# Damage, Healing, and the Husk

Take enough damage and you go down. Here is exactly what that costs, and what it does not.

## Healing

Out of a fight your **health** climbs back on its own: **2 a second**, starting 5 seconds after the last hit landed on you. You are never stuck waiting forever, but that clock restarts every time you are struck, so you cannot heal your way through a brawl. Stepping back to breathe is a real move. Your **Resistance** stat is a bigger health pool and a smaller hit each time.

## Going down

When your health hits zero you become a **husk**: down, frozen, out of the fight for **8 seconds**. Then you wake again.

## What death costs

This is the hard rule of the world, so read it once and keep it: **everything you are carrying drops where you fall.** Your whole trough and the gear you were wearing spill onto the ground on the spot.

The pile is **yours alone for the first 3 minutes**. Nobody else can touch it in that window, so a death far from home is a race you are allowed to win: wake up, run back, and take your own bag. After those 3 minutes it opens to anyone. After **one hour** whatever is left fades for good, and the world is that much poorer.

You do not have to remember where you fell, either. The world drops a **pin on your death site** and holds it there, and that pin survives a disconnect, so you can close the tab and still find the spot tomorrow.

Two other things happen. Your stat points are **knocked loose**, every point above the base refunded to spend again from scratch. And you wake in one of the world's three safe hubs, picked at random: **the town, the Foal Pen or the Crossroads**. Your gear takes no damage from dying.

Dying inside the guided prologue is the one exception, and it still wakes you where the prologue began.

## What survives

More than you might fear. Your **level and XP** are yours for good, your **gloo** stays in your pocket, your **land and stable** stay yours, and your **home stash**, the chest at your built stable, is untouched by death. That is the whole point of a stash. What you were carrying is the only thing on the table.

## Practice never costs you

The **training yard** is the exception. It is there to teach you to fight, so going down in it does **not** take your bag. Lose to the practice badger a hundred times and you keep every last thing.

## The other kind of going down

Being knocked out by **another player** in [the Arena](/gluebook/gluniverse-arena) is a different thing from dying, and it follows different rules. A wager duel costs you only the stake. An open fight out on arena ground drops your bag with **no owner lock at all**. Read that page before you go.

## Bandages

You can patch somebody else up. A **bandage** is crafted at the workshop and used on another player standing within two tiles of you, healing them for **40 percent** of their health with a ten second cooldown between uses. It only works on someone who has actually taken a beating, below half health.

Bandaging a hurt player earns **hero standing**. See [Heroes and Villains](/gluebook/gluniverse-heroes-and-villains).

## The lesson

Do not ride out heavy into danger. Stash what you cannot afford to lose, carry what you need, and pick fights you can win. See [Fighting](/gluebook/gluniverse-fighting).
