
Hit Points (HP)
Game term
If you run out of HP, you die.
HP is your life total for the run.
Damage that gets past Block reduces it, and reaching 0 ends the run unless something intervenes: Fairy in a Bottle and Lizard Tail catch the killing blow once and heal you to 30% or 50% of Max HP.
Healing never goes above Max HP; every heal is capped at the missing amount.
Raising Max HP also heals you by the same number, so a +14 Mango is a +14 heal too, while current HP can never sit above a lowered cap.
HP carries between fights, and the main ways back up are Rest Sites, 30% of Max HP, Ancients, all missing HP, 80% at Ascension 2, and relics.
Enemies use the same bar; Ascension 8 raises theirs.
Worth knowing
Notes
Spends it: Bloodletting, Offering, Blood Wall, Brand spend HP for tempo; Feed adds Max HP on a Fatal and Buffer prevents the next HP loss.
Relics: Lizard Tail, Pantograph (25 HP at each boss), Mango, Pear, Looming Fruit (31 Max HP), Big Mushroom (20 Max HP for 2 fewer cards), Dragon Fruit, Chosen Cheese, and the Fairy in a Bottle potion.
Starting HP: Ironclad 80, Silent 70, Regent 75, Defect 75, Necrobinder 66.
Other game terms

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