Fire, blades, poison, gas and noise. Every status effect's thresholds, damage rates, timers and cures, read from the hunter's status-effect data.
150max health
5HP/s natural regen
4.5HP/s intense burn
4.5HP/s intense bleed
The health bar
Take a wound
The simulation starts after the hit, so it shows only the damage the effect adds, from full health. It follows the rules in the files: levels from intensity thresholds, damage as per-second rates, and intensity draining one point a second. How burning chews through health chunks is handled by the engine, so the chart shows burnt health as one scorched block.
Intensity
How hard each source hits
Intensity from a single hit, projectile or blast. Each pellet of a shotgun shell counts on its own, and hits add up. Standing in a fire-bomb pool adds 20 fire intensity a second on top of 10 HP/s of direct damage; the pool burns for 120 s across a 2.5 m radius.
Every affliction
Causes, numbers and cures
Burning
Caused by fire. Reduces your maximum health and can permanently destroy Health Chunks.
Level
Intensity
Damage
Bandage
Light
10+
3 HP/s
3 s
Intense
25+
4.5 HP/s
6 s
Damage runs until the fire you took is spent: a fire bomb splash is 11 HP of burn, a Hellfire bomb 49.
Unchecked, the fire's intensity climbs 2 a second, so a long burn turns intense.
Burnt health grows back at 0.5 HP/s (2 when wet). The game warns that fire can destroy a whole health chunk.
Salveskin or being wet takes a quarter off both the fire you catch and the burn rate; with both it's ×0.5625. Salveskin also stops the escalation. Blazeborne cuts standing-in-fire damage to 1 HP/s.
Burning Hunters can't be looted!
Bleeding
Drains your health until stopped. Caused by bladed weapons, concertina wire, and certain ammunition types.
Level
Intensity
Damage
Bandage
Light
any
1.5 HP/s
2 s
Medium
20+
3 HP/s
4 s
Intense
40+
4.5 HP/s
6 s
Intensity drains one point a second, and it's also the seconds left. A bleed steps down through its levels as it runs.
It doesn't eat health chunks, but a long intense bleed can take most of a health bar.
Bloodless caps the intensity at 20, so a bleed never goes past light. Bandaging stops the damage while you hold it.
Poison
Prevents you from healing and stops health regeneration. Wait until the effect wears off or use an Antidote Shot.
Level
Intensity
Light
any
Medium
5+
Intense
15+
Cap
20
Poison does no damage over time in this build. The hit and the cloud do the damage; the status blocks all healing and health regeneration, and blurs your vision.
It lasts one second per point of intensity: 20 s at most, 5 s with Mithridatist.
An Antidote Shot clears it instantly and keeps it off for a while.
Choking
The Choke Bomb exudes a gas that extinguishes any flames within its radius while active—as well as preventing new fires from being lit—and induces heavy coughing.
Stage
Effect
In the gas
1 HP / 0.5 s
Lingering cough
15 s
Coughing gives you away. The gas stops 0.6 s after you step out, but the cough lingers for 15 s.
It puts out AI on fire and burning bodies, and stops new fires from starting inside the cloud. Nothing in the files lets it put out a living hunter.
Wet
You won’t catch fire as easily and your burned health regenerates faster, but you also make more noise when moving.
Fire caught
×0.75
Burn rate
×0.75
Burnt-health regen
2 HP/s
Lasts
15 s
Any water damage soaks you for 15 s and each splash resets the timer. It stacks with Salveskin.
Ear ringing
Explosions and heavy blows leave you half-deaf for a few seconds. Sound only: no damage, no slow.
Each source sets a strength, a hold at full strength and a steady fade. The chart below shows how long each one rings.
Blinded
Light bomb that requires a short priming for its mercury-based chemical reaction. The explosion is capable of blinding all in close proximity, even if their eyes are shielded or averted.
Blind radius
10 m
Ear ringing
5.7 s
How long the white-out lasts isn't in the game files; the client handles it. Bulwark greatly shortens it.
Burning out
Burned-out Hunters can't be looted!
Rate
Slow
1.2 HP/s
Fast
1.8 HP/s
A downed hunter on fire loses health chunks until they're gone. More fire speeds it up. Reviving pauses it, and water or choke gas puts it out.
AI on fire
Monsters don't use the hunter burn. They take a flat rate for a fixed time.
Burn
Damage
Standard
25 HP/s × 4 s = 100
Fast
25 HP/s × 2 s = 50
Slow
25 HP/s × 10 s = 250
In water
20 HP/s × 1 s
Water half a metre deep (after walking 3 m in it) or choke gas puts them out.
Concussion
How long your ears ring
Solid is the hold at full strength; the fade is the linear recovery. The time is for standing within the full-effect radius. Further out, the ringing is weaker and shorter, down to nothing at the outer radius shown. Suppressed guns don't ring at all.
Slows
Caught in the wire
Movement speed while the slowing damage lasts. It blends in over 0.1 s and back out over 0.2 s. Bandaging, swapping equipment and aiming down sights each halve your speed in the same way.
Sources: livedata.pak — gamesettings/stats.xml (status effects and their rates), gamesettings/damage.xml, the damage-volume, explosion and projectile presets, the fire- and choke-volume archetypes, the ear-ringing presets; the hunter's Schematyc schemas in gamedata.pak (bleed thresholds, bandage times); English UI text. Build 2.9.0.41.