Winning a fight is only half of it — staying alive through the next one is the other half. Health, bleeding, bandages and revives all run on rules worth knowing before you need them.
Health & regeneration
Constitution (CON) raises both your health pool and its regeneration (plan it in the Build Maker). Health knits back faster once you're out of combat, and Footman abilities like *Tough One* and *What Doesn't Kill Me Makes Me Stronger* push pool and regen further.
Bandages
Bandaging restores health and stops bleeding, but it takes time and leaves you vulnerable — do it behind the line, not mid-melee. On your own you can only bandage yourself; a medic who's taken *First Aid* can bandage others.
Bleeding
Only two weapons cause bleeds — damage over time you can't simply outheal. A sword's stab bleeds automatically, no ability required, for 2 damage/second over 10 seconds. A dagger bleeds harder — 2.5 damage/second for 15 seconds — but only on strong (red) attacks and only once you've taken the Marksman ability. No other weapon bleeds.
Clear a bleed with a bandage, or blunt it with an elixir such as Rue Brew — chasing the ticks with raw regeneration is a losing game.
Combat mode
Swinging, attacking, blocking, and taking or dealing damage all put you in combat mode — and you stay in it for about 3 seconds after your last combat action. You can't simply sheathe and rest the instant the enemy turns away; break contact fully before you assume you're safe to bandage or regen.
- You can't sprint while in combat mode — one of the biggest reasons a clean disengage matters.
- Health and stamina regenerate more slowly in combat, and not at all while you're actively swinging, blocking or taking hits.
- Stop acting and step away and both bars recover far faster once you drop out of combat.
- The top-tier Footman ability Survival Instinct shortens combat mode from 3 seconds to 2.

Going down & revives
Fall in battle and you're often downed rather than dead — an ally can revive you. A specced medic does it faster and safer: *Battle Medic* revives allies with more health, *Great Comeback* buffs nearby regen on a revive, and the top-tier *Focus* lets a medic keep reviving even while taking hits and Mend allies without a bandage.
A single good medic multiplies an entire warband's staying power. It's why the role anchors our combined-arms line — build one in the Build Maker.