From Old School RuneScape Wiki
(Redirected from Hitpoint)
Jump to navigation Jump to search
Hitpoints icon.png
Released 4 January 2001 (Update)
Also called HP
Members No
Type Combat
Players with
as of 1 May 2022 - update
Players with
200M XP
as of 1 April 2022 - update
Hitpoints icon (detail).png

Hitpoints (also known as "health" or "HP", "Hits" in RuneScape Classic, or "Constitution" in RuneScape 3) represent a player's health. If they reach zero, the player will die. Hitpoints is the only skill for which players start at level ten on Tutorial Island, where the player starts out with exactly 1154 experience points.

Audio options icon.png
Hitpoints level up - levels 11-49
The music that plays when achieving levels 11-49.
Audio options icon.png
Hitpoints level up - levels 50-99
The music that plays when achieving levels 50-99.

Fighting[edit | edit source]

While fighting, both the opponent and the player will have a bar over them. This bar represents their Hitpoints.

Healthbar slider.gif

There are two colours on the bar, green and red. The green part of the bar represents how many Hitpoints a character has left, and the red part represents how many Hitpoints they are missing, i.e. the net damage they have suffered. So if a player is low on Hitpoints, then the bar over them would be mostly red, meaning they are near death. Players often refer to "being redbarred" when barely surviving or only just getting a kill for this reason.

Recovering hitpoints[edit | edit source]

A player can heal to restore their hitpoints up to, or occassionally even above their maximum. There's a number of ways to do this.

  • Let them regenerate naturally. A player will recover one hitpoint about every minute. However, this is very slow as a means of recovering Hitpoints.
    • The Rapid Heal Prayer or the Hitpoints cape cause natural healing to double, healing an additional hitpoint per minute. These effects do not stack with each other.
    • The regen bracelet doubles the amount of health restored by natural healing. This can stack with either of the above effects to increase natural healing to four Hitpoints per minute.
  • Eat food. Players can eat various foods to restore their Hitpoints. This is the recommended way that a player heal themselves as it can be done quickly and often cheaply and food can be brought anywhere.
  • The monks at the Edgeville Monastery will heal players if they ask them. They heal eight Hitpoints each time.
  • The nurses at the infirmary north of Al Kharid Duel Arena will heal players if asked.
  • Die. When a player dies, they respawn at full health and stats. This is recommended if the player has banked all their items and wants to go to an area near their respawn point. It is also possible for one to die in safe minigames such as the Al Kharid Duel Arena, Barbarian Assault or Pest Control, regaining all stats without the risk of losing any items.
  • Guthan the Infested's equipment has a chance of healing the wielder a number of Hitpoints equal to the damage dealt.
    • Wearing an amulet of the damned while using Guthan's set will allow the user to heal up to ten more than their maximum Hitpoints.
  • Use Blood spells, which heal the caster for 25% of the damage dealt.
  • Use the toxic blowpipe's special attack, which increases its damage by 50% and heals its wielder by 50% of the damage dealt.
  • Use the Saradomin godsword's special attack Healing Blade which heals the player a number of Hitpoints equal to 50% of the damage dealt: the player will also have a number of Prayer points restored, this number being 25% of the damage dealt. There is a minimum restoration of ten Hitpoints and five Prayer points, even with a hit of one.
  • Use the Ancient godsword's special attack Blood Sacrifice. Provided the target does not move at least five tiles from the attacker in eight ticks (4.8 seconds) after using this attack, the player will inflict 25 damage (12 if using Protect from Magic) and be healed by the same amount.
  • Doing melee damage while wearing the Amulet of blood fury has a 20% chance of healing the wearer a number of Hitpoints equal to 30% of the damage they inflict.
  • Use onyx bolts (e), which have a chance of doing 20% extra damage, while restoring Hitpoints to the player equal to 25% of the damage dealt. However, they do not work on undead creatures.
  • Teleport to the Ferox Enclave using a ring of dueling, and then enter the Free-for-all portal (white portal), leave the portal and your Hitpoints, Prayer, run energy and other skills will be restored.
  • The Elidinis Statuette in Nardah will fully restore a player's Prayer points, completely heal them, completely restore their run energy and special attack energy, cure poison and give a temporary Hitpoints boost depending on the player's Hitpoints level. Players who have completed the Elite Desert Diary can take advantage of the desert amulet 4, which provides unlimited Nardah teleports and teleports the player close to the statue. It is also directly south of a Fairy ring (dlq). This statue can only be used after Spirits of the Elid is complete.
  • Drink from an ornate rejuvenation pool in a player-owned house, or a pool of refreshment at the Ferox Enclave.
  • Use the Lunar spell Dream to increase healing per minute by three.
  • Phoenix necklaces automatically restore the wearer's Hitpoints by 30% of their maximum if their Hitpoints drop below 20% of their maximum.

