Health

The health gauge and monitor in Minecraft is usually based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (the player has normally 20 maximum hit points).

Hearts
Hearts make up the health meter for the player in the Survival, Hardcore (different texture), and Adventure modes, also for mobs. Each heart represents two hit points. Hit points are lost as a percentage of those hearts. As it appears on the health bar, the player loses at least at a time.

Hit points can be lost by: If the health meter shows or less, it begins to shake violently, warning that the player is low on health.
 * Starving
 * Fall damage (including from using ender pearls)
 * Being attacked by a hostile mob or another player
 * Being shot with an arrow
 * Being hit with trident
 * Being on fire
 * Touching fire, lava, a magma block, or a cactus
 * Drowning underwater
 * Suffocating inside a block
 * Falling into the Void
 * Being affected by the Poison, Wither, or Instant Damage status effects
 * Getting caught in an explosion
 * Being struck by lightning
 * Attacking a player or mob whose armor is enchanted with Thorns
 * Being hit by a falling anvil
 * Crashing into the ground or a wall at high speeds with a pair of elytra
 * Being targeted by the command
 * Walking in a sweet berry bush past 'sapling' stage

Health can be recovered through several means, both "naturally" and through status effects.
 * The Instant Health effect restores health immediately, the amount depending on the source and effect level.
 * On Peaceful difficulty, the health meter continuously refills over time.
 * On other difficulties, health regenerates slowly when the player's hunger is at or above.
 * The Regeneration effect makes health regenerate fairly quickly, and the hearts of the health meter bounce in a wave. Aside from potions of Regeneration, this is also provided by beacons and golden apples. The "basic" golden apple provides it (level II) for 5 seconds, restoring a total of . The "enchanted" golden apple provides it for longer (20 seconds) and in total restoring about.
 * The Health Boost effect adds 4 per effect level to the players total health, which is removed when the effect expires. After the effect expires, the player's health may remain above the normal maximum, but the extra health is not recovered once lost to damage. This effect can be gained only through commands or mods. At the levels of 252-256 (with amplifiers 251 to 255), the player has 512 hearts (1024 health points, the "red health" limit for entities).
 * The Absorption effect likewise adds for each effect level. This special health cannot be healed or regenerated by normal means. Naturally, it is removed when the effect expires. The "basic" golden apple provides it (level I) for 2 minutes, providing a total of . The "enchanted" golden apple provides it at higher level (level IV), providing a total of.

Damage is split between the health and armor bars. Each full armor point takes 8% of damage, to a maximum of 80%, rounded up.

On Hardcore mode, hearts have a different texture.

The Poison and Wither effects turn hearts a sickly green color and  black, respectively. On Hardcore, they turn when poisoned and  when withered.

In Creative mode and Spectator mode, the player still has health, but it is hidden from the HUD, and the player is immune to all damage except from the Void or. $$, the player is invincible in Creative mode as well.

The player's health bar is invisible while holding or wearing an item that gives negative health points that exceed the player's current health points. For example, the player's default health is 20, and if holding item with the attribute &minus;21 health, the player can take two hits before dying; it doesn't matter how much damage these hits inflict. The first one deals enough damage to reduce health to, and the second one kills the player. If the player uses a modified item to reduce health, sometimes the death screen appears. After clicking respawn, the player would shake in the death position and this can be fixed by ceasing to use the modified item.

Wolves and iron golems are the only mobs that show their remaining health visually.

Death


Death occurs when all of a player or mob's hit points are depleted.

The command also instantly brings about death, and a parrot can be instantly killed by feeding it a cookie.

Mobs and players fall to their left side to the ground when killed, dropping any drops at the location they were when they took the fatal damage. Once a fallen body disappears, it turns to dust and drops experience at the disappearance location. It is possible for the drops and the experience to appear in different places, if death occurred while the body was motion.

Coral blocks are also capable of dying. However, this is handled as a transition from one block type to another and not on a health value as with entities.

Player effects


For players, a "You died!" screen (or "Game over!" in Hardcore mode) appears, displaying the player's score, and a death message (see below). The view of the world is tinted red, and the camera-view slowly tilts as if falling over, shudders, and zooms in somewhat. {IN|bedrock}}, it zooms in indefinitely. Two options appear on that screen:
 * Respawn: either in the last bed the player slept in, at their default spawn point (their first spawn point in the game), or at the spawn point set by commands. In Hardcore mode, the player can respawn only in Spectator mode, and cannot continue because cheats are disabled.
 * Return to the title screen.

