31st | Top life extension-related topics |
Health is the character attribute used to soak up damage from melee and magical attacks. The more Health you have, the hardier you are, and (all else being equal) the more likely you are to survive combat. The Health pool is represented by an orange bar below the name of your character in the default user interface.
Health is regained over time. Food increases the regeneration rate of the Health pool, but only out of combat. Various items, spells and Dirge songs can also increase the regeneration rate, even within combat. Healing spells can add large amounts of Health to the Health pool instantly.
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Endurance is one of the seven Primary Statistics in SPECIAL. It represents stamina and physical toughness. A character with a high Endurance will survive where others may not.
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Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional hit points per level.
Modifies: Hit Points, Poison Resistance, Radiation Resistance (but not damage resistance) and the Big Guns and Unarmed Skill. Endurance also determines the speed your oxygen counter counts down when you are holding your breath underwater.
Value | Resistance | Starting Health | Skill Modifiers |
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1 | 0% | 120 | Big Guns +2, Unarmed +2 |
2 | 2% | 140 | Big Guns +4, Unarmed +4 |
3 | 4% | 160 | Big Guns +6, Unarmed +6 |
4 | 6% | 180 | Big Guns +8, Unarmed +8 |
5 | 8% | 200 | Big Guns +10, Unarmed +10 |
6 | 10% | 220 | Big Guns +12, Unarmed +12 |
7 | 12% | 240 | Big Guns +14, Unarmed +14 |
8 | 14% | 260 | Big Guns +16, Unarmed +16 |
9 | 16% | 280 | Big Guns +18, Unarmed +18 |
10 | 18% | 300 | Big Guns +20, Unarmed +20 |
Perk | Requirement | Level | Additional Requirements |
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Lead Belly | 5 | 6 | |
Toughness | 5 | 6 | |
Rad Resistance | 5 | 8 | |
Size Matters | 5 | 8 | |
Strong Back | 5 | 8 | Strength 5 |
Life Giver | 6 | 12 | |
Solar Powered | 7 | 20 | |
Rad Tolerance | 7 | 26 | |
Rad Absorption | 7 | 28 |
![]() Endurance image from Fallout. |
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Pray, also known as Health and Prayer, is a recurring ability in the Final Fantasy series that heals the whole party.
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In all versions of the game except the SNES one (in which many character abilities were removed), Rosa can use Pray (Prayer in the J2e translation). If successful, it heals the party equivalent to a Cure spell. In the Advance version it is upgradeable to Miracle with the accessory White Ring. Miracle has a chance of healing more as well as curing statuses, though its failure is essentially the original Pray. In the Nintendo DS version, Pray restores both HP and MP, the amount of which is dependent on the party member's max HP and MP, and has a higher rate of success.
Banon has the Pray command, which was called Health in the SNES and PSX versions. It casts the equivalent of a Cura spell on the party for no MP cost.
Pray is found in Yuna's section of the Sphere Grid. It restores a small amount of HP to the Party.
Pray is found in the White Mage Dressphere. Vigor is a stronger single-target version of Pray.
Health, represented by the red bar in the user interface, represents the character's vitality (often called "hit points"). When a character's health reaches zero, the character dies.
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All level one characters start with 100 health. Every level a character earns increases their maximum health by 20. This brings maximum health to 480 at level of 20. In addition, some skills, weapon upgrades, focuses, shields, Morale Boosts, death penalty, armor, consumables, and runes can affect a player's maximum health.
The maximum health that a level 20 character can achieve without skills or titles is 670, however Dervish primaries can attain 695 (due to an inherent +25 health on their chest armor).
480 (base hp) + 50 (Rune of Superior Vigor) + 40 (4X Rune of Vitae) + 40 (5X Survivor Insignia) + 30 (shield or focus) + 30 (Main Weapon) = 670
Any temporary effects on maximum health also modify current health by the same amount, albeit also temporarily. For example, if a creature with 300 of 500 health has its maximum health reduced by 100, it would then have 200 of 400 health. When the effect expires, the creature would be restored to 300 of 500 health. Reduction of maximum health cannot, however, reduce a creature to below 1 current health.
Healing a character causes that player to gain health points, up to their full health. The healing player and healed player see blue numbers showing the amount healed. Blue numbers are shown even when no HP is actually gained (usually because the character is at full health). The size of the blue numbers may be modified through options.
There are three distinct types of health replentishment- health regeneration, healing, and gain health. Healing skills are affected by healing reduction skills while gain health skills give you the stated amount. Health regeneration provides health over time determined by the number of "pips" a character has.
