Damage and protection
What stops each kind of damage, and what happens to a hit that gets through.
Shield, Safety bubble, Reality Shield block every kind of damage. Body armor absorbs every kind of damage.
Damage | Also stopped by |
|---|---|
| Outside the circle | Guardian angel, |
| Unsafe circle | Guardian angel, |
| Poison | |
| Tear gas | Nothing else |
| Zombie drain | Necromancy / Repellent |
| Assassin's Knife | Mirror forcefield (reflects) |
| Huge Machete | Mirror forcefield (reflects) |
| Drone | |
| Missile | |
| Nuke | Nothing else |
| C4 | |
| Claymore | |
| Fake chest | Mirror forcefield (reflects) |
| Eddie's Potion backfire | Nothing else |
| Protection retribution | Nothing else |
What happens to a hit
Every hit goes through these steps in order.
- 1
Immunity
If anything blocks the hit, you take nothing.
- 2
Mirror
A Mirror forcefield sends the whole hit back to the attacker instead, before any reduction. A bonded partner takes none of it.
- 3
Reductions
Being live on Kick takes off 10%. A
Faith partner within 10 m multiplies it by 0.5x. - 4
Minimum
A hit that gets through always does at least 1 HP.
- 5
Faith split
A bonded partner takes the smaller half.
- 6
Armor
Body armor absorbs what is left, until it breaks.
- A Shield or a Safety Bubble does not stop poison from landing, but blocks each poison step while it lasts. See Poison.
- The
Protection sigil gives no immunity to nukes. - You are hit by your own C4 and claymore if you stand in the blast.
- A Mirror Forcefield is used up by the first attack it reflects. It only reflects Poison Darts, fake gravestones, knives, machetes, drones, C4, claymores and fake chests, and never your own explosives.
- A Mirror Forcefield has no time limit. It ends when it reflects an attack or when you die.
- A Mirror Forcefield never reflects viewer or admin attacks, such as missiles, nukes and gas, or the zone and zombies. These hits do not use it up.
- Poison that is already on you is not reflected. A Mirror Forcefield only turns back the dart or fake gravestone that applies it.
- Body Armor works on every kind of damage. With more than one, the most worn piece is used first.
- Death Ward: a
Death contestant's first zone hit is blocked, and zone damage is blocked for 2 min. Cooldown 2 h. - Direct HP loss skips every protection: betrayal, sacrifice and the cost of a revive.