Health

 is an attribute present on all Survivors and monsters in Risk of Rain 2. Taking damage reduces the player or monster's health. When a character's health reaches 0 or less, they die, granting Gold and experience points to the killer (if the character was a monster) in addition to activating any on-kill effects. Any killed Survivors are revived upon entering a new level. If all Survivors in the current run are dead, the run ends, and a statistics screen appears. causes the holder to return to life upon death, restoring them to full health and making them for 3 seconds.

Health Regeneration
All Survivors and some monsters regenerate health passively. The amount per second is determined by the character's base health regeneration, character level, and certain items such as, , and.

Proc effects
Lost health can also be replenished through on-hit effects such as and, active items such as , and. Incoming healing from proc effects modified by the  and.

Shield
Shields work similarly to health, and appear as a blue (magenta if holding ) segment in the player's health bar. As characters suffer from damage, shields are emptied before health. Lost shields replenish over 2 seconds after the player takes no damage for 7 seconds. As a result. players must avoid damage for 9 consecutive seconds to fully regenerate their shields. Shield regeneration is separate from healing, so any modifiers to healing or effects that activate from healing will not apply to regenerating shields.

Note: Gaining shields will not increase healing that restores a percentage of the player's maximum health. Therefore, these items' healing is not affected by any shields the player has:, , , , , , (both the passive and active component), , and.

Shields will also not increase the damage from the, the amount of health converted to additional shield by , or the amount of fall damage taken.

Shields (both current and maximum) are treated as health for the purposes of, , , , , , , , barrier gain and limit from all sources (, , and ), skills, one-shot protection, and the damage from the.

Shield is indirectly influenced by and, since all sources of shield are based on the player's maximum health (which these items modify). As a result, maximum shield is modified as well. The same effect occurs with the and.

The is a unique case, as it grants shields based on the user's actual maximum health, ignoring. This means the Personal Shield Generator does not benefit from the health bonus Transcendence applies to health-providing items; however, neither does it suffer from Transcendence's health reduction. The Personal Shield Generator still benefits from the increased maximum health of normally.

Barrier
Barrier is displayed as a yellow, semi-transparent overlay over the health gauge, but it degrades rapidly over time at a rate of 3.33% of the player's maximum health per second. When taking damage, barriers are depleted before shields.


 * The maximum amount of barriers a player can have is equal to their current HP plus their current shields.
 * Barrier can be used to circumvent the negative effect of, as it can double the player's halved max health temporarily.

Curse
Curse is an internal attribute that lowers maximum health. Curse prevents the player's health from healing back to full and is capable of disabling One-Shot Protection (OSP) if Curse is equal to or greater than 10% of maximum health. The portion of health removed by Curse appears as a hollow, partially shattered segment of the player's health bar.

The health reduction is calculated as  where
 * is
 * is

Version History

 * Anniversary Update
 * Gameplay Changes
 * Low Health Threshold
 * 20% ⇒ 25%
 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Healing numbers are properly green
 * Early Access Artifacts Content Update
 * Quality of Life
 * Add a new death visual effect for players so it’s clearer when they die
 * 🌧 Update Game End Report to use special strings and icon if no killer is found
 * Change "Killed by" text to be right-aligned so it can fit longer names
 * Early Access Hidden Realms Content Update
 * Gameplay Changes
 * Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen
 * The result of this is that all characters regardless of their baseline regeneration all benefit the same from regen items. This will only affect melee characters WITH regen items - nobody else is affected.
 * PC Early Access Patch (Build ID No.4233443)
 * Gameplay Changes
 * Health Regeneration
 * Increase Player's Health Regeneration by +66% in difficulty.
 * Increase Drone Health Regeneration by +150% in ALL difficulties
 * All these regeneration changes have been highly confusing and affecting difficulty too drastically – as a summary, and  are the same as Skills 2.0 Release, while  is now a bit easier.
 * Early Access 'Skills 2.0' Content Update
 * Bug Fixes
 * 🌧︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
 * Early Access Scorched Acres Content Update
 * Gameplay Changes
 * Add support for new health-type: Barrier
 * Barrier is a health value that can exceed your maximum health, but degrades over time.
 * Add new stat: Curse
 * Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar - it has been moved over to a generic stat so we can use it for other items in the future.
 * Disable Base Health Regeneration if on
 * QOL
 * ☂ Player healthbars now flash when at low health
 * Early Access Patch (Build ID No.3830295)
 * Bug Fixes
 * Losing max shields now properly removes extra shield
 * Early Access Patch (Build ID No.3731106)
 * Bug Fixes
 * [Community Found] Allow changes in maximum health/shield to instantly fill that missing amount. This means that /  will no longer give you empty shield.