Health regeneration

This page discusses how the player health regeneration mechanism works, and how equipment and buffs affect the regeneration rate.

The player has these health regeneration stats:
 * Regeneration Time (RT): How long the character has been regenerating for. This normally increases +1 per tick, capped at 3600, and resets to zero when the character takes damage (stopping regeneration).
 * Regeneration Rate (R): Hit Points (HP) regenerated per tick (1 point of R is equal to 0.5 HP/s). This increases the longer the RT (the longer the player has been avoiding damage).
 * Regeneration Counter (RC): Increases by R per tick, becomes 120 or over, or -120 or less, it will be reduced or increased by 120, and player will gain or lose 1 health.

The Regeneration Rate (R) determines how fast the RC changes. R is normally 0 or positive, but could be negative if the player is inflicted with any life-draining debuffs, like Poisoned.

Calculation
The base Regeneration Rate (R) is mainly determined by the Regeneration Time (RT), player's max Health (mHP), and whether player is standing or moving.

First, The RT is converted to an Effective Regeneration Time (eRT).
 * If RT <= 1800, each 300 RT boosts eRT +1.
 * If RT > 1800, each 600 RT boosts eRT +1.

Here is an illustration of the relationship between RT and eRT:

Then, the base Regeneration Rate Finally, it will be rounded to the nearest whole number.
 * If the player is standing still, R will be multiplied by 1.25.
 * If the player is moving, it will be multiplied by 0.5.

So, for a brief conclusion: the longer player not getting hurt, the higher maxim health player has, the higher for the natural health regeneration rate. Also, standing still(using an item or not) give a 2.5X healing bonus comparing to keep moving.

In addition, if the player is in Expert mode and does not have a Well Fed buff, R will be additionally multiplied by 0.5.

Item and buff effects
R is also affected by other items and buffs.

Note: Despite drowning being similar to life-draining debuffs, it only resets the RT and does not affect the RC and R. It directly reduces Hit Points instead.

Buffs
These apply if the player doesn't have any life-draining debuffs:

Regen debuffs

 * Feral Bite debuff: Base R is multiplied x0.5.
 * Bleeding debuff: Keeps RT reset to 0, so base R remains at 0.

Life-draining debuffs
These cancel the R boosts above, reset RT to 0, and reduce R by these values:
 * Poisoned: -4
 * On Fire!: -8
 * Venom, Cursed Inferno, Frostburn: -12
 * Burning: -60
 * Suffocation: -40.
 * Electrified: -8 (when standing still), or -32 (when moving).
 * The Tongue: -100 only in Expert Mode.

Honey

 * Which means Honey reduces the rate of any life-draining debuff.
 * Honey additionally boosts RT +2 per tick (RT increase is 3x as fast).

Shiny Stone
If the player is using items and almost standing still (it allows small amounts of movement), it will reset the multipliers of the Feral Bite debuff and Expert Mode to 0.75 from 0.5. Both of them only reduce the regeneration speed by 25% instead of the previous 50%. It will also multiply base R x1.1.

If the player is not using any items and almost standing still, the following effects are applied in addition to those above:
 * 1) If the player has any life-draining debuffs and R is less than 0, R is reduced by half (this works after the Honey buff).
 * 2) R +4.
 * 3) RT +4 per tick.
 * 4) If 90 < RT < 1800, RT is reset to 1800.
 * 5) When RT > 3000, it will remove the RT cap, and every 300 RT above 3000 will boost eRT +1 (this part is capped at 30, so it will give an eRT maxed at 38 instead of the previous 9).
 * 6) Finally, if R > 0, RC is boosted +1 per tick.

So, if the player is at 600 max HP, with the Shiny Stone and standing still, in Expert mode, without Well Fed:
 * RC is additionally boosted +1 per tick
 * = 32 Hit Points per second regeneration rate.
 * = 32 Hit Points per second regeneration rate.