The death screen is not shown upon death if:
 * The player holds a Totem of Undying in the main hand or off hand and died without falling into the void, in which case the player resurrects upon death. Resurrection does not happen if the player fell into the void.
 * Instant respawn enabled, in which case the player instantly respawns upon death without the death screen appearing, but still showing death message.

Any items and/or blocks that were in the player's inventory are dropped from their head, and scattered around the spot where the player died (unless is typed in if commands are enabled). Like any dropped item, these drops decay after five minutes while that chunk is loaded.

The player also loses any experience accumulated, reverting the level back to 0 (unless is typed in if commands are enabled) and drops experience orbs with a total value of level * 7 (with a maximum of 100) to the ground.

Despite the fact that dead players disappear like all other mobs, it is still possible for the player to see their own hand while in first-person mode.

Death messages
Death messages are broadcast to everyone upon the death of a player, and to the pet's owner upon the death of a pet wolf, cat, horse, donkey, mule, llama, or parrot. These messages communicate how the entity died, and some are intended to be humorous.


 * Arrows
 * [player] was shot by Arrow
 * This message is caused by any arrow-related death[Bedrock Edition only], arrows shot from a dispenser or
 * [player] was shot by [player/mob]
 * Caused by mobs with projectile attacks or kills using a bow or Crossbow
 * [player] was shot by [player/mob] using [bow name]
 * Caused by mobs or players with a renamed bow


 * Cactus
 * [player] was pricked to death
 * [player] walked into a cactus whilst trying to escape [player/mob]
 * [player] was stabbed to death

Note: Setting the gamerule to  disables drowning damage.
 * Dragon breath
 * [player] was roasted in dragon breath
 * [player] was roasted in dragon breath by [player/mob]
 * Drowning and suffocation
 * [player] drowned
 * [player] drowned whilst trying to escape [player/mob]
 * [player] suffocated in a wall
 * Happens if the player took suffocation damage from their head being in a block.
 * [player] suffocated in a wall whilst fighting [player/mob]
 * [player] was squished too much
 * Happens if the player took suffocation damage from the  gamerule.
 * [player] was squashed by [player/mob]


 * Elytra
 * [player] experienced kinetic energy
 * Happens when the player crashes into a wall at high speeds and dies from the amount of damage taken.
 * [player] experienced kinetic energy whilst trying to escape [player/mob]
 * [player] removed an elytra while flying whilst trying to escape [player/mob]
 * Explosions
 * [player] blew up
 * Shows up if TNT is activated by redstone mechanisms, fire, dispensed out from a dispenser or if an end crystal killing the player
 * [player] was blown up by [player/mob]
 * [player] was blown up by [player/mob] using [weapon]
 * This message appears only when TNT is activated by a Creeper, Skeleton (if it shot flaming arrows), a creeper killing the player or by a player using flint and steel, fire charges or an arrow shot from a bow enchanted with Flame
 * [player] was killed by [Intentional Game Design]
 * Shown when killed by the explosion from beds used in the Nether or the End
 * Includes a click-event link to


 * Falling
 * [player] hit the ground too hard
 * Appears only if the player is killed by a short fall, Ender Pearl damage, or riding an entity that died due to fall damage. Always appears if the player dies by fall damage in Legacy Console Edition.
 * [player] hit the ground too hard whilst trying to escape [player/mob]
 * [player] fell from a high place
 * Caused by a fall greater than 5 blocks.
 * [player] fell off a ladder
 * [player] fell off some vines
 * [player] fell out of the water
 * [player] fell into a patch of fire
 * [player] fell into a patch of cacti
 * [player] was doomed to fall
 * [player] was doomed to fall by [mob/player]
 * [player] was doomed to fall by [mob/player] using [weapon]
 * [player] fell too far and was finished by [mob/player]
 * [player] fell too far and was finished by [mob/player] using [weapon]
 * [player] was shot off some vines by [mob/player]
 * [player] was shot off a ladder by [mob/player]
 * [player] was blown from a high place by [mob/player]
 * Appears only if knockback from a creeper explosion, a ghast fireball, or player-lit TNT causes the player to die from falling.
 * Type to disable fall damage.