The rate at which health regenerates (or degenerates) is represented by pips, or arrows, that appear in the health bar. Each pip indicates 2 points per second of health recovery (arrows pointing to the right) or loss (arrows pointing to the left). Health degeneration usually affects the color of a character's health bar. A pale pink health bar indicates bleeding, while a green bar indicates disease, poison or health degeneration from an environmental effect and a purple bar indicates degeneration from a hex or well. Degeneration from burning and miasma does not affect the color of the health bar.
It should be noted that skills that incur health degeneration ignore armor, and thus is useful against heavily-armored foes, or foes which use armor-increasing skills (such as Armor of Earth).
Health regeneration will stack to exceed ±10 pips, but the effect will be no greater than that of ±10 pips. For instance, if a target has -20 health regeneration they will lose health at the rate of -10 pips, and if they use a +10 Healing Breeze, they will still lose health at the rate of -10 pips.
If a character is not at full health, isn't attacking, isn't using a skill that targets foe, isn't being targeted by a non-party member's spell and hasn't lost health recently (from damage, sacrifice, or health degeneration), then the character will slowly start gaining health regeneration as a form of natural healing. Natural health regeneration stops when any one of the above conditions ceases to be true. It is possible to regain health this way while you're under attack as long as the damage you receive is 0 and any degeneration is offset by regeneration.
Health | Monster | Level |
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5 | Aloe Seed | 0 |
35 | River Skale Tad | 0 |
50 | Aloe Husk | 0 |
70 | River Skale | 1 |
80 | Gargoyle | 1 |
80 | Stone Elemental | 1 |
80 | Restless Corpse | 1 |
120 | Tomb Nightmare | 4 |
Health is the measurement of the physical condition of the game's protagonist in the Grand Theft Auto series. Its default maximum is 100%, but in some of the games in the series this can be extended, usually as a reward for completing some side mission.
Health pickups scattered around the map can restore the player's health to the maximum level. Since the first GTA until Grand Theft Auto IV, health pickups are generally shaped as rotating health icon with the symbol of a heart. In GTA IV, health pickups are shaped as medical kits. Health can be also replenished by up to 20% when entering Ambulances.
Many things can damage the player's health: being shot, stabbed, or beaten, fire, explosives, being struck by a vehicle, drowning, being thrown from a vehicle, and falling from heights. When the player's health is completely depleted, the protagonist is considered "wasted", and is then transported to the nearest hospital, after which a fee for healthcare will be assessed, and all weapons confiscated. Any mission that may have been in progress at the time is considered as failed. Health can be replenished by picking up a health pickup, employing the services of a prostitute, or - in GTA San Andreas and GTA IV - by eating food or visiting a Save Point to save the game.
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Health pickups can be found in front of all hospitals and scattered throughout Liberty City, often in recreational areas such as rest stops, parks, and shopping centers. Employing the services of a prostitute also replenishes health to a possible total of 125%.
Health pickups appear in Vice City primarily in front of hospitals and replenish the player's health to maximum for $100 (default 100%, which can be extended to 200%). Food stores only help you replenish up to 100% health. The player's maximum health can be increased to 150% by performing Pizza Boy side missions. The player's maximum health will be 200% after the 100% Completion.
Health pickups appear in San Andreas during Gang Warfare and in most missions involving a lot of gun fights. Health is replenished to maximum, which is a variable scale that can be increased by performing paramedic side missions and exercising (sprinting, swimming, or visiting a gym).
Health pickups like in the previous games appear randomly around the city and always inside safehouses and by hospitals. Maximum health can be increased by finishing the Pizza Boy and Noodle Boy side-missions, with each of them increasing 25% health, when completed.
Health pickups here appear in the same form as in Liberty City Stories and are always inside safehouses and by hospitals. Increasing the maximum health requires completing the odd job, Air Rescue.
Health packs are found all over Liberty City, generally in out-of-the-way locales, and in subway stations. Food stands and stores are dotted around the city, and are great for replenishing health. A map of health pickups is shown in the game's website www.whattheydonotwantyoutoknow.com.
![]() Health pickup in GTA III. |
![]() A health pickup in GTA Vice City. |
![]() Health pickup in GTA IV. |
Health in the Halo games is the player-character's physical well-being. In the games, a player's health is measured and displayed on the HUD. If a player's health runs out, their character dies; however, lowered health does not affect a player-character's stamina, movement speed, or other physical attributes.
