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Mechanics

Down, revive and death

You have 100 health (250 with Menhir). A Drowned’s hit takes 25 early in the match, then a little more each round up to 50 around mid-game (base values). On Normal difficulty, hits deal 15% less (21, then 43): five hits put you down at first, three later without Menhir. On Easy difficulty you have 150 health (375 with Mastodonte) and hits deal half as much (13, then 25): about a dozen hits at first, six later. After 3.2 seconds without being hit, your health comes back fast (60 per second).

Going down

When your health hits zero, you are down:

  • you lose 5% of your points;
  • you lose one perk, the last one you drank; the others drop one by one, one every 10 seconds, as long as nobody picks you up (see below);
  • you drop the object you were carrying (buildable part, quest item);
  • your shield goes onto your back;
  • you crawl slowly, and you can no longer open doors or buy anything.

You then have 45 seconds to be revived. Past that, you die (see below).

Perks drop one by one

  • When you fall, only the last perk you drank drops (it bursts in the row at the bottom left).
  • A ring then spins around the next one (the last in the row): after 10 seconds, it drops in turn and the ring moves on to the next. The “Quicksilver drops in 6s” message shows the countdown.
  • While a teammate revives you, the countdown stops (the ring turns blue). Once you are up, you keep every perk that has not dropped yet.
  • Your teammates see on your marker how many perks you have left and how many seconds until the next one drops (“3 perks · 6s”): the faster they come, the more you keep.
  • Losing Menhir lowers your maximum health; losing Mule loses the third weapon.
  • Nothing drops once the map’s Easter egg is complete, nor with the Granite Heart gumball (see Perks).

The last-stand pistol

While down, you keep a weapon to defend yourself:

  • your best pistol (the most upgraded, then the most powerful), with a full magazine and at least two magazines in reserve;
  • failing that, a basic M1911 with three magazines.

Once you are back up, you get your weapons back; the original pistol keeps whatever ammo you had left. An active Gatling disappears when you go down.

✦Upgrade a pistol

A pistol upgraded at the Forge of Ys makes a fearsome last stand. The upgraded M1911 (The Bombard) fires grenades: with Carapace, you don’t even fear its blasts.

Reviving a teammate

  • Walk up to the downed player (2 m) and hold F for 4 seconds, or 2 seconds if you have Second Wind: it is the reviver’s perk that counts.
  • While someone is reviving them, the downed player’s bleed-out is paused.
  • Only one player at a time can revive the same person. Letting go of the key loses the progress.
  • The revived player comes back with full health and 1.5 seconds of invulnerability, but without their perks: they have to buy them again.
ℹProtect the reviver

Reviving pins you in place. In a squad, clear the area first, or have someone cover the reviver: a reviver who goes down in turn costs twice as much.

Solo

Alone, there is nobody to pick you up: going down without Second Wind ends the match.

  • With Second Wind (much cheaper solo, and it works without Power), you get up on your own after 5 seconds when you go down.
  • It works 3 times per match (one more with the Unkillable augment). After that, the machine shows “Used up”.
  • When Second Wind gets you up, it is the one that gets used up: your other perks stay. Buy it again as soon as you are up.

Gumballs that pick you up

Death

If nobody revives you in time, you die:

  • you lose 10% of your remaining points;
  • you lose all your weapons, your perks and your shield;
  • you become a spectator and follow a teammate who is still alive.

Respawning

A dead player respawns at the start of the next round, near a living teammate:

  • with the starting weapon and grenades (from your loadout), and no perks;
  • with at least 1,500 points (topped up if you had less).

The Grace of Arms (you respawn with your weapons) and Hasty Soul (you respawn 15 seconds later instead of waiting for the next round) gumballs soften death.

A player who joins a match in progress is also a spectator until the next round.

Game over

The match ends when no player is left standing and nobody is getting up on their own: everyone is down or dead. The “Game over” screen shows how many rounds you survived, then the summary.

Disconnection

A player who loses their connection keeps their spot for 90 seconds. Meanwhile, their character is frozen and, if they were down, their bleed-out is paused.

Checked against the game on November 10, 2026