Damaging oneself[edit | edit source]

Players can damage themselves with some interactions with the following items. Non-lethal items cannot kill you under normal circumstances (they will simply not deal their damage if it would be lethal, or the item is not allowed to be used), while lethal items can. Damage from non-lethal items may still result in death if it is taken at the same time as damage from another source.

Non-lethal[edit | edit source]

Lethal[edit | edit source]

Death[edit | edit source]

When a player's Hitpoints reach zero, they die, dropping all the items in their inventory on the ground except their three most valuable items (based on Grand Exchange values). One more item can be saved if a player dies with the Protect Item Prayer activated. Outside of PvP areas, items dropped on death are only visible to the player who owned them and remain on the ground or in the gravestone for fifteen minutes, after which they will be transferred to Death's Office; within such areas, they remain on the ground for only two minutes and are visible only to the killer during the first minute.

If a player attacks another player in the Wilderness who hasn't engaged in combat with them first, or has entered the Abyss via the Mage of Zamorak, a skull appears over their head. If a player under any circumstances dies while "skulled," they drop all the items in their inventory - unless the Protect Item Prayer is used, allowing the player to keep a single item if they die (unless the player is in a high-risk world). A skull obtained by attacking another player will disappear if the player waits twenty minutes without performing any actions that would cause them to get another skull, while a skull caused by entering the Abyss will disappear after ten minutes, provided the same condition is fulfilled.

A ring of life can be used to automatically teleport the player safely back to their respawn point if they take a hit which causes them to fall to or below 10% of their maximum Hitpoints. Note that a ring of life will not activate if the player is hit with a blow that kills them from above 10% of their Hitpoints or if they are in level 30 Wilderness or deeper.

There are a few "safe" areas where if a player dies, they will not lose any of their items:

Respawning[edit | edit source]

When a player dies, they will respawn in one of six possible locations. The default location is Lumbridge, but members can unlock five more locations by completing certain actions and have one active at a time:

Earning experience[edit | edit source]

To earn experience in Hitpoints, a player has to fight, complete quests which reward Hitpoints experience or rub xp lamps.

When fighting, be it Melee, Ranged, or Magic, a player will earn Hitpoints experience whenever damage is dealt. For every hitpoint of damage dealt, 1.33 experience points are given to the player's Hitpoints. However, a few monsters give greatly reduced experience due to their ability to regenerate. (An exception to this being Monkey Guards from Ape Atoll).

Temporary boosts[edit | edit source]

Boost Level
Visibility Other info
Hitpoints cape.png Hitpoints cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
Bloody bracer.png Bloody bracer 2 Visible Drains prayer points by 2 + 4% of the player's current prayer level.
Guthix rest.png Guthix rest 5 Visible Also restores 5% of run energy and reduces venom to poison or reduces poison damage by 1.
Statuette (Spirits of the Elid).png Elidinis Statuette 7 Visible Requires completion of Spirits of the Elid.
Any lost Hitpoints are restored prior to the boost.
Fully restores Prayer points and Special attack.
Amulet of the damned.png Amulet of the damned 10 Visible When wearing the amulet with the Guthan's set, the player is able to heal for up to 10 points above their maximum health.
Abidor Crank chathead.png Abidor Crank 15 Visible Only found in the Temple Trekking minigame.
Saradomin brew.png Saradomin brew 3-16 Visible Boosts defence by and hitpoints by .
Reduces Attack, Strength, Magic and Ranged levels by .
Hitpoints can rise above normal level with the boost.
Anglerfish.png Anglerfish 3-22 Visible Heals for .

Quests[edit | edit source]

Quests requiring Hitpoints[edit | edit source]

Quest Hitpoints
Other skill requirements
Dragon Slayer II Hitpoints 50 Magic 75 , Smithing 70 , Mining 68 , Crafting 62 , Agility 60 , Thieving 60 , Construction 50

Quests rewarding Hitpoints experience[edit | edit source]

Quest Experience
Other requirements
A Soul's Bane 500 - -
In Search of the Myreque 600 - Agility 25
Nature Spirit 2,000 - Crafting 18
The Fremennik Trials 2,812 - Fletching 25 , Woodcutting 40 , Crafting 40 if crafting your own lyre
Heroes' Quest 3,075 - Quest points 55 , Cooking 53 , Fishing 53 , Herblore 25 , Mining 50
Recipe for Disaster
(Sir Amik Varze subquest)
4,000 - Quest points 107
Grim Tales 5,000 - Farming 45 , Herblore 52 , Thieving 58 , Agility 59 , Woodcutting 71
Royal Trouble 5,000 - Agility 40 , Slayer 40
Witch's House 6,325 - -
Dream Mentor 15,000 - Agility 32 (boostable), Combat level 85 , Crafting 61 , Defence 40 , Firemaking 49 , Herblore 5 , Magic 65 , Mining 60 , Woodcutting 55
Camelot training room
20,000 - Magic 45 , Defence 65
Mourning's End Part I 25,000 - Ranged 60 , Thieving 50
Total 89,312

Skill choice[edit | edit source]

Upon completing any of the following quests, players may choose to allocate experience to Hitpoints. These rewards usually come in the form of items, such as lamps or books, and are independent of any experience rewards directly received for completing the quest.

