Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.
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The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.
Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.
How to calculate basics characteristics of a mob
Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :
4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.
Vitality is mostly appreciated because of its use in making fights last longer.
Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.
How to calculate wisdom of a monster
Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.
It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.
For example
Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.
If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.
In conclusion, it has between 100 and 108 wisdom.
The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.
Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.
The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.
The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.
Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).
Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.
Life can be restored by using certain items, the Emote /sit, Emote /rest, and certain spells. Leveling up (either your character or profession) will restore your life to maximum.
Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.
Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.

Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.
Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.
How to calculate initiative
Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)
Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.
Note : In French, "poids" means weight.
This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.
A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).
These are attributes that could be considered characteristics, but are usually treated separately.
The following glossary lists the terms, acronyms, abbreviations, and initialisms common throughout the EQ2i Wiki, EverQuest II, and MMORPG games in general, grouped by topic. Some of these terms also have more detailed information available and are linked.
See also Category:Terms.
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Many frequently referred to Quest Rewards have standard abbreviations that everyone uses. This is especially true of Heritage Items. A few are listed here but this list is in no way exhaustive.
We will keep this section brief and hit only the MOST used acronyms...
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Hit Points (or HP) are a game mechanic used to measure the health of a character. During combat, wounded characters lose HP. When a character gains a new level, additional HP is awarded. Should a character be reduced to 0 HP, the character dies. Needless to say, HP is an important character statistic to be monitored during play. HP can be restored using various medical items/food items such as Stimpaks and Wasteland Omelets. HP can also be restored by sleeping or paying a doctor (both these methods heal crippled limbs).
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Initial level: Starting maximum HP is 15 + ST + (2 * EN).
The Maximum HP increase per level is (EN / 2) + 2.
In Fallout 3, a character's HP is 90 + (Endurance x 20) + (level x 10). With this formula, HP gain from endurance is entirely retroactive, and so endurance can be boosted early or later on with the same effect. This means that the highest HP possible is 535 with 10 Endurance and both the Lifegiver perk and the version of Survival Guru perk that increases HP (635 with the Broken Steel DLC).
Initial level: Starting maximum HP is 15 + ST + (2 * EN).
Maximum HP increase per level is (EN / 2) + 3.
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This section is needed but has not been written yet. You can help The Vault by writing it.
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HP, which can stand for Health Points or Hit Points, is an important stat in every game of the Final Fantasy series. Every playable character, monster, and Summons in some games have a set HP. Once all HP is depleted, the character or monster is KOed and must be revived somehow, like a Phoenix Down. Revived characters always are given some HP back. Only characters in the Zombie status can have 0 HP. They are immune to most attacks, and must be healed with Holy Water. Most offensive attacks target HP.
There are many abilities that restore HP, but it is mostly typically healed by the spell Cure or the item Potion, or a stronger version of either one. The spell Regen slowly restores HP. The spell Poison slowly depletes HP. Drain sucks away HP from the target and gives it to the caster. Death, if successful, instantly removes all HP. Undead monsters have reverse effects upon their HP, and are immune to or are healed by Death.
In Final Fantasy XII and Final Fantasy Tactics, Armor increases HP. The HP Boost ability of Final Fantasy Tactics increases HP. The HP Plus Independent Materia from Final Fantasy VII performs a similar function.
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| Recurring Stats |
| Ability Points - Accuracy - Brave - Charge Time - Evasion - Experience Points - Defense - Health Points - Intelligence - Luck - MBlock - Magic Defense - Magic Points - Magic Power - Mind - Speed - Spirit - Stamina - Strength - Vitality |
| Final Fantasy VI |
| Vigor |
| Before Crisis -Final Fantasy VII- |
| Rank Points |
| Crisis Core -Final Fantasy VII- |
| Soldier Points |
| Final Fantasy XI |
| Charisma - Magic Accuracy - Tactical Points - Fame |
| Final Fantasy XII |
| License Points |
| Final Fantasy Tactics |
| Brave - Faith |
| Final Fantasy Tactics Advance |
| Judge Points |
| Vagrant Story |
| Risk |
| This disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article. |
The abbreviation HP can refer to the following skills:
It can also refer to:
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Hitpoints (also known as HP or health) is a skill representing the amount of damage a player or monster can withstand until he/she dies. This is known as death, which happens when their hitpoints reaches zero.
The current minimum requirement to be ranked (at rank 2,000,000) on the hiscores for Hitpoints is level 62.
Players begin with a hitpoints level of 10, with 1,154 experience.
The number of hitpoints a monster has varies between 1 and 2,000. The Corporeal beast, the highest level monster in RuneScape, tops this list, followed by Nomad, Turkey (2009 Thanksgiving event), Decaying Avatar, Living rock patriarch, Tormented Demon, Living rock striker, Kree'arra, Commander Zilyana, General Graardor, K'ril Tsutsaroth, and the Kalphite Queen (although the Kalphite Queen has two forms, each of which has 255 hitpoints, effectively giving her 510 total hitpoints).
The highest amount of hitpoints of a monster in a minigame is 1,000, the avatars of Soul Wars. TzTok-Jad is second at 250 hitpoints.
The highest amount of hitpoints for a familiar is the Steel Titan with 750 hitpoints.
The title of monster with the least amount of hitpoints is a tie among the Carnivorous chinchompa, the Chinchompa, evil creatures, and Miscellanian citizens and guards, all with 1 health each. This effectively means that any successful attack will kill them in one hit.
| The current Hitpoints bar. | |
| The Hitpoints splat for a hit. | |
| The Hitpoints splat for a miss/block. | |
| The Hitpoints splat for poison. |
While fighting, both the opponent and the player will have a bar on top of them. This bar represents their HP.
There are two colours on the bar: green and red. The green part of the bar is on the left, and represents how much HP the player has remaining. The red part of the bar appears on the right, and represents how much damage has been taken away from their maximum HP. This allows easy estimation of how much health the player has left compared with how much they have lost.
If a player has only 5 HP left, assuming that they have 30+ maximum HP, then the bar on top of them would be mostly red, meaning they are near death. However, due to an update (most likely a hidden update of an unknown date), the health bar above your head will no longer change shades. This may be due to complaints on the forums.
Now, players can just look over to the top-right of their RuneScape screen and check how many hitpoints they currently have remaining and can be alerted when their hitpoints drop to 25% or lower; during then, the Heart Icon will start to pulse. And due to a recent hidden update, players are now further warned that their hitpoints are getting low (25% of total HP) through the addition of a beating heart sound effect which accompanies the pulsing animation until health is restored above 25%. (Note that this is a very common device in video games, almost always used to show that the player is near death or that another similarly dramatic event is occurring.)
Main article: Poison
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A player may become poisoned during a fight. This effect will continue to reduce hitpoints periodically, even after the fight is over, though the body's natural defences will gradually neutralize the poison. |
For instance, if a player is hit by another player wielding a poisoned dagger, they would be hit for 4 damage every minute (four times), then 3 damage every minute (four times), then 2 damage every minute (four times), then 1 damage every minute (four times), then the poison would be gone.
Players can cure the poison early with an anti-poison potion that members can make with the Herblore skill.
Please note that if you are poisoned in a Member's server, but then switch to a Free server you will remain poisoned with no way to cure it until you switch back to a Member's server.
Also note that damage caused by poison gives no experience to any skill.
If a player is in Pest Control, in a player-owned house, duelling another player at the Duel Arena, or playing any other safe minigame, they will not lose any items on death, and will respawn in a designated location with all items retained.
A ring of life can also teleport the player safely back to the chosen respawn point automatically upon reaching 10% or below their maximum HP. There are three exceptions, either the player was hit for more than 10%, they are beyond level 30 in the deep wilderness or they are in a safe mini-game with no danger of losing one's items. A ring of life can only be used one time before disintegrating.
In addition, if a player has used the Abyss for runecrafting, they are given a skull that appears over their head. If a player dies of any circumstances while being "skulled" they lose ALL of their items carried at the time, rather than the usual keeping three. However, if a skulled player dies while the "Protect Item" Prayer is on, they keep ONE item (one more than the usual, which is zero if the player is skulled). If a player does not enter the Abyss within twenty minutes of receiving the skull, the skull vanishes.
When a player dies, they will respawn, meaning they will live again. The player will keep 3 of his/her items (if not skulled).
To earn experience in hitpoints, a player has to fight or do a quest that rewards hitpoints experience. Alternatively, one could use an item that gives a specific amount of experience. (ex: genie lamp)
When fighting, whether it be by melee, ranging, or magic, as long as they deal damage, a player will always earn hitpoints experience. There is a formula which is used to determine how much hitpoints xp a player will receive. The sole exception is by using a Dwarf Multicannon, which gives half the range experience and no hitpoints experience.
When a player deals damage to an opponent, they receive some hitpoints experience. If a player hits the opponent, whatever damage they deal is multiplied by 1.33 and given to the player's hitpoints. This is one of the slowest skills to gain levels on, with experience being earned at one third the rate of Attack, Ranged, Strength or Defence.
The quickest way to earn hitpoints experience is the Soul Wars Minigame. Amazingly, a player named
A player can heal to restore their HP back to its maximum. There are a number of ways to do this:
| Food | Heals HP | GE price | Consumption bites |
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| Monkfish | 16 | 455 | One |
| Curry | 19 | 1,239 | One |
| Shark | 20 | 1,539 | One |
| Wild pie | 22 | 2,874 | Two |
| Summer pie | 22 | 1,452 | Two |
| Pineapple pizza | 22 | 1,858 | Two |
| Tuna potato | 22 | 2,094 | One |
| Manta Ray | 22 | 3,101 | One |
| Rocktail | 23 | 2,485 | One |
| Basket of strawberries | up to 30 | 259 | Five |
| Familiar | Summoning level required | Heal rate |
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| Void Spinner | 34 | 1 hitpoint every 15 seconds |
| Bunyip | 68 | 2 hitpoints every 15 seconds |
| Unicorn Stallion | 88 | 15% of Summoner's hitpoints (special attack) |
| Free-to-play skills |
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Each character has a limited amount of Hit Points and when their Hit Points drop to zero, due to damage through weapon attacks, poison or other harmful effects, will die and return to the temple in their hometown. HP is the common abbreviation for Hit Points. Each character begins with 150 hitpoints when they first arrive on Tutorial Island.
The amount of hitpoints you lose is affected by the amount of armor you are wearing. If the stats on the armor are high and you are wearing a full set, you will not lose as much damage as if you were just wearing a weak helmet. Different monsters do different amounts of damage to your HP. Rats can do around 10 damage while demons can do over 750 at a time. If your hitpoints are low you shouldn't go fighting, heal yourself or eat something to restore your health instead.
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To calculate the maximum number of hitpoints a player has at a certain level, see the Formula page.
Fighting Stances: Defensive | Balanced | Offensive
Skills: Fist | Club | Sword | Axe | Distance | Magic | Shielding
In Dungeon Dice Monsters, HP, or Hit Points, are used to keep track of how much damage a monster has taken. A monster may only remain on the field if it has HP, and once its HP is reduced to 0 it is destroyed and removed from the field. Unlike Duel Monsters, a monster need not have more ATK than the defending monster's HP. HP damage is tracked with damage counters, which represent 10 HP each. As a monster accumulates Damage Counters, it loses HP. HP can only be restored by monster effects and special items.
HP can be reduced by monster attack, effects from monsters, or certain items. A monster may defend its HP by using Defense Crests, which reduce the damage taken by the monster's DEF. A monster may defend as many times as it is attacked, but can only use one defense crest at a time to reduce damage. In other words, a monster with 30 HP and 10 DEF can only defend against 10 ATK. If a monster attacks it with 30 ATK, it will only be reduced to 20, and the defending player cannot simply use 3 defense crests to reduce the damage to 0 (excepting any special effects).
Each Archetype has a base number of Hit Points that can be increased through Accolade Powers, Invention Set Bonuses, and powers such as Dull Pain and Frostwork. However, the number of Hit Points cannot be increased past a cap, which is again set by Archetype.
The following table lists the Base and Maximum Hit Points for every archetype at level 50:
| Heroes | ||
|---|---|---|
| Archetype | Base HP | Max HP |
| 1204.8 | 1606.4 | |
| 1017.4 | 1606.4 | |
| 1017.4 | 1606.4 | |
| 1338.6 | 2409.5 | |
| 1874.1 | 3212.7 | |
| 1070.9 | 2409.5 | |
| 1070.9 | 2409.5 | |
| Villains | ||
|---|---|---|
| Archetype | Base HP | Max HP |
| 1070.9 | 1606.4 | |
| 1017.4 | 1606.4 | |
| 803.2 | 1606.4 | |
| 1499.3 | 3212.7 | |
| 1204.8 | 1606.4 | |
| 1070.9 | 2409.5 | |
| 1070.9 | 2409.5 | |
In order to calculate how many Hit Points an Archetype will have at a specific level, first locate the Level Modifier and Base HP numbers in the following table:
| Level | Level Modifier | Level HP |
|---|---|---|
| 1 | 0.2 | 100.0000 |
| 2 | 0.21 | 110.5000 |
| 3 | 0.23 | 121.7997 |
| 4 | 0.25 | 133.9275 |
| 5 | 0.27 | 146.9091 |
| 6 | 0.3 | 160.7676 |
| 7 | 0.35 | 175.5225 |
| 8 | 0.4 | 191.1898 |
| 9 | 0.45 | 207.7812 |
| 10 | 0.5 | 225.3041 |
| 11 | 0.55 | 243.7607 |
| 12 | 0.6 | 263.1478 |
| 13 | 0.65 | 283.4566 |
| 14 | 0.7 | 304.6722 |
| 15 | 0.75 | 326.7734 |
| 16 | 0.8 | 349.7323 |
| 17 | 0.85 | 373.5140 |
| 18 | 0.9 | 398.0770 |
| 19 | 0.95 | 423.3724 |
| 20 | 1 | 449.3441 |
| 21 | 1 | 475.9290 |
| 22 | 1 | 503.0570 |
| 23 | 1 | 530.6509 |
| 24 | 1 | 558.6270 |
| 25 | 1 | 586.8953 |
| Level | Level Modifier | Level HP |
|---|---|---|
| 26 | 1 | 615.3598 |
| 27 | 1 | 643.9188 |
| 28 | 1 | 672.4658 |
| 29 | 1 | 700.8901 |
| 30 | 1 | 729.0768 |
| 31 | 1 | 756.9086 |
| 32 | 1 | 784.2654 |
| 33 | 1 | 811.0261 |
| 34 | 1 | 837.0691 |
| 35 | 1 | 862.2729 |
| 36 | 1 | 886.5175 |
| 37 | 1 | 909.6852 |
| 38 | 1 | 931.6613 |
| 39 | 1 | 952.3353 |
| 40 | 1 | 971.6017 |
| 41 | 1 | 989.3612 |
| 42 | 1 | 1005.5210 |
| 43 | 1 | 1019.9950 |
| 44 | 1 | 1032.7080 |
| 45 | 1 | 1043.5910 |
| 46 | 1 | 1052.5850 |
| 47 | 1 | 1059.6440 |
| 48 | 1 | 1064.7290 |
| 49 | 1 | 1067.8130 |
| 50 | 1 | 1070.8970 |
Next, locate the Archetype Modifier in the following table:
| Heroes | ||
|---|---|---|
| Archetype | Base HP | Max HP |
| 1.125 | 1 | |
| 0.95 | 1 | |
| 0.95 | 1 | |
| 1.25 | 1.5 | |
| 1.75 | 2 | |
| 1 | 1.5 | |
| 1 | 1.5 | |
| Villains | ||
|---|---|---|
| Archetype | Base HP | Max HP |
| 1 | 1 | |
| 0.95 | 1 | |
| 0.75 | 1 | |
| 1.4 | 2 | |
| 1.125 | 1 | |
| 1 | 1.5 | |
| 1 | 1.5 | |
( ( (Base HP Archetype Modifier - 1) * Level Modifier) + 1) * Level HP
Example: The Base HP for a Level 16 Mastermind is: (((0.75-1)*0.8)+1)*349.7323.
( ( (Max HP Archetype Modifier - 1) * Level Modifier) + 1) * 1.5 * Level HP
Example: The Maximum HP for a Level 10 Tanker is: (((2-1)*0.5)+1)*1.5*225.3041.
Power Data Standardization v2.0 (Issue 7) by iakona.
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