|Released||4 January 2001 (Update)|
as of 1 May 2022 - update
as of 1 April 2022 - update
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.
The music that plays when achieving levels 11-49.
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.
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]
- Cave nightshade
- Chemical compound
- Divine potions
- Dwarven rock cake
- Explosive potion (Soul wars) (Song of the elves)
- Locator orb
- Mixed chemicals
- Overload (all variants)
- Poison chalice
- Poison karambwan
- Rock cake
- Zamorak brew
- Ground bat bones combined with Guam potion (unf)
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:
- Pest Control
- Castle Wars
- Nightmare Zone
- Inside a player-owned house
- Duelling with another player inside the Duel Arena
- TzHaar Fight Cave/Pit
- Clan Wars
- Grotesque Guardians
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:
- Falador: Can be unlocked after completing the Recruitment Drive quest, by talking to Sir Tiffy Cashien in Falador Park.
- Camelot: Can be unlocked after completing the Camelot training room minigame, by talking to Merlin.
- Edgeville cemetery: Can be unlocked by paying Krystilia a one-time fee of 5,000,000 coins.
- Prifddinas: Can be unlocked by talking to Crefydd after completing Song of the Elves.
- Ferox Enclave: Can be unlocked by paying Ferox a one-time fee of 5,000,000 coins.
Earning experience[edit | edit source]
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]
|Hitpoints cape||1||Visible||Activating the cape's effect will increase the corresponding skill by 1.|
|Bloody bracer||2||Visible||Drains prayer points by 2 + 4% of the player's current prayer level.|
|Guthix rest||5||Visible||Also restores 5% of run energy and reduces venom to poison or reduces poison damage by 1.|
|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||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||15||Visible||Only found in the Temple Trekking minigame.|
|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||3-22||Visible||Heals for .|
Quests[edit | edit source]
Quests requiring Hitpoints[edit | edit source]
|Other skill requirements|
|Dragon Slayer II||50||75 , 70 , 68 , 62 , 60 , 60 , 50|
Quests rewarding Hitpoints experience[edit | edit source]
|A Soul's Bane||500||-||-|
|In Search of the Myreque||600||-||25|
|The Fremennik Trials||2,812||-||25 , 40 , 40 if crafting your own lyre|
|Heroes' Quest||3,075||-||55 , 53 , 53 , 25 , 50|
|Recipe for Disaster
(Sir Amik Varze subquest)
|Grim Tales||5,000||-||45 , 52 , 58 , 59 , 71|
|Royal Trouble||5,000||-||40 , 40|
|Dream Mentor||15,000||-||32 (boostable), 85 , 61 , 40 , 49 , 5 , 65 , 60 , 55|
|Camelot training room
|20,000||-||45 , 65|
|Mourning's End Part I||25,000||-||60 , 50|
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 available||Skill requirements|
|X Marks the Spot||300||Any||None|
|Client of Kourend||500 twice||Any||None|
|Fairytale II - Cure a Queen||2,500||Any skill above 30||49 , 57|
|A Tail of Two Cats||2,500 twice||Any skill above 30||None|
|The Great Brain Robbery||5,000||Any skill above 30||16 , 30 , 50|
|King's Ransom||5,000||Any skill above 50||65|
|Darkness of Hallowvale||2,000 three times||Any skill above 30||5 , 20 , 22 , 32 , 33 , 40|
|A Taste of Hope||2,500 three times||Any skill above 35||48 , 40 , 40 , 45 , 38|
|A Kingdom Divided||10,000||Any skill above 40|| 54 , 52 , 52 , 50 , 42 ,|
38 , 35
|10,000||Any skill above 40||None|
|In Search of Knowledge|
|10,000||Any skill above 40||None|
|Curse of the Empty Lord|
|10,000||Any skill above 50||Some players will need 31|
|Shadow of the Storm||10,000||30|
|Dream Mentor||15,000|| 32 , 85 , 61 , 40 , 49 ,|
5 , 65 , 60 , 55
|The Fremennik Isles||10,000 twice||20 , 40|
|A Night at the Theatre||20,000 three times||90 recommended|
|One Small Favour||10,000 twice||Any skill above 30||36 , 25 , 18 , 30|
|Recipe for Disaster|
(The final battle)
|20,000||Any skill above 50|| 175 , 70 , 48 , 50 , 53 ,|
53 , 25 , 59 , 40 , 50 ,
40 , 40 , 10 , 10 , 36
|Legends' Quest||7,650 four times|| || 107 , 50 , 50 , 45 , 56 , 52 ,|
42 , 50 , 50 , 50 , 50
|Monkey Madness I||35,000 & 20,000[sc 1]||None|
|Sins of the Father||15,000 three times||Any skill above 60||62 , 60 , 56 , 52 , 50 , 50 , 49|
|Dragon Slayer II||25,000 four times|| 200 , 75 , 70 , 68 , 62 ,|
60 , 60 , 50 , 50
|Monkey Madness II||50,000 twice||69 , 70 , 60 , 55 , 55 , 60|
- 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]
|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.