Skills availableSkill requirements
X Marks the Spot300AnyNone
Client of Kourend500 twiceAnyNone
Fairytale II - Cure a Queen2,500Any skill above 30Farming 49 , Herblore 57
A Tail of Two Cats2,500 twiceAny skill above 30None
The Great Brain Robbery5,000Any skill above 30Crafting 16 , Construction 30 , Prayer 50
King's Ransom5,000Any skill above 50Defence 65
Darkness of Hallowvale2,000 three timesAny skill above 30Construction 5 , Mining 20 , Thieving 22 , Crafting 32 , Magic 33 , Strength 40
A Taste of Hope2,500 three timesAny skill above 35Crafting 48 , Herblore 40 , Attack 40 , Agility 45 , Slayer 38
A Kingdom Divided10,000Any skill above 40Agility 54 , Thieving 52 , Woodcutting 52 , Herblore 50 , Mining 42 ,
Crafting 38 , Magic 35
Architectural Alliance
10,000Any skill above 40None
In Search of Knowledge
10,000Any skill above 40None
Curse of the Empty Lord
10,000Any skill above 50Some players will need Prayer 31
Shadow of the Storm10,000Attack Strength Defence Magic Ranged Hitpoints Crafting 30
Contact!7,000 twiceAttack Strength Defence Magic Ranged Hitpoints None
Dream Mentor15,000Strength Defence Magic Ranged Hitpoints Agility 32 , Combat level 85 , Crafting 61 , Defence 40 , Firemaking 49 ,
Herblore 5 , Magic 65 , Mining 60 , Woodcutting 55
The Fremennik Isles10,000 twiceAttack Strength Defence Hitpoints Construction 20 , Agility 40
A Night at the Theatre20,000 three timesAttack Strength Defence Magic Ranged Hitpoints Combat level 90 recommended
One Small Favour10,000 twiceAny skill above 30Agility 36 , Crafting 25 , Herblore 18 , Smithing 30
Recipe for Disaster
(The final battle)
20,000Any skill above 50Quest points 175 , Cooking 70 , Agility 48 , Mining 50 , Fishing 53 ,
Thieving 53 , Herblore 25 , Magic 59 , Smithing 40 , Firemaking 50 ,
Ranged 40 , Crafting 40 , Fletching 10 , Slayer 10 , Woodcutting 36
Legends' Quest7,650 four timesAttack Strength Defence Magic Hitpoints Prayer
Woodcutting Crafting Smithing Herblore Agility Thieving
Quest points 107 , Agility 50 , Crafting 50 , Herblore 45 , Magic 56 , Mining 52 ,
Prayer 42 , Smithing 50 , Strength 50 , Thieving 50 , Woodcutting 50
Monkey Madness I35,000 & 20,000[sc 1]Attack Strength Defence Hitpoints None
Sins of the Father15,000 three timesAny skill above 60Woodcutting 62 , Fletching 60 , Crafting 56 , Agility 52 , Slayer 50 , Attack 50 , Magic 49
Dragon Slayer II25,000 four timesAttack Strength Defence Magic Ranged Hitpoints Quest points 200 , Magic 75 , Smithing 70 , Mining 68 , Crafting 62 ,
Agility 60 , Thieving 60 , Construction 50 , Hitpoints 50
Monkey Madness II50,000 twiceAttack Strength Defence Magic Ranged Hitpoints Slayer 69 , Crafting 70 , Hunter 60 , Agility 55 , Thieving 55 , Firemaking 60
  1. ^ 35,000 experience is granted to the chosen pair of skills, and 20,000 is granted to the pair of skills not chosen.

Trivia[edit | edit source]

  • In RuneScape Classic, all players started with level ten Hits and 1000 XP - slightly fewer XP than would be required for level ten in all other skills. When RuneScape 2 was released, accounts that had not gained the Hits XP needed to reach level ten or higher had their Hitpoints stat "corrected" to level nine. The only way to have level nine Hitpoints was to have created an account prior to the release of RuneScape 2 and not to have trained the Hitpoints skill since. The minimum combat level is still three for those players. However, since all accounts in Old School RuneScape start fresh, no player in OSRS has nine Hitpoints.
  • Also in RSC, botters and rulebreakers were punished by having all their stats reset to one, resulting in a Hits level of one. This created level one accounts, which still exist in RuneScape 3 today.

Changes[edit | edit source]

Date Changes
2 June 2016

Corrected the capitalization in the hitpoints skill guide.

15 January 2015

The Hitpoints skill guide now mentions venom.

17 December 2013

The health-bars that appear during combat should now always show at least one pixel of green whenever the player or NPC has some health left; you should no longer see a completely red health-bar until their health reaches zero.