
HUNGER / GUIDE
Health & medicine
The developer-described health baseline and how reusable and consumable medicine differ.
How medicine and recovery work
Start from the health baseline
Missive I describes default player health as 100. Treat this as the announced baseline, not a guarantee for every modifier or future build. Reviewed 7 October 2026.
Equip medicine before using it
Medicine must be equipped in its Medicine slot and actively used. A Bloodbag sitting in your inventory does not heal you. Bloodbags provide reusable, gradual recovery while you maintain the healing action.
Sustained recovery has changed
The closed-beta changelog confirms that Blood Bags and Repair Tongs speed up with continued use. Exact acceleration rates are not published. Rechecked against the beta changelog on 19 October 2026.
Protect the faster recovery
Ampoules are single-use medicine that restore health over a few seconds. Taking damage interrupts recovery and can waste the consumed resource. Rarity affects recovery, but exact healing rates are not confirmed here.
Choose recovery for the opening you have
WDguide planning advice
Recovery behind cover
A reusable Bloodbag suits a pause in which you can maintain the healing action. First break the sightline and make sure you can stay in cover; carrying a Bloodbag in the backpack does not start recovery.
A limited-use recovery decision
An Ampoule commits a consumable to the recovery attempt. If damage is still arriving, move before using it: an interrupted attempt can spend the resource without solving the danger.
Support between encounters
Agree who watches an approach while another player recovers. Do not start another push merely because the healing animation has begun; check the actual health result.