 * Falling blocks
 * [player] was squashed by a falling anvil
 * [player] was squashed by a falling anvil whilst fighting [player/mob]
 * [player] was squashed by a falling block
 * This message appears if the player is killed by a custom falling block other than an anvil that is modified to inflict damage
 * [player] was squashed by a falling block whilst fighting [player/mob]


 * Fatal poison effect
 * [player] was killed by magic.


 * Fire
 * [player] went up in flames
 * This message appears if the player died while in the source of the fire (unless the game rule  has been set to  ).
 * [player] burned to death
 * This message appears if the player died while on fire, but not in the source (unless the game rule  has been set to  ).
 * [player] was burnt to a crisp whilst fighting [player/mob]
 * [player] walked into fire whilst fighting [player/mob]


 * Firework rockets
 * [player] went off with a bang
 * [player] went off with a bang whilst fighting [player/mob]


 * Lava
 * [player] tried to swim in lava
 * [player] tried to swim in lava to escape [player/mob]


 * Lightning
 * [player] was struck by lightning
 * [player] was struck by lightning whilst fighting [player/mob]


 * Magma Block
 * [player] discovered the floor was lava
 * [player] walked into danger zone due to [player/mob]


 * Players and mobs
 * [player] was slain by [player/mob]
 * [player] was slain by [player/mob] using [weapon]
 * Caused by kills using a renamed weapon.
 * [player] got finished off by [player/mob]
 * [player] got finished off by [player/mob] using [weapon]
 * Caused by kills using a renamed weapon.
 * [player] was fireballed by [player/mob]
 * [player] was fireballed by [player/mob] using [weapon]
 * [player] was stung to death
 * Caused by being killed by a bee.
 * [player] was stung to death by [player/mob]


 * Potions of Harming
 * [player] was killed by magic
 * Happens when the potion is shot from a dispenser, by drinking it, or with
 * [player] was killed by even more magic
 * [player] was killed by [player/mob] using magic
 * [player] was killed by [player/mob] using [weapon]
 * Caused by witches, guardians, evokers, ranged attacks by the ender dragon and kills using a splash potion
 * death.attack.magic.player
 * A glitched death message happens when the player is attacked by a non-magical mob, then killed by magic.
 * May happen if the player gets shot with a tipped arrow of Harming.


 * Starving
 * [player] starved to death
 * Caused if hunger bar is at 0 and the resulting hunger damage leads to death. This can occur only in hard or hardcore
 * [player] starved to death whilst fighting [player/mob]


 * Sweet Berry Bushes
 * [player] was poked to death by a sweet berry bush
 * [player] was poked to death by a sweet berry bush whilst trying to escape [player/mob]
 * Caused if a player moves around in a sweet berry bush.


 * Thorns enchantment
 * [player] was killed trying to hurt [player/mob]
 * Can be caused by a mob if it is able to wear armor, and can also occur while fighting guardians
 * [player] was killed by [weapon] trying to hurt [player/mob]


 * Trident
 * [player] was impaled by [player/mob]
 * [player] was impaled by [player/mob] with [weapon]
 * [player] was speared by [player/mob]
 * [player] was speared by [player/mob] with [weapon]


 * Void
 * [player] fell out of the world
 * Also shown if the player is killed by the command.
 * [player] fell from a high place and fell out of the world
 * [player] didn't want to live in the same world as [player/mob]
 * Appears when a mob/player pushes someone into the void or when a player uses after being attacked by a mob or player.


 * Wither effect
 * [player] withered away
 * [player] withered away whilst fighting [player/mob]

Other
 * [player] was pummeled by [player/mob]
 * This message would appear when killed by a snowball, an egg, a wither skull or an ender pearl
 * This message is not possible to see in the case of snowballs, chicken eggs, and ender pearls, because they do not cause damage to players hit by them.
 * This message appears only when the wither kills a player with a wither skull's impact.
 * [player] was pummeled by [player/mob] using [weapon]
 * [player] died
 * Appears when is used on named mob/player.
 * Appears only in the en_us.json file.
 * [player] died because of [player/mob]
 * Appears only in the en_us.json file.
 * Actually, message was too long to deliver fully. Sorry! Here’s stripped version: [message]