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Hit points are a measure of a character's health or an object's integrity. Damage decreases current hit points, and lost hit points return with healing or natural recovery. Hit points cannot normally exceed the character's maximum hit points (the main exception being temporary hit points).

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  • Hit Point
  • Hit point
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  • Hit points are a measure of a character's health or an object's integrity. Damage decreases current hit points, and lost hit points return with healing or natural recovery. Hit points cannot normally exceed the character's maximum hit points (the main exception being temporary hit points).
  • Hit points or health points (HP) is the amount of damage a unit or building may take before being destroyed.
  • In the original Star Fox, Hit Points are gained by shooting down minor enemies and bosses. Unlike later games, if shots made by teammates bring down enemies, the player will still award the score points.
  • Hit points is the measurement unit for your life. It's indicated by circles in the upper left corner, where black circles indicate how many times the enemies have kicked your butt, and grey circles indicate how many more times they can do it before you lose your helmet or your life.
  • Monsters or enemy players will reduce your HP on each successful attack. There are also damage over time skills which might be cast on you which drain your HP over a period of time. To gain back your HP, you can eat some HP restoring fruits (they are Red most of the time. There are also potions that can bring your HP back. Another way is to wait, as HP recovers with time. This process will be accelerated if you rest (press C on your keyboard)
  • 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.
  • Your hit points (HP) reflect your character's remaining life. HP lowers whenever you take damage from an attack or effect. Should it ever reach 0, you pass out and begin making death saving throws. If you fail 3 death saving throws, you die. Your HP is primarily determined by your class. Each class description specifies how much HP it gets at first level, and how much its HP increases with each additional level. Your Constitution score (not modifier) gets added to your HP, and whenever your Constitution increases your HP increases by that amount too.
  • Death happens when a character reaches below 0 Hit Points. It is possible to have 0 hit points and still be alive because the counter will not show decimal places. When a character dies, they will become a Ghost and everything will appear gray. The player's belongings will be transferred to a corpse that appears beneath the Ghost. The name of the character to which the corpse once belonged is also displayed when a living character uses the 'Get' action on the corpse. This corpse can be looted by creatures and even File:Getcorpse.png
  • Hit points (HP) measure the amount of damage a creature can sustain before dying. This is one measure of health, but is not exactly synonymous with "health" as a creature could be diseased or poisoned (hence be in poor health), yet still have full hit points. Death (or "dying" in the case of player characters) occurs when a creature's remaining hit points drops to (or below) 0. See also temporary hit point.
  • Hit Points or HP, are a character stat that shows how much "health" your character has. It can be restored through items like Potions and spells like Aura. When it reaches zero, your character dies and can only be revived through the use of Athenian Water (also known as Revive in the SNES/PS version) or a spell like Raise or Arise. Winning a battle with a dead character brings them back with 1 HP of health. All enemies have HP as well. When their HP reaches zero, they die. Enemy HP can be viewed if a character is equipped with Sight Scope.
  • A hit point is an abstract unit for the amount of damage a thing can take before being destroyed, equivalent to one-percent of the player character's initial health. When an attack succeeds, some number of hit points (determined by the type of attack, any armor worn, and a random number) are deducted from the target's remaining supply. Losing hit points has the following effects: The exploding barrels in the Doom games and the pods in Heretic also have hit points, exploding when they reach zero.
  • Unique to EarthBound and Mother 3, playable characters' hit points are represented by a rolling meter system not unlike an odometer. This means that if a character who has 75 HP is inflicted with 75 or more points of damage, their HP will not immediately drop to 0, giving players time to either flee, heal, or else defeat the remaining enemies if there is enough time. If a player is not healed or the fight is not ended by the time the player's HP drops to 0, that player will be rendered unconscious before the next character takes their move. In rare cases, players will survive a seemingly mortal blow with 1 HP. The chance of this happening is increased with a high Guts stat.
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  • Unique to EarthBound and Mother 3, playable characters' hit points are represented by a rolling meter system not unlike an odometer. This means that if a character who has 75 HP is inflicted with 75 or more points of damage, their HP will not immediately drop to 0, giving players time to either flee, heal, or else defeat the remaining enemies if there is enough time. If a player is not healed or the fight is not ended by the time the player's HP drops to 0, that player will be rendered unconscious before the next character takes their move. In rare cases, players will survive a seemingly mortal blow with 1 HP. The chance of this happening is increased with a high Guts stat. Initial gameplay features that creator Shigesato Itoi had in mind involved an unconventional hit points system of hit point boxes made like pachinko balls that would fall off the screen whenever a character was damaged. However, this was later changed to the odometer counter because the pachinko balls did not work very well when characters had large amounts of hit points.
  • 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 when attacked with physical damage is affected by the amount of armor you are wearing and the amount of defense you have. 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.
  • Hit points are a measure of a character's health or an object's integrity. Damage decreases current hit points, and lost hit points return with healing or natural recovery. Hit points cannot normally exceed the character's maximum hit points (the main exception being temporary hit points).
  • Your hit points (HP) reflect your character's remaining life. HP lowers whenever you take damage from an attack or effect. Should it ever reach 0, you pass out and begin making death saving throws. If you fail 3 death saving throws, you die. Your HP is primