diff --git a/src/d_clisrv.c b/src/d_clisrv.c
index c0179ca1b..d08badd4a 100644
--- a/src/d_clisrv.c
+++ b/src/d_clisrv.c
@@ -495,7 +495,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
 		rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]);
 
 	// Score is resynched in the rspfirm resync packet
-	rsp->health = 0; // resynched with mo health
+	rsp->rings = LONG(players[i].rings);
 	rsp->lives = players[i].lives;
 	rsp->continues = players[i].continues;
 	rsp->scoreadd = players[i].scoreadd;
@@ -577,7 +577,6 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
 	rsp->hasmo = true;
 
 	rsp->health = LONG(players[i].mo->health);
-
 	rsp->angle = (angle_t)LONG(players[i].mo->angle);
 	rsp->x = LONG(players[i].mo->x);
 	rsp->y = LONG(players[i].mo->y);
@@ -620,7 +619,7 @@ static void resynch_read_player(resynch_pak *rsp)
 		players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]);
 
 	// Score is resynched in the rspfirm resync packet
-	players[i].health = rsp->health;
+	players[i].rings = LONG(rsp->rings);
 	players[i].lives = rsp->lives;
 	players[i].continues = rsp->continues;
 	players[i].scoreadd = rsp->scoreadd;
@@ -2244,7 +2243,7 @@ static void CL_RemovePlayer(INT32 playernum)
 		}
 
 		count--;
-		rings = players[playernum].health - 1;
+		rings = players[playernum].rings;
 		increment = rings/count;
 
 		for (i = 0; i < MAXPLAYERS; i++)
diff --git a/src/d_clisrv.h b/src/d_clisrv.h
index 6bc06f13a..bf07f035c 100644
--- a/src/d_clisrv.h
+++ b/src/d_clisrv.h
@@ -155,7 +155,7 @@ typedef struct
 	UINT16 powers[NUMPOWERS];
 
 	// Score is resynched in the confirm resync packet
-	INT32 health;
+	INT32 rings;
 	SINT8 lives;
 	SINT8 continues;
 	UINT8 scoreadd;
@@ -231,6 +231,7 @@ typedef struct
 	//player->mo stuff
 	UINT8 hasmo; //boolean
 
+	INT32 health;
 	angle_t angle;
 	fixed_t x;
 	fixed_t y;
diff --git a/src/d_netcmd.c b/src/d_netcmd.c
index 557715064..537588e4b 100644
--- a/src/d_netcmd.c
+++ b/src/d_netcmd.c
@@ -2558,7 +2558,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
 	if (players[playernum].spectator)
 	{
 		players[playernum].score = 0;
-		players[playernum].health = 1;
+		players[playernum].rings = 0;
 		if (players[playernum].mo)
 			players[playernum].mo->health = 1;
 	}
diff --git a/src/d_player.h b/src/d_player.h
index e2a1081b0..8c3df4883 100644
--- a/src/d_player.h
+++ b/src/d_player.h
@@ -278,10 +278,8 @@ typedef struct player_s
 	// It is updated with cmd->aiming.
 	angle_t aiming;
 
-	// This is only used between levels,
-	// mo->health is used during levels.
-	/// \todo Remove this.  We don't need a second health definition for players.
-	INT32 health;
+	// player's ring count
+	INT32 rings;
 
 	SINT8 pity; // i pity the fool.
 	INT32 currentweapon; // current weapon selected.
diff --git a/src/g_game.c b/src/g_game.c
index 643ec8c93..41b875ce7 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -2177,7 +2177,7 @@ void G_PlayerReborn(INT32 player)
 	p->pflags |= PF_JUMPDOWN;
 
 	p->playerstate = PST_LIVE;
-	p->health = 1; // 0 rings
+	p->rings = 0; // 0 rings
 	p->panim = PA_IDLE; // standing animation
 
 	if ((netgame || multiplayer) && !p->spectator)
diff --git a/src/hu_stuff.c b/src/hu_stuff.c
index 80e30beb5..dd7418f60 100644
--- a/src/hu_stuff.c
+++ b/src/hu_stuff.c
@@ -1198,7 +1198,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 
 		V_DrawString(x + 20, y,
 		             ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
-		             | ((players[tab[i].num].health > 0) ? 0 : V_60TRANS)
+		             | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS)
 		             | V_ALLOWLOWERCASE, tab[i].name);
 
 		// Draw emeralds
@@ -1208,7 +1208,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 			HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
 		}
 
-		if (players[tab[i].num].health <= 0)
+		if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 			V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, livesback);
 		else
 			V_DrawSmallScaledPatch (x, y-4, 0, livesback);
@@ -1220,7 +1220,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 				V_DrawSmallScaledPatch(x, y-4, 0, superprefix[players[tab[i].num].skin]);
 			else
 			{
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentPatch(x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
 				else
 					V_DrawSmallScaledPatch(x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@@ -1236,7 +1236,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 			else
 			{
 				colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
 				else
 					V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
@@ -1244,10 +1244,10 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 		}
 
 		if (G_GametypeUsesLives()) //show lives
-			V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives));
+			V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives));
 		else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
 		{
-			if (players[tab[i].num].health <= 0)
+			if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 				V_DrawSmallTranslucentPatch(x-32, y-4, V_60TRANS, tagico);
 			else
 				V_DrawSmallScaledPatch(x-32, y-4, 0, tagico);
@@ -1260,13 +1260,13 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
 				if (players[tab[i].num].exiting)
 					V_DrawRightAlignedString(x+240, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
 				else
-					V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
+					V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
 			}
 			else
-				V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
+				V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
 		}
 		else
-			V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
+			V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
 
 		y += 16;
 	}
@@ -1311,7 +1311,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
 		strlcpy(name, tab[i].name, 9);
 		V_DrawString(x + 20, y,
 		             ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
-		             | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT)
+		             | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
 		             | V_ALLOWLOWERCASE, name);
 
 		if (gametype == GT_CTF)
@@ -1337,12 +1337,12 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
 		else
 		{
 			colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
-			if (players[tab[i].num].health <= 0)
+			if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 				V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
 			else
 				V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
 		}
-		V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
+		V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
 	}
 }
 
@@ -1367,7 +1367,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 		strlcpy(name, tab[i].name, 9);
 		V_DrawString(x + 20, y,
 		             ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
-		             | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT)
+		             | ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
 		             | V_ALLOWLOWERCASE, name);
 
 		if (G_GametypeUsesLives()) //show lives
@@ -1390,7 +1390,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 				V_DrawSmallScaledPatch (x, y-4, 0, superprefix[players[tab[i].num].skin]);
 			else
 			{
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
 				else
 					V_DrawSmallScaledPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@@ -1406,7 +1406,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 			else
 			{
 				colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
-				if (players[tab[i].num].health <= 0)
+				if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
 					V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
 				else
 					V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
@@ -1421,13 +1421,13 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
 				if (players[tab[i].num].exiting)
 					V_DrawRightAlignedThinString(x+156, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
 				else
-					V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
+					V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
 			}
 			else
-				V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
+				V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
 		}
 		else
-			V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
+			V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
 
 		y += 16;
 		if (y > 160)
diff --git a/src/lua_baselib.c b/src/lua_baselib.c
index 2a5ff8d65..50324d8f2 100644
--- a/src/lua_baselib.c
+++ b/src/lua_baselib.c
@@ -1068,7 +1068,7 @@ static int lib_pPlayerRingBurst(lua_State *L)
 	if (!player)
 		return LUA_ErrInvalid(L, "player_t");
 	if (num_rings == -1)
-		num_rings = player->health - 1;
+		num_rings = player->rings;
 	P_PlayerRingBurst(player, num_rings);
 	return 0;
 }
diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c
index 64513ab97..64396670b 100644
--- a/src/lua_playerlib.c
+++ b/src/lua_playerlib.c
@@ -118,8 +118,8 @@ static int player_get(lua_State *L)
 		lua_pushfixed(L, plr->bob);
 	else if (fastcmp(field,"aiming"))
 		lua_pushangle(L, plr->aiming);
-	else if (fastcmp(field,"health"))
-		lua_pushinteger(L, plr->health);
+	else if (fastcmp(field,"rings"))
+		lua_pushinteger(L, plr->rings);
 	else if (fastcmp(field,"pity"))
 		lua_pushinteger(L, plr->pity);
 	else if (fastcmp(field,"currentweapon"))
@@ -368,8 +368,8 @@ static int player_set(lua_State *L)
 		else if (plr == &players[secondarydisplayplayer])
 			localaiming2 = plr->aiming;
 	}
-	else if (fastcmp(field,"health"))
-		plr->health = (INT32)luaL_checkinteger(L, 3);
+	else if (fastcmp(field,"rings"))
+		plr->rings = (INT32)luaL_checkinteger(L, 3);
 	else if (fastcmp(field,"pity"))
 		plr->pity = (SINT8)luaL_checkinteger(L, 3);
 	else if (fastcmp(field,"currentweapon"))
diff --git a/src/m_cheat.c b/src/m_cheat.c
index 4da9b3ba7..dde3376f8 100644
--- a/src/m_cheat.c
+++ b/src/m_cheat.c
@@ -625,7 +625,7 @@ void Command_CauseCfail_f(void)
 	players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
 	players[consoleplayer].mo->z = 123311;
 	players[consoleplayer].score = 1337;
-	players[consoleplayer].health = 1337;
+	players[consoleplayer].rings = 1337;
 	players[consoleplayer].mo->destscale = 25;
 	P_SetThingPosition(players[consoleplayer].mo);
 
@@ -739,7 +739,7 @@ void Command_Setrings_f(void)
 	if (COM_Argc() > 1)
 	{
 		// P_GivePlayerRings does value clamping
-		players[consoleplayer].health = players[consoleplayer].mo->health = 1;
+		players[consoleplayer].rings = 0;
 		P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
 		if (!G_IsSpecialStage(gamemap) || !useNightsSS)
 			players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
@@ -1241,7 +1241,7 @@ void Command_ObjectPlace_f(void)
 		// Like the classics, recover from death by entering objectplace
 		if (players[0].mo->health <= 0)
 		{
-			players[0].mo->health = players[0].health = 1;
+			players[0].mo->health = 1;
 			players[0].deadtimer = 0;
 			op_oldflags1 = mobjinfo[MT_PLAYER].flags;
 			++players[0].lives;
diff --git a/src/m_menu.c b/src/m_menu.c
index 88893b3c6..f19c4da3d 100644
--- a/src/m_menu.c
+++ b/src/m_menu.c
@@ -3789,7 +3789,7 @@ static void M_HandleImageDef(INT32 choice)
 static void M_PandorasBox(INT32 choice)
 {
 	(void)choice;
-	CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].health - 1, 0));
+	CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].rings, 0));
 	CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
 	CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues);
 	M_SetupNextMenu(&SR_PandoraDef);
@@ -3797,7 +3797,7 @@ static void M_PandorasBox(INT32 choice)
 
