Editing Health

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A [[player]]’s '''health''' starts at a full 100 percent (or [[hit point]]s). It may increase even beyond that from the effects of various [[powerup]]s to as high as 200 percent ([[Health limited to 199|199]] in versions prior to [[Versions of Doom and Doom II#v1.2|1.2]]). It is decreased by environmental hazards ([[damaging floor]]s, exploding [[barrel]]s, and [[crushing ceiling]]s), and successful enemy attacks. If a player's health ever drops to zero, that player [[Types of death|dies]].
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A [[player]]’s '''health''' starts at a full 100 percent (or [[hit point]]s). It may increase even beyond that from the effects of various [[powerup]]s to as high as 200 percent (199 in versions prior to [[Versions of Doom and Doom II#v1.2|1.2]]). It is decreased by environmental hazards ([[damaging floor]]s, exploding [[barrel]]s, and [[crushing ceiling]]s), and successful enemy attacks. If a player's health ever drops to zero, that player dies.
  
 
The player's current health is shown on the [[status bar]], both numerically, as a percentage of the character's full normal health, and graphically, by the condition of the character's [[status bar face|face]].
 
The player's current health is shown on the [[status bar]], both numerically, as a percentage of the character's full normal health, and graphically, by the condition of the character's [[status bar face|face]].
  
If a player wearing [[Armors|armor]] is attacked, the armor will absorb some of the damage (one third or one half, depending on the type of armor) and thus lessen the decrease in health.  Hypothetically, a player with maximized 200 percent health and [[megaarmor]] can withstand a total of 400 hit points damage, but in actual play this value is reduced by [[Armors#Examples|roundoff effects]].
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If a player that has [[Armors|armor]] is attacked, the armor will absorb some of the damage (one third or one half, depending on the type of armor) and thus lessen the decrease in health.
  
If a level ends while the player is dead, play proceeds to the next level, but with the player's status [[Pistol start|reset]] to that of a newly launched game (100 percent health, no armor, the [[pistol]] and 50 [[bullets]]).
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If a level ends while the player is dead, play proceeds to the next level, but with the player's status reset to that of a newly launched game (100 percent health, no armor, the [[pistol]] and 50 [[bullets]]).
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A starting player has a health of 100 hit points, and can increase it to 200. The [[armor]] effect is comparable in raising the health by half, and the [[megaarmor]] by doubling it. For example, a player with 200 of health and megaarmor can withstand any damage less than a total of 400 hit points.
  
 
==Monster health==
 
==Monster health==
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Additionally, an exploding [[barrel]] has a health of 20, [[Romero's head]] has 250 and [[Commander Keen]] has 100.
 
Additionally, an exploding [[barrel]] has a health of 20, [[Romero's head]] has 250 and [[Commander Keen]] has 100.
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

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