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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 |
|---|---|---|---|
| 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 |
|---|---|---|
| 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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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
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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