Creatures, Dwarfs, Constructed pipes, Bosco, and some environmental features each have health, shield, or armour values, each functioning slightly differently. Health is the hitpoints of an entity, which all entities that cam be damages have. If health is depleted, the entity dies or enters a damaged state (like pipelines). Shields are regenerating hitpoints that take damage before health, and will help keep an entity alive longer. Armour is similar to shields, but does not regenerate, and instead protect small parts of an entity.
Dwarves[]
The two "light" dwarfs (scout and engineer) have the following health and shield values:

The player's status, displayed in the bottom left of their screen. Their red health bar is displayed below their current shield bar
.
Meanwhile, the two "heavy" dwarfs (gunner and driller) have the following health values:
For more detail about armor upgrades please see their respective Armor pages
Note: Each level of armor mastery add 5 , health added by armor mastery isnāt affected by Red Rock Blaster.
Healthy add 20 , health added by Healthy isnāt affected by Red Rock Blaster.
Incapacitation[]
Once a dwarf's health reaches zero, they will become incapacitated.
Incapacitated dwarves are unable to move or use any of their equipment. They will remain in the same location they were originally incapacitated. An incapacitated dwarf must be rescued by either a teammate or Bosco depending on the mode they are playing. When playing in a team of players, the game will end immediately after all the players have been incapacitated. If a player has the Iron Will perk, then a ten-second grace period is granted after all dwarves have been knocked out, offering the player a final opportunity to activate the perk.
To revive an incapacitated teammate, a player must walk up to them and hold the Activate button. After a short duration (six seconds without changes from perks), the incapacitated dwarf will be revived with a fraction of their overall health pool, with the percentage depending on the hazard level. The revive can only be interrupted by the savior becoming incapacitated themselves, or being forced away from the downed player.
Downed players can press the Shout button to call for help. They can also view their teammates in a third person perspective.
Creatures[]
Creatures have their own individual hit points, although their damage resistance may change depending on the Hazard Level. Below creature base health values will be displayed with no damage resistances applied.
Healing Sources[]
There's a few ways the dwarves can restore any of their missing health and/or shield.
Method | Health | Shield |
---|---|---|
Mining Red Sugar ![]() |
+1-60 | - |
Claiming a Resupply Rack from a Resupply Pod | +50% | - |
Claiming a Resupply Rack from a Resupply Pod, with the Resupplier Perk | +60-75% | - |
Inside a Shield Generator's bubble | - | +10/s |
Mining Red Sugar with Sweet Tooth perk equipped | +1-72 | - |
Melee killing a medium-sized creature with Vampire perk equipped | +2-5 | - |
Killing a sugar bug | +10-20% | - |
Standing in an electric shield crystal | - | +1/s |
Regenerative[]
These are meant to regenerate a certain amount of missing health or shield passively (or upon revival).
Upon | Effect |
---|---|
Dropping below 15% health, then avoiding damage for 10 seconds | Health regenerates up to 15% of maximum within ? seconds when the hazard level is below 5 On hazard 5 regenerates up to 10% of maximum health |
Receiving damage, then avoiding damage for 7 seconds. (6s with Improved Generator / 9s with Boosted Converter) |
The player regenerates 3 shields per second (6 shields with Boosted Converter). |
Being revived | Health is restored to 60 / 50 / 40 / 20 / 10 % of maximum for Hazard 1 / 2 / 3 / 4 / 5, respectively |
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