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This page is work-in-progress. The information may be lacking, may not be up-to-date, however is not deleted as it provides some useful information or is capable of expansion.
Health
Health governs the total amount of Damage that can be received before being killed. Players can Heal, Shield with Protections and increase their Max Health, sometimes temporarily.
Max Health
Max Health can be increased in several ways. Max Health in game is rounded down.
Strength/Vigor
Strength/Vigor: These impact the base Max Health (includes temporary Strength/Vigor)
Max Health Bonus
Max Health Bonus %: Sources include item Enchantments and buffs like Barbarian's War Cry skill or Robust perk.
Max Health Add
Max Health Add: From Enchantments or other sources such as Blood Pact's shape shift passive.
Formula
The final Max Health can be expressed as:
Max Health = Base * (1 + Max Health Bonus %) + Max Health Add
Recall that Base comes from Strength/Vigor, including temporary sources of these.
Max Health displayed in game will be rounded up.
Example
For example, on a Barbarian with:
- 20 Strength
- 25 Vigor
- Robust perk (15% Max Health Bonus%)
- War Cry active skill (25% Max Health Bonus%)
- +3% Max Health Bonus % from Enchants
- +15 Max Health Add from Enchants
20 Strength and 25 Vigor equates to 132.5 base Health using the graphs found at Max Health stat.
Max Health = 132.5 * (1 + 0.15 + 0.25 + 0.03) + 15 = 204.475
Displaying as 205 in game.
Temporary Max Health
Certain abilities, like Cleric’s Bless or Warlock’s Power of Sacrifice, can boost your strength, raising your maximum HP temporarily. This doesn't mean your current HP increases by the same amount, though. Your proportion of remaining HP remains unchanged, even if the maximum changes. This means your health adjusts to reflect the same percentage as before the strength buff was active.
For instance, if you're at 90% of your max HP and you receive an increase in max HP without taking damage, your health stays at 90%, despite the changing max HP value.
Examples
Starting with 100/100 HP. If you receive a temporary 30 max HP and then sustain 30 damage during this period, your HP would initially be 130/130. After the damage, you will drop to 100/130, which is 77%. When the temporary boost ends, your HP reverts to 77 out of 100.
On the other hand, starting at 80/100 HP with an additional 10 Recoverable HP, and then gaining 30 max HP would leave you with 104/130, or 80%. Receiving 30 damage brings you to 74/130 or 57%, and gaining 19.5 Recoverable HP. Once the effect concludes, you will have 57 out of 100 HP, plus your 29.5 total Recoverable HP.
Recoverable Health
Recoverable Health is left behind when the player takes damage, and is represented by a transparent portion of the player's health bar. Most sources of damage will leave behind 65% of their damage as Recoverable Health. As the name suggests, this health can be recovered by various means. All sources of Recoverable healing have 0% Scaling.
See Recoverable Healing for more detailed information on how to convert this to real health.
Healing
See Healing for more specific information on all the intricacies of Healing.
Overhealing
Overhealing i.e. healing for more than a target's missing max HP usually results in the loss of the difference.
Over Healing
Cleric's Over Healing Perk instead converts overhealing into "bonus health" (up to a limit) that is treated differently from temporary max health.
Not to be confused with Max Health Bonus.
Over Healing bonus health appears in the HP bar as a yellow section to the right of current HP and remaining HP. It appears in the Details screen as additional current health, turning the current HP number green for as long as you have any amount of Over Healing bonus health. Your max HP remains untouched. This results in a displayed current health value that is greater than your max HP. Your real current HP is distinct from this combined value and will continue to be referred to as "current HP".
When taking damage, Over Healing bonus health is reduced before current health - similar to a shield. If a damage instance would deal more damage than your bonus health, your bonus health is depleted, and the remainder of the damage is applied to your current health as normal.
When taking damage, Over Healing bonus health is only reduced after any applicable shields have been depleted - similar to current health.
Usually, you can never have Over Healing bonus health at the same time as your current HP is less than your max HP. However, the health cost of Warlock spells is always paid with current health, never bonus health. This means you can at least have recoverable health at the same time as bonus health.
Over Healing bonus health will not prevent death if you reach 0 current HP. In this case, you may briefly see your bonus health bar instantly converted to recoverable HP at the same time your recoverable HP is converted to unrecoverable HP. This new, recoverable health will quickly also be converted to unrecoverable HP. In the inventory, you can see the amount of bonus health you had at the moment of death displayed as your current HP. This value will not decay.
Changes in max HP do not scale the amount of Over Healing bonus health you had - like they immediately do with current HP. This allows you to have an amount of bonus health which is actually over the limit stated by Over Healing by maximizing your bonus health, then immediately losing enough max HP to outpace the bonus health decay rate.
If you manage to get more Over Healing bonus health than the Over Healing limit, your bonus health will still decay at the same rate and will not increase until it falls below the limit.
Over Healing bonus health does not affect Barbarian' Berserker perk. In other words, missing X HP results in receiving the same Y% Physical Power Bonus from Berserker no matter how much bonus health you have, if any.
Calculator
Open source Health and damage calculator web-app! [1]