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HP – Vitality

HP
The path of life, recovery, and refusal.

Vitality grants up to +22 Max HP, then turns healing, breath, endurance, and near-death moments into a complete sustain kit.

Direct HP curve

Vitality ranks HP per rank Segment total
1–8 +0.75 +6 HP
9–30 +0.50 +11 HP
31–50 +0.25 +5 HP
Rank 50 +22 Max HP

The first eight ranks are highly efficient. Later ranks deliberately trade smaller direct HP gains for access to the deeper passive tree.

Passive roadmap

Passive Gates by passive level (HP / Player) Effect range
Recuperation 10/3 · 18/9 · 26/17 · 34/27 · 42/39 +5% → +32% healing received
Vital Overflow 20/7 · 25/14 · 30/22 · 35/31 · 40/42 20% → 100% overheal conversion; 2% → 10% Max-HP barrier cap
Enduring Breath 30/15 · 34/22 · 38/30 · 43/39 · 48/47 +20% → +100% effective underwater air duration
Adaptive Physique 35/25 · 39/31 · 43/37 · 47/44 · 50/50 6% → 25% persistent-hazard reduction
Last Resort 40/35 · 41/37 · 42/39 · 43/41 · 44/43 · 45/45 · 46/46 · 47/47 · 48/49 · 50/50 5 → 30 Absorption HP; 2s → 10s; 300s → 120s cooldown

Recuperation

Passive level Healing received
1 +5%
2 +10%
3 +16%
4 +23%
5 +32%
Activation and exclusions

Recuperation modifies legitimate normal healing routed through the loader's healing event: food healing, natural regeneration, Regeneration, Instant Health, lifesteal, ally healing, and compatible modded healing.

It does not create healing by itself. It does not increase Absorption, Max HP, Totem restoration, or direct administrator health changes.

Vital Overflow

Level Overhealing converted Barrier cap Duration
1 20% 2% Max HP 30s per grant
2 40% 4% Max HP 30s per grant
3 60% 6% Max HP 30s per grant
4 80% 8% Max HP 30s per grant
5 100% 10% Max HP 30s per grant
How the barrier is counted

Ordinary healing, including Recuperation's increase, fills missing health first. Only the remaining excess is converted. Vital Overflow tracks only the Absorption it created against its cap; unrelated Absorption does not consume the allowance. Each added portion expires after 30 seconds.

Enduring Breath

Levels grant +20%, +40%, +60%, +80%, or +100% effective underwater air duration while submerged without Water Breathing. At maximum level, the first drowning damage is briefly delayed after the air meter empties.

It does not grant Water Breathing and does not make the player permanently immune to drowning.

Adaptive Physique

Levels reduce eligible persistent hazard damage by 6%, 10%, 14%, 19%, or 25%.

Eligible hazards

Fire and lava, drowning, Poison, Wither, freezing or cold damage, bleeding, and compatible persistent ailments qualify. Direct weapons, projectiles, ordinary impacts, explosions, falls, generic burst magic, void damage, and /kill are not persistent-hazard ticks.

Last Resort

Last Resort triggers when valid damage crosses below 10% Max HP or would otherwise defeat you. A lethal valid hit leaves you alive at 1 HP, then grants the listed Absorption. The passive rearms only after you heal above 40% Max HP and its cooldown has expired.

Level Absorption HP Duration Damage reduction Cooldown
1 5 2s 300s
2 6 4s 280s
3 8 5s 250s
4 10 5s 230s
5 10 5s 40% 200s
6 12 6s 40% 200s
7 14 7s 40% 200s
8 16 8s 40% 180s
9 18 9s 40% 160s
10 30 10s 40% 120s
What Last Resort does not do

It does not grant a critical bonus. Void and /kill damage are excluded. A fatal hit cannot offer Fortune's Limit Breaker, but an eligible Last Resort can independently prevent death according to its own rules.

Build notes

  • HP 8 is an efficient splash for almost any early build, but it unlocks no Vitality passive by itself.
  • HP 20–30 begins the healing/barrier core but still misses the high-end survival tools.
  • HP 40–42 supports a strong sustain hybrid with Recuperation, Vital Overflow, and the first Last Resort level.
  • HP 50 is a true specialist investment for maximum Adaptive Physique and Last Resort.
  • Recuperation and Vital Overflow directly synergize: stronger valid healing creates more potential excess after health is filled.