage wherever they hit.

Explosions

Explosions take health from everyone in their radius and push them away. Knockback is listed on each weapon's page in m/s.

Self-damage

Your own explosions hurt you, but less than they hurt enemies:

Weapon Damage to you
Rocket Launcher 20% of the blast
Telekineater 20% of the blast
Grenade Launcher 50% of the blast

Fire and cold

  • The Flamethrower sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A health pack puts the fire out.
  • The Thermal Void chills its target, slowing them more with every hit until they freeze solid for 2 seconds.

Fall damage

Landing from up to about 6.7 m is free. Past that, damage grows with the height, up to half your maximum health for a drop of 50 m or more.

Death and respawning

When your health reaches 0 you die. See also Health#Dying and respawning.

You respawn after 8 seconds unless the game mode says otherwise. While you wait, the Kill cam shows how you died. After respawning you are briefly immune, and your own spawn room keeps you protected while you are in it.

See also

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