 static boolean M_ExitPandorasBox(void)
 {
-	if (cv_dummyrings.value != max(players[consoleplayer].health - 1, 0))
+	if (cv_dummyrings.value != max(players[consoleplayer].rings, 0))
 		COM_ImmedExecute(va("setrings %d", cv_dummyrings.value));
 	if (cv_dummylives.value != players[consoleplayer].lives)
 		COM_ImmedExecute(va("setlives %d", cv_dummylives.value));
diff --git a/src/p_enemy.c b/src/p_enemy.c
index 3cc9aaca2..303e74880 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -655,15 +655,15 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
 		if ((netgame || multiplayer) && player->spectator)
 			continue;
 
-		if (player->health <= 0)
-			continue; // dead
-
 		if (player->pflags & PF_INVIS)
 			continue; // ignore notarget
 
 		if (!player->mo || P_MobjWasRemoved(player->mo))
 			continue;
 
+		if (player->mo->health <= 0)
+			continue; // dead
+
 		if (dist > 0
 			&& P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist)
 			continue; // Too far away
@@ -727,7 +727,7 @@ static boolean P_LookForShield(mobj_t *actor)
 
 		player = &players[actor->lastlook];
 
-		if (player->health <= 0 || !player->mo)
+		if (!player->mo || player->mo->health <= 0)
 			continue; // dead
 
 		//When in CTF, don't pull rings that you cannot pick up.
@@ -2721,7 +2721,7 @@ void A_BossDeath(mobj_t *mo)
 
 	// make sure there is a player alive for victory
 	for (i = 0; i < MAXPLAYERS; i++)
-		if (playeringame[i] && (players[i].health > 0
+		if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
 			|| ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
 			break;
 
@@ -8268,7 +8268,7 @@ void A_RingDrain(mobj_t *actor)
 	}
 
 	player = actor->target->player;
-	P_GivePlayerRings(player, -min(locvar1, player->mo->health-1));
+	P_GivePlayerRings(player, -min(locvar1, player->rings));
 }
 
 // Function: A_SplitShot
@@ -8578,7 +8578,7 @@ void A_CheckTargetRings(mobj_t *actor)
 	if (!(actor->target) || !(actor->target->player))
 	   return;
 
-	if (actor->target->player->health >= locvar1)
+	if (actor->target->player->rings >= locvar1)
 		P_SetMobjState(actor, locvar2);
 }
 
@@ -8600,7 +8600,7 @@ void A_CheckRings(mobj_t *actor)
 #endif
 
 	for (i = 0; i < MAXPLAYERS; i++)
-		cntr += players[i].health-1;
+		cntr += players[i].rings;
 
 	if (cntr >= locvar1)
 		P_SetMobjState(actor, locvar2);
@@ -9172,7 +9172,7 @@ void A_ForceWin(mobj_t *actor)
 
 	for (i = 0; i < MAXPLAYERS; i++)
 	{
-		if (playeringame[i] && (players[i].health > 0
+		if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
 		    || ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
 			break;
 	}
diff --git a/src/p_inter.c b/src/p_inter.c
index de90f419e..3bf0e68a5 100644
--- a/src/p_inter.c
+++ b/src/p_inter.c
@@ -796,16 +796,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 			if (G_IsSpecialStage(gamemap) && !player->exiting)
 			{ // In special stages, share rings. Everyone gives up theirs to the player who touched the capsule
 				for (i = 0; i < MAXPLAYERS; i++)
-					if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1)
+					if (playeringame[i] && (&players[i] != player) && players[i].rings > 0)
 					{
-						toucher->health += players[i].mo->health-1;
-						player->health = toucher->health;
-						players[i].mo->health = 1;
-						players[i].health = players[i].mo->health;
+						player->rings += players[i].rings;
+						players[i].rings = 0;
 					}
 			}
 
-			if (!(player->health > 1) || player->exiting)
+			if (player->rings <= 0 || player->exiting)
 				return;
 
 			// Mark the player as 'pull into the capsule'
@@ -1366,11 +1364,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
 			else
 			{
 				P_PlayRinglossSound(toucher);
-				if (toucher->health > 10)
-					toucher->health -= 10;
+				if (player->rings >= 10)
+					player->rings -= 10;
 				else
-					toucher->health = 1;
-				player->health = toucher->health;
+					player->rings = 0;
 			}
 
 			P_DoPlayerPain(player, special, NULL);
@@ -1475,6 +1472,9 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
 	if (!player)
 		return; // Impossible!
 
+	if (!player->mo)
+		return; // Also impossible!
+
 	if (!netgame)
 		return; // Presumably it's obvious what's happening in splitscreen.
 
@@ -1483,7 +1483,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
 		return;
 #endif
 
-	deadtarget = (player->health <= 0);
+	deadtarget = (player->mo->health <= 0);
 
 	// Target's name
 	snprintf(targetname, sizeof(targetname), "%s%s%s",
@@ -2428,26 +2428,25 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
 		return true;
 	}
 
-	if (target->health <= 1) // Death
+	if (player->rings > 0) // Ring loss
+	{
+		P_PlayRinglossSound(target);
+		P_PlayerRingBurst(player, player->rings);
+	}
+	else // Death
 	{
 		P_PlayDeathSound(target);
 		P_PlayVictorySound(source); // Killer laughs at you! LAUGHS! BWAHAHAHHAHAA!!
 	}
-	else if (target->health > 1) // Ring loss
-	{
-		P_PlayRinglossSound(target);
-		P_PlayerRingBurst(player, player->mo->health - 1);
-	}
 
 	if (inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
 	{
-		player->health -= 10;
-		if (player->health < 2)
-			player->health = 2;
-		target->health = player->health;
+		player->rings -= 10;
+		if (player->rings < 1)
+			player->rings = 1;
 	}
 	else
-		player->health = target->health = 1;
+		player->rings = 0;
 
 	return true;
 }
@@ -2497,7 +2496,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
 	// Burst weapons and emeralds in Match/CTF only
 	if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
 	{
-		P_PlayerRingBurst(player, player->health - 1);
+		P_PlayerRingBurst(player, player->rings);
 		P_PlayerEmeraldBurst(player, false);
 	}
 
@@ -2942,9 +2941,9 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			P_ShieldDamage(player, inflictor, source, damage);
 			damage = 0;
 		}
-		else if (player->mo->health > 1) // No shield but have rings.
+		else if (player->rings > 0) // No shield but have rings.
 		{
-			damage = player->mo->health - 1;
+			damage = player->rings;
 			P_RingDamage(player, inflictor, source, damage, damagetype);
 		}
 		else // No shield, no rings, no invincibility.
@@ -2974,26 +2973,28 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 			}
 			else
 			{
-				player->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
-				if (player->health < 2)
-					player->health = 2;
+				player->rings -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
+				if (player->rings < 1)
+					player->rings = 1;
 			}
 
 			if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
 				P_PlayerFlagBurst(player, false);
+			damage = 0;
 		}
 		else if (damagetype & DMG_DEATHMASK)
-			player->health = 0;
-		else
+			player->rings = 0;
+		else if (damage == 0 || player->rings) //quickfix to just get things back to normal ...for now (sans Tag, I'll deal with that later)
 		{
-			player->health -= damage; // mirror mobj health here
-			target->player->powers[pw_flashing] = flashingtics;
 			if (damage > 0) // don't spill emeralds/ammo/panels for shield damage
 				P_PlayerRingBurst(player, damage);
+			player->rings -= damage;
+			target->player->powers[pw_flashing] = flashingtics;
+			damage = 0;
 		}
 
-		if (player->health < 0)
-			player->health = 0;
+		if (player->rings < 0)
+			player->rings = 0;
 
 		P_HitDeathMessages(player, inflictor, source, damagetype);
 
@@ -3006,13 +3007,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
 		P_DamageMobj(source, target, target, 1, 0);
 
 	// do the damage
-	if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))
-	{
-		target->health -= (10 * (1 << (INT32)(player->powers[pw_super] / 10500)));
-		if (target->health < 2)
-			target->health = 2;
-	}
-	else if (damagetype & DMG_DEATHMASK)
+	if (damagetype & DMG_DEATHMASK)
 		target->health = 0;
 	else
 		target->health -= damage;
@@ -3078,7 +3073,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
 		return;
 
 	// If no health, don't spawn ring!
-	if (player->mo->health <= 1)
+	if (player->rings <= 0)
 		num_rings = 0;
 
 	if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL))
diff --git a/src/p_mobj.c b/src/p_mobj.c
index 8ea71d6c7..d0a6b2432 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -3357,15 +3357,15 @@ boolean P_BossTargetPlayer(mobj_t *actor, boolean closest)
 
 		player = &players[actor->lastlook];
 
-		if (player->health <= 0)
-			continue; // dead
-
 		if (player->pflags & PF_INVIS || player->bot || player->spectator)
 			continue; // ignore notarget
 
 		if (!player->mo || P_MobjWasRemoved(player->mo))
 			continue;
 
+		if (player->mo->health <= 0)
+			continue; //dead
+
 		if (!P_CheckSight(actor, player->mo))
 			continue; // out of sight
 
@@ -3395,15 +3395,15 @@ boolean P_SupermanLook4Players(mobj_t *actor)
 	{
 		if (playeringame[c])
 		{
-			if (players[c].health <= 0)
-				continue; // dead
-
 			if (players[c].pflags & PF_INVIS)
 				continue; // ignore notarget
 
 			if (!players[c].mo || players[c].bot)
 				continue;
 
+			if (players[c].mo->health <= 0)
+				continue; // dead
+
 			playersinthegame[stop] = &players[c];
 			stop++;
 		}
@@ -6175,7 +6175,7 @@ void P_MobjThinker(mobj_t *mobj)
 				P_SetTarget(&mobj->target, NULL);
 				for (i = 0; i < MAXPLAYERS; i++)
 					if (playeringame[i] && players[i].mo
-					&& players[i].mare == mobj->threshold && players[i].health > 1)
+					&& players[i].mare == mobj->threshold && players[i].rings > 0)
 					{
 						fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y);
 						if (dist < shortest)
@@ -7819,7 +7819,8 @@ void P_SpawnPlayer(INT32 playernum)
 	// the dead body mobj retains the skin through the 'spritedef' override).
 	mobj->skin = &skins[p->skin];
 
-	mobj->health = p->health;
+	mobj->health = 1;
+	p->rings = 0;
 	p->playerstate = PST_LIVE;
 
 	p->bonustime = false;
diff --git a/src/p_saveg.c b/src/p_saveg.c
index 2afcfd0ef..5a2da118b 100644
--- a/src/p_saveg.c
+++ b/src/p_saveg.c
@@ -125,7 +125,7 @@ static inline void P_NetArchivePlayers(void)
 		WRITEANGLE(save_p, players[i].aiming);
 		WRITEANGLE(save_p, players[i].awayviewaiming);
 		WRITEINT32(save_p, players[i].awayviewtics);
-		WRITEINT32(save_p, players[i].health);
+		WRITEINT32(save_p, players[i].rings);
 
 		WRITESINT8(save_p, players[i].pity);
 		WRITEINT32(save_p, players[i].currentweapon);
@@ -300,7 +300,7 @@ static inline void P_NetUnArchivePlayers(void)
 		players[i].aiming = READANGLE(save_p);
 		players[i].awayviewaiming = READANGLE(save_p);
 		players[i].awayviewtics = READINT32(save_p);
-		players[i].health = READINT32(save_p);
+		players[i].rings = READINT32(save_p);
 
 		players[i].pity = READSINT8(save_p);
 		players[i].currentweapon = READINT32(save_p);
diff --git a/src/p_setup.c b/src/p_setup.c
index f2b0c49d8..10f4f4bc3 100644
--- a/src/p_setup.c
+++ b/src/p_setup.c
@@ -2057,7 +2057,7 @@ static void P_LevelInitStuff(void)
 		players[i].gotcontinue = false;
 
 		players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
-		players[i].health = 1;
+		players[i].rings = 0;
 		players[i].aiming = 0;
 		players[i].pflags &= ~PF_TIMEOVER;
 
diff --git a/src/p_spec.c b/src/p_spec.c
index cb3340ee4..6712f40ec 100644
--- a/src/p_spec.c
+++ b/src/p_spec.c
@@ -1592,10 +1592,10 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
 				if (!playeringame[i] || players[i].spectator)
 					continue;
 
-				if (!players[i].mo || players[i].mo->health < 1)
+				if (!players[i].mo || players[i].rings <= 0)
 					continue;
 
-				rings += players[i].mo->health-1;
+				rings += players[i].rings;
 			}
 		}
 		else
@@ -1603,7 +1603,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
 			if (!(actor && actor->player))
 				return false; // no player to count rings from here, sorry
 
-			rings = actor->health-1;
+			rings = actor->player->rings;
 		}
 
 		if (triggerline->flags & ML_NOCLIMB)
@@ -3499,10 +3499,9 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
 			break;
 		case 9: // Ring Drainer (Floor Touch)
 		case 10: // Ring Drainer (No Floor Touch)
-			if (leveltime % (TICRATE/2) == 0 && player->mo->health > 1)
+			if (leveltime % (TICRATE/2) == 0 && player->rings > 0)
 			{
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 				S_StartSound(player->mo, sfx_itemup);
 			}
 			break;
@@ -3510,7 +3509,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
 			if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot)
 				break;
 
-			if (!(player->powers[pw_shield] || player->mo->health > 1)) // Don't do anything if no shield or rings anyway
+			if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway
 				break;
 
 			if (player->powers[pw_shield])
@@ -3518,14 +3517,13 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
 				P_RemoveShield(player);
 				S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
 			}
-			else if (player->mo->health > 1)
+			else if (player->rings > 0)
 			{
 				P_PlayRinglossSound(player->mo);
-				if (player->mo->health > 10)
-					player->mo->health -= 10;
+				if (player->rings >= 10)
+					player->rings -= 10;
 				else
-					player->mo->health = 1;
-				player->health = player->mo->health;
+					player->rings = 0;
 			}
 
 			P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before
diff --git a/src/p_tick.c b/src/p_tick.c
index 15d3abc80..3c7820c2d 100644
--- a/src/p_tick.c
+++ b/src/p_tick.c
@@ -469,7 +469,7 @@ static inline void P_DoSpecialStageStuff(void)
 		for (i = 0; i < MAXPLAYERS; i++)
 			if (playeringame[i])
 			{
-				ssrings += (players[i].mo->health-1);
+				ssrings += players[i].rings;
 
 				// If in water, deplete timer 6x as fast.
 				if ((players[i].mo->eflags & MFE_TOUCHWATER)
diff --git a/src/p_user.c b/src/p_user.c
index c7d612efc..2f384de34 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -704,7 +704,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 		{
 			for (i = 0; i < MAXPLAYERS; i++)
 				if (playeringame[i]/* && players[i].pflags & PF_NIGHTSMODE*/)
-					total_rings += players[i].health-1;
+					total_rings += players[i].rings;
 		}
 
 		for (i = 0; i < MAXPLAYERS; i++)
@@ -722,8 +722,8 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 			}
 			else
 			{
-				players[i].finishedrings = (INT16)(players[i].health - 1);
-				P_AddPlayerScore(&players[i], (players[i].health - 1) * 50);
+				players[i].finishedrings = (INT16)(players[i].rings);
+				P_AddPlayerScore(&players[i], (players[i].rings) * 50);
 			}
 
 			// Add score to leaderboards now
@@ -734,7 +734,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 			players[i].lastmarescore = players[i].marescore;
 			players[i].marescore = 0;
 
-			players[i].mo->health = players[i].health = 1;
+			players[i].rings = 0;
 			P_DoPlayerExit(&players[i]);
 		}
 	}
@@ -742,12 +742,12 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 	{
 		/// \todo Handle multi-mare special stages.
 		// Ring bonus
-		P_AddPlayerScore(player, (player->health - 1) * 50);
+		P_AddPlayerScore(player, (player->rings) * 50);
 
 		player->lastmare = (UINT8)oldmare;
 		player->texttimer = 4*TICRATE;
 		player->textvar = 4; // Score and grades
-		player->finishedrings = (INT16)(player->health - 1);
+		player->finishedrings = (INT16)(player->rings);
 
 		// Add score to temp leaderboards
 		if (!(netgame||multiplayer) && P_IsLocalPlayer(player))
@@ -758,7 +758,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
 		player->marescore = 0;
 		player->marebegunat = leveltime;
 
-		player->mo->health = player->health = 1;
+		player->rings = 0;
 	}
 	else
 	{
@@ -901,30 +901,23 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
 	if (!player->mo)
 		return;
 
-	player->mo->health += num_rings;
-	player->health += num_rings;
+	player->rings += num_rings;
 
 	if (!G_IsSpecialStage(gamemap) || !useNightsSS)
 		player->totalring += num_rings;
 
 	// Can only get up to 9999 rings, sorry!
-	if (player->mo->health > 10000)
-	{
-		player->mo->health = 10000;
-		player->health = 10000;
-	}
-	else if (player->mo->health < 1)
-	{
-		player->mo->health = 1;
-		player->health = 1;
-	}
+	if (player->rings > 9999)
+		player->rings = 9999;
+	else if (player->rings < 0)
+		player->rings = 0;
 
 	// Now extra life bonuses are handled here instead of in P_MovePlayer, since why not?
 	if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives())
 	{
 		INT32 gainlives = 0;
 
-		while (player->xtralife < maxXtraLife && player->health > 100 * (player->xtralife+1))
+		while (player->xtralife < maxXtraLife && player->rings >= 100 * (player->xtralife+1))
 		{
 			++gainlives;
 			++player->xtralife;
@@ -975,10 +968,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
 	player->mo->momx = player->mo->momy = player->mo->momz = 0;
 
 	if (giverings)
-	{
-		player->mo->health = 51;
-		player->health = player->mo->health;
-	}
+		player->rings = 50;
 
 	// Just in case.
 	if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
@@ -3135,7 +3125,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 			// Bounce ring
 			else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
 			{
-				if (player->health <= 1)
+				if (player->rings <= 0)
 					return;
 				P_SetWeaponDelay(player, TICRATE/4);
 
@@ -3145,13 +3135,12 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 					mo->fuse = 3*TICRATE; // Bounce Ring time
 
 				player->powers[pw_bouncering]--;
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 			}
 			// Rail ring
 			else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
 			{
-				if (player->health <= 1)
+				if (player->rings <= 0)
 					return;
 				P_SetWeaponDelay(player, (3*TICRATE)/2);
 
@@ -3161,13 +3150,12 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 				S_StartSound(player->mo, sfx_rail1);
 
 				player->powers[pw_railring]--;
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 			}
 			// Automatic
 			else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
 			{
-				if (player->health <= 1)
+				if (player->rings <= 0)
 					return;
 				player->pflags &= ~PF_ATTACKDOWN;
 				P_SetWeaponDelay(player, 2);
@@ -3175,26 +3163,24 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 				mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
 
 				player->powers[pw_automaticring]--;
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 			}
 			// Explosion
 			else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
 			{
-				if (player->health <= 1)
+				if (player->rings <= 0)
 					return;
 				P_SetWeaponDelay(player, (3*TICRATE)/2);
 
 				mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
 
 				player->powers[pw_explosionring]--;
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 			}
 			// Grenade
 			else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
 			{
-				if (player->health <= 1)
+				if (player->rings <= 0)
 					return;
 				P_SetWeaponDelay(player, TICRATE/3);
 
@@ -3207,8 +3193,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 				}
 
 				player->powers[pw_grenadering]--;
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 			}
 			// Scatter
 			// Note: Ignores MF2_RAILRING
@@ -3218,7 +3203,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 				angle_t shotangle = player->mo->angle;
 				angle_t oldaiming = player->aiming;
 
-				if (player->health <= 1)
+				if (player->rings <= 0)
 					return;
 				P_SetWeaponDelay(player, (2*TICRATE)/3);
 
@@ -3247,8 +3232,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
 				player->aiming = oldaiming;
 
 				player->powers[pw_scatterring]--;
-				player->mo->health--;
-				player->health--;
+				player->rings--;
 				return;
 			}
 			// No powers, just a regular ring.
@@ -3272,7 +3256,7 @@ firenormal:
 				// Red Ring
 				else
 				{
-					if (player->health <= 1)
+					if (player->rings <= 0)
 						return;
 					P_SetWeaponDelay(player, TICRATE/4);
 
@@ -3281,8 +3265,7 @@ firenormal:
 					if (mo)
 						P_ColorTeamMissile(mo, player);
 
-					player->mo->health--;
-					player->health--;
+					player->rings--;
 				}
 			}
 
@@ -3336,7 +3319,7 @@ static void P_DoSuperStuff(player_t *player)
 		return; // NiGHTS Super doesn't mix with normal super
 
 	// Does player have all emeralds? If so, flag the "Ready For Super!"
-	if ((ALL7EMERALDS(emeralds) || ALL7EMERALDS(player->powers[pw_emeralds])) && player->health > 50)
+	if ((ALL7EMERALDS(emeralds) || ALL7EMERALDS(player->powers[pw_emeralds])) && player->rings >= 50)
 		player->pflags |= PF_SUPERREADY;
 	else
 		player->pflags &= ~PF_SUPERREADY;
@@ -3374,10 +3357,7 @@ static void P_DoSuperStuff(player_t *player)
 
 		// Deplete one ring every second while super
 		if ((leveltime % TICRATE == 0) && !(player->exiting))
-		{
-			player->health--;
-			player->mo->health--;
-		}
+			player->rings--;
 
 		switch (player->skin)
 		{
@@ -3412,7 +3392,7 @@ static void P_DoSuperStuff(player_t *player)
 		G_GhostAddColor(GHC_SUPER);
 
 		// Ran out of rings while super!
-		if (player->health <= 1 || player->exiting)
+		if (player->rings <= 0 || player->exiting)
 		{
 			player->powers[pw_emeralds] = 0; // lost the power stones
 			P_SpawnGhostMobj(player->mo);
@@ -3465,12 +3445,6 @@ static void P_DoSuperStuff(player_t *player)
 					P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
 					break;
 				}
-
-				if (!player->exiting)
-				{
-					player->health = 1;
-					player->mo->health = 1;
-				}
 			}
 
 			// Inform the netgame that the champion has fallen in the heat of battle.
@@ -5392,12 +5366,10 @@ static void P_DoNiGHTSCapsule(player_t *player)
 	if (G_IsSpecialStage(gamemap))
 	{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
 		for (i = 0; i < MAXPLAYERS; i++)
-			if (playeringame[i] && (&players[i] != player) && players[i].mo->health > 1)
+			if (playeringame[i] && (&players[i] != player) && players[i].rings > 0)
 			{
-				player->mo->health += players[i].mo->health-1;
-				player->health = player->mo->health;
-				players[i].mo->health = 1;
-				players[i].health = players[i].mo->health;
+				player->rings += players[i].rings;
+				players[i].rings = 0;
 			}
 	}
 
@@ -5406,10 +5378,9 @@ static void P_DoNiGHTSCapsule(player_t *player)
 		&& player->mo->y == player->capsule->y
 		&& player->mo->z == player->capsule->z+(player->capsule->height/3))
 	{
-		if (player->mo->health > 1)
+		if (player->rings > 0)
 		{
-			player->mo->health--;
-			player->health--;
+			player->rings--;
 			player->capsule->health--;
 			player->capsule->extravalue1++;
 
@@ -6129,7 +6100,7 @@ static void P_PlayerDropWeapon(player_t *player)
 
 	if (mo)
 	{
-		player->mo->health--;
+		player->rings--;
 		P_InstaThrust(mo, player->mo->angle-ANGLE_180, 8*FRACUNIT);
 		P_SetObjectMomZ(mo, 4*FRACUNIT, false);
 		mo->flags2 |= MF2_DONTRESPAWN;
@@ -6416,7 +6387,7 @@ static void P_MovePlayer(player_t *player)
 					if (playeringame[i])
 						players[i].exiting = (14*TICRATE)/5 + 1;
 			}
-			else if (player->health > 1)
+			else if (player->rings > 0)
 				P_DamageMobj(player->mo, NULL, NULL, 1, 0);
 			player->pflags &= ~PF_NIGHTSFALL;
 		}
@@ -8613,7 +8584,7 @@ void P_PlayerThink(player_t *player)
 #endif
 
 	// todo: Figure out what is actually causing these problems in the first place...
-	if ((player->health <= 0 || player->mo->health <= 0) && player->playerstate == PST_LIVE) //you should be DEAD!
+	if (player->mo->health <= 0 && player->playerstate == PST_LIVE) //you should be DEAD!
 	{
 		CONS_Debug(DBG_GAMELOGIC, "P_PlayerThink: Player %s in PST_LIVE with 0 health. (\"Zombie bug\")\n", sizeu1(playeri));
 		player->playerstate = PST_DEAD;
@@ -8713,7 +8684,7 @@ void P_PlayerThink(player_t *player)
 		//  it to the exit, you're a goner!
 		else if (countdown == 1 && !player->exiting && player->lives > 0)
 		{
-			if (netgame && player->health > 0)
+			if (netgame && player->mo->health > 0)
 				CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
 
 			player->pflags |= PF_TIMEOVER;
@@ -8802,7 +8773,7 @@ void P_PlayerThink(player_t *player)
 	{
 		player->score = 0;
 		player->mo->health = 1;
-		player->health = 1;
+		player->rings = 0;
 	}
 
 	if ((netgame || multiplayer) && player->lives <= 0)
@@ -9270,7 +9241,7 @@ void P_PlayerAfterThink(player_t *player)
 		player->currentweapon = 0;
 
 	// If you're out of rings, but have Infinity Rings left, switch to that.
-	if (player->currentweapon != 0 && player->health <= 1 && player->powers[pw_infinityring])
+	if (player->currentweapon != 0 && player->rings <= 0 && player->powers[pw_infinityring])
 		player->currentweapon = 0;
 
 	if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
diff --git a/src/st_stuff.c b/src/st_stuff.c
index 6e19b92ff..65a52d60e 100644
--- a/src/st_stuff.c
+++ b/src/st_stuff.c
@@ -660,9 +660,9 @@ static void ST_drawTime(void)
 
 static inline void ST_drawRings(void)
 {
-	INT32 ringnum = max(stplyr->health-1, 0);
+	INT32 ringnum = max(stplyr->rings, 0);
 
-	ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->health <= 1 && leveltime/5 & 1) ? rrings : sborings));
+	ST_DrawPatchFromHudWS(HUD_RINGS, ((stplyr->rings <= 0 && leveltime/5 & 1) ? rrings : sborings));
 
 	if (objectplacing)
 		ringnum = op_currentdoomednum;
@@ -671,8 +671,8 @@ static inline void ST_drawRings(void)
 		INT32 i;
 		ringnum = 0;
 		for (i = 0; i < MAXPLAYERS; i++)
-			if (playeringame[i] && players[i].mo && players[i].mo->health > 1)
-				ringnum += players[i].mo->health - 1;
+			if (playeringame[i] && players[i].mo && players[i].rings > 0)
+				ringnum += players[i].rings;
 	}
 
 	ST_DrawNumFromHudWS(HUD_RINGSNUM, ringnum);
@@ -1133,11 +1133,11 @@ static void ST_drawNiGHTSHUD(void)
 		INT32 i;
 		total_ringcount = 0;
 		for (i = 0; i < MAXPLAYERS; i++)
-			if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].health)
-				total_ringcount += players[i].health - 1;
+			if (playeringame[i] /*&& players[i].pflags & PF_NIGHTSMODE*/ && players[i].rings)
+				total_ringcount += players[i].rings;
 	}
 	else
-		total_ringcount = stplyr->health-1;
+		total_ringcount = stplyr->rings;
 
 	if (stplyr->capsule)
 	{
@@ -1349,7 +1349,7 @@ static void ST_drawWeaponRing(powertype_t weapon, INT32 rwflag, INT32 wepflag, I
 			txtflags |= V_YELLOWMAP;
 
 		if (weapon == pw_infinityring
-		|| (stplyr->ringweapons & rwflag && stplyr->health > 1))
+		|| (stplyr->ringweapons & rwflag && stplyr->rings > 0))
 			txtflags |= V_20TRANS;
 		else
 		{
@@ -1383,7 +1383,7 @@ static void ST_drawMatchHUD(void)
 
 	if (stplyr->powers[pw_infinityring])
 		ST_drawWeaponRing(pw_infinityring, 0, 0, offset, infinityring);
-	else if (stplyr->health > 1)
+	else if (stplyr->rings > 0)
 		V_DrawScaledPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT, normring);
 	else
 		V_DrawTranslucentPatch(8 + offset, STRINGY(162), V_SNAPTOLEFT|V_80TRANS, normring);
diff --git a/src/y_inter.c b/src/y_inter.c
index 2f2edf7ca..37a8bc4cc 100644
--- a/src/y_inter.c
+++ b/src/y_inter.c
@@ -792,13 +792,13 @@ static void Y_UpdateRecordReplays(void)
 	if ((mainrecords[gamemap-1]->time == 0) || (players[consoleplayer].realtime < mainrecords[gamemap-1]->time))
 		mainrecords[gamemap-1]->time = players[consoleplayer].realtime;
 
-	if ((UINT16)(players[consoleplayer].health - 1) > mainrecords[gamemap-1]->rings)
-		mainrecords[gamemap-1]->rings = (UINT16)(players[consoleplayer].health - 1);
+	if ((UINT16)(players[consoleplayer].rings) > mainrecords[gamemap-1]->rings)
+		mainrecords[gamemap-1]->rings = (UINT16)(players[consoleplayer].rings);
 
 	// Save demo!
 	bestdemo[255] = '\0';
 	lastdemo[255] = '\0';
-	G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].score, (UINT16)(players[consoleplayer].health-1));
+	G_SetDemoTime(players[consoleplayer].realtime, players[consoleplayer].score, (UINT16)(players[consoleplayer].rings));
 	G_CheckDemoStatus();
 
 	I_mkdir(va("%s"PATHSEP"replay", srb2home), 0755);
@@ -1373,7 +1373,7 @@ static void Y_CalculateCompetitionWinners(void)
 			bestat[j] = true;
 
 		times[i]    = players[i].realtime;
-		rings[i]    = (UINT32)max(players[i].health-1, 0);
+		rings[i]    = (UINT32)max(players[i].rings, 0);
 		maxrings[i] = (UINT32)players[i].totalring;
 		monitors[i] = (UINT32)players[i].numboxes;
 		scores[i]   = (UINT32)min(players[i].score, 99999990);
@@ -1388,7 +1388,7 @@ static void Y_CalculateCompetitionWinners(void)
 			else
 				bestat[0] = false;
 
-			if (max(players[i].health-1, 0) >= max(players[j].health-1, 0))
+			if (max(players[i].rings, 0) >= max(players[j].rings, 0))
 				points[i]++;
 			else
 				bestat[1] = false;
@@ -1511,7 +1511,7 @@ static void Y_SetRingBonus(player_t *player, y_bonus_t *bstruct)
 {
 	strncpy(bstruct->patch, "YB_RING", sizeof(bstruct->patch));
 	bstruct->display = true;
-	bstruct->points = max(0, (player->health-1) * 100);
+	bstruct->points = max(0, (player->rings) * 100);
 }
 
 //
@@ -1559,7 +1559,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct)
 		for (i = 0; i < MAXPLAYERS; i++)
 		{
 			if (!playeringame[i]) continue;
-			sharedringtotal += players[i].health - 1;
+			sharedringtotal += players[i].rings;
 		}
 		if (!sharedringtotal || sharedringtotal < nummaprings)
 			data.coop.gotperfbonus = 0;