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Players in Halo: Combat Evolved have a limited, non-regenerating supply of health. Health can only be restored by picking up health packs. Health is shown on the HUD using a horizontal bar broken into ten segments. A player's health can only be reduced if their shields have failed.
In addition to being broken into segments, the health bar changes color to represent the approximate amount of health a player has left. The bar turns yellow when half or more of a player's health has been depleted; when this happens, the player should probably consider obtaining a health pack soon, though the need is not urgent. When only two segments remain on the bar, it will turn red, indicating that the player should find a health pack as soon as possible, and should avoid dangerous situations until then. When only one segment remains, the sound of a beating heart can be heard.
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Contrary to popular belief, there is a small amount of health in Halo 2, though it is not explicitly shown on the HUD. Health recharges with a player's shields; this is canonically explained by the presence of biofoam injectors in the MJOLNIR armor that the Master Chief uses in this game. The shield bar appears to change color slightly to reflect the player's health.
The health system in Halo 3 is a bit more complicated. Bungie has stated[1] that players have 115 hit points: 45 health points and 70 shield points. When a player's shields fail, their health becomes vulnerable. If the player avoids taking damage for ten seconds, their health will slowly regenerate at a rate of 9 points per second, taking about 7.75 seconds to recharge from the brink of death. Health and shields are independent; a player's shields can regenerate without their health following suit, so full shields do not necessarily mean that a player is safe from death.
In Halo 3: ODST, players once again have a health bar that is shown on the HUD[2]. A player's health in ODST can only be damaged after their stamina is depleted. Because players play as ODSTs (who are weaker than armored Spartans), health in this game is depleted much faster than in previous games of the series. As in Halo: Combat Evolved, health can only be restored using health packs.
A single health pack will fully restore the player's health, but does not regenerate shields. Health packs are only featured in Halo: Combat Evolved, and Halo 3: ODST.
In the campaigns of each game, players can take damage if they fall from too great a height. Such fall damage can kill players who fall from great heights. Fall damage is not present in Halo 3's multiplayer, however, though falling deaths can still result from contact with a kill barrier.
Hello, I just joined and I am looking forward to participating as my sister has been battling a serious weight problem her entire life and I have seen first hand the effects this battle can have on a person. I will catch up on some reading and will join in soon.
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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.
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The current Hitpoints bar. |
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The Hitpoints splat for a hit. |
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The Hitpoints splat for a miss/block. |
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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
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 namedA 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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Member skills |
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Force healing, Force heal, or Cure was a power that used the Force to accelerate the natural healing process rapidly.
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Initial levels required meditation, but greater aptitude usually granted faster regeneration, without need of meditation. Greater levels of attainment were also able to mend far more severe injuries, even complete damage to flesh and bone, even going as far as to mend internal damage, such as damage to the heart, lungs and so forth. This was shown in a more perverse form by Darth Vader, but utilized by the most skilled of Jedi. It was unlikely, however, that this power was able to regenerate lost matter, as neither Luke Skywalker nor Darth Vader utilized the ability to replace their severed limbs.
Jedi Healers used this power to diagnose and treat the ailments of their patients. A notable case of this use of Force healing was Cilghal using the Force to cure Mon Mothma of a molecular poison that was incurable by conventional means, although strictly speaking the method of healing involved Cilghal's Force-powered detection and removal of the nanomachines afflicting Mon Mothma rather than a direct application of Force energy against the damaged cells themselves.
Obi-Wan Kenobi used a basic form of this ability on Luke Skywalker after his confrontation with the Tusken Raiders on Tatooine in 0 BBY.
Ki-Adi-Mundi has used this Force power to heal a broken collar bone almost completely by meditation after the ambush of Jabba Desilijic Tiure's minions, during his mission to find Sharad Hett.
Children of the Green Planet may have all possessed this technique.
The Jedi of the New Jedi Order use this ability in the form of a healing trance.
Although it was believed that malevolent Force-users could not employ true Force healing, this is a wrong assumption. The dark side can be used to heal oneself (or others), but, twisted by the Dark Side, the power would come at a terrible price.
The most 'benign' (to the user at least) of these side effects is that the healing would only be temporary, and would require renewed applications or constant concentration to remain active. A good example of this side effect of Dark Side Healing is Darth Bane. By focusing on the pain and anguish of others, he fueled the Dark Side and could unnaturally sustain or invigorate himself. After being poisoned by the Brotherhood of Darkness, he resorted to using this form of Force Healing to keep himself alive long enough to reach Caleb, a true Force healer. He did so by murdering a farmer's children before the farmer's eyes; the pain of the children's death coupled with the agony felt by their father before his own death was enough to sustain Bane for hours. He would use this power periodically over his career (despite not being needed while he was wearing his Orbalisk armor, which organically repaired him), and it's possible he learned it from the holocron of Darth Revan.
Darth Vader also experimented with Force healing fueled by the Dark Side, in which meditation on anger and frustration at his life and circumstances would allow his lungs to function without the aid of his hyperbaric chamber or his life support suit. He too quickly discovered that the Dark Side could offer only a perversion of true healing, as the damaged alveoli of his lungs did not heal permanently, but rather seemed to remain functional as long as the intensity of his anger focused the power of the Dark Side. He only managed to maintain this power for a brief time; the pleasure he received from the healing process would eventually break in his concentration, although he was slowly able to expand the duration of functionality of his lungs, starting at a few seconds and gradually managing up to a few minutes. Vader's perception was that joy and happiness poisoned the dark side's power, and as such they sabotaged the temporary healing the technique afforded. However, he theorized that, with much practice and enormous willpower, he would eventually no longer be constricted by his life support system.
A much more disgusting example of terrible price to pay for keeping one's body functional trough the Dark Side is the case of the ancient Sith Lord Darth Sion, the Lord of Pain. Sion could focus on his own pain and agony, use it to fuel the Dark Side and recover from grievous wounds or death (or close to it as he could get with his power) nearly instantly. Sion's capability with this technique was almost perfect, but over time he received so many otherwise fatal wounds he was in constant agony (which he welcomed, as it served only to fuel the Dark Side within). To accomplish this gruesome task, he had to channel the Force constantly to literally hold his body together. It was, however a near-perfect self-fueling process: more pain meant more power, more power meant more damage could be sustained, more damage meant more pain. Medical staff examining his body, even while unconscious, concluded that gravity itself should be pulling it apart, so damaged was his physical shell. Sion died only when the Jedi Exile sowed doubt in Sion's mind, convincing him that his Force-dependent "life" (if it could still be called such) was not worth existing.
It is possible that Exar Kun unknowingly used Dark Side healing to restore his shattered body to wholeness when it was crushed in the tomb of Freedon Nadd; however, it is just as possible that this was the spirit of Freedon Nadd himself working some sort of Sith magic.
Darth Plagueis, the master to Palpatine also experimented with a dark side variant that would grant him the ability to create, maintain, or save life by manipulating midi-chlorians to a certain degree. Plagueis stated that a child born of this power would be the embodiment of the Force. Although Sidious stated to Anakin that Plagueis had complete control over this ability, it is unknown whether he really was in actuality successful in developing this power. Nevertheless, according to the Sith Lords, he had employed this power to create Anakin Skywalker, but this, itself, has never truly been proven. If Plagueis did have control over this ability prior to his death, it is also questionable whether Darth Sidious, who the knowledge would've been passed down, had access to the technique as well. His comments to the newly-appointed Darth Vader would seem to suggest otherwise. Whether or not they knew how to save someone from the brink of death, they could not, however, save themselves and gain immortality–or more accurately, the preservation of their personalities after death. This power, according to Jedi Masters Qui-Gon Jinn and Yoda could only be attained by a Jedi because the secret to it, is love.
Perhaps most interesting of all, a descendant of Darth Vader himself named Cade Skywalker had the ability to bring others back from the brink of death, healing mortal wounds. Not much is known about this ability, but it seems as if he could only use it during times of intense emotional distress. It should be noted, however, that Force Resuscitation cannot be directly liked with the same set of abilities as a normal Force Heal, and may or may not be related at all. He believed that he had to call upon the dark side in order to use this talent, though his former Jedi Master Wolf Sazen believed that with proper training the light side could accomplish such a feat as well. Either way, Cade's wholly unique gift was so physically and emotionally draining that after using it for the first time he forsook the Force entirely for over seven years. He even went as far as using death sticks to further deaden his abilities.
In games such as Star Wars: Knights of the Old Republic and the Dark Forces series, the player can give this power to the protagonists, to cure themselves and their party members of injuries or even poison.
In the games, the usage of the power is accompanied with some effects, like glowing swirls and sounds. These are believed to be more visual aids to the player, rather than an "actual" depiction of how the power behaves.
Also in these games, the healing power is represented by a cross that strongly resembles the Swiss cross.
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Health is a character attribute. Health is a measurement of how much damage a character can sustain before being incapacitated or killed.
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
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