Health

Every creature in Rain World, including the, has a health value (known in code as "resistance"). This value determines how much damage a creature can take before dying.

Damage dealt by Slugcat
Slugcat can deal damage to creatures with certain thrown items. The actual amount of damage dealt when a thrown item hits a creature depends on what part of the creature it hits and what that part's resistance to the relevant damage type is.

A regular thrown by Slugcat can deal a wide range of damage:

Several other items deal damage which does not vary between slugcats or circumstances:

Finally, some Slugcats can deal damage without throwing an item:

Creature Values
The following is a rough list of the health values of each creature in the game:

Calculating Health
The health of a creature is defined by the Base Damage Resistance value, which serves as the dividend in a calculation for determining damage. The Base Damage Resistance value is double the Toughness attribute of a Creature. Blue Lizards have a Toughness of 0.5 and a Base Damage Resistance value of 1, and Green Lizards with 2.5 Toughness have 5 Base Damage Resistance. In other words, a Blue Lizard has 1 HP (Health Pool/Hit Points), while a Green Lizard has 5 HP.

Stunning
The stun mechanic is closely related to damage, temporarily immobilizing a creature and preventing/reducing further retaliation. The Base Stun Resistance value for a creature determines the extent to which a creature is stunned, often deployed alongside normal damage when a creature is attacked. Different sources vary in the amount of 'stun damage' they inflict, with Explosives applying a heavy stun from their blast.

Damage Types
The Damage Resistances value of a creature serves as the dividend for calculating the damage received from the corresponding damage type. There exists a total 6 listed unique damage types: Blunt, Stab, Bite, Water, Explosion, and Electric. Within the code, these damage types are sometimes denoted using integers on a range of 0-5, where 0 = Blunt, 1 = Stab, 2 = Bite, 3 = Water, 4 = Explosion, and 5 = Electric.

By default, Lizards have a Bite Damage Resistance of 2.5, which is a multiplier of 40%, or a -60% reduction in damage. There are many creatures that have certain damage type resistances defined, either increasing or decreasing the actual damage resulting from the corresponding damage type.

For instance, both Brother and Daddy Long Legs are highly susceptible to the Explosive damage type, where they can be killed by a direct hit to their core with just a single Explosive Spear, even though Brother Long Legs have an HP of 100 and Daddy Long Legs have a HP of 200, far surpassing the normal damage output of a Spear's blast.

Other creatures like Centipedes have an Electric Damage Resistance, set at 102 for all Centipedes, and therefore take less than 1% of the normal damage.

Body Chunks
A creature is made up of one or more body chunks, which may be grouped up into subsections of the total creature; Lizards have a single head, throat, and body, while Centipedes have a series of body segments that are capped off with a head at each end, resulting in two heads and a variable number of body segments in between for all Centipede subspecies. These various body subsections often have different damage resistances and additional properties, but otherwise function together as a single cohesive unit with a shared health pool until the creature is exhaustively incapacitated, or dead. For Lizards, their throat subsection receives 150% of the base damage from a source, which increases damage dealt. Damage to their head has a multiplier of 10%, severely reducing damage.

For Centipedes, the amount of damage taken depends on if the hit body segment has a shell at the time of impact, providing a damage reduction, whereas a segment without a shell that is hit takes an increased amount of damage. There is a threshold at which the shell of a Centipede body segment breaks off, often taking 1 spear hit. The head segments of Centipedes take decreased damage if stabbed with a spear when the head already has another spear lodged within it.

Bleedout
Creatures enter a Bleedout state when their health reaches 0 or lower, having a chance to die every frame. For most creatuers, if health is below 0, then they have a (-health*2.5)% chance of dying each frame. If health is equal to 0, then there is a (-0*2.5)%=0% chance of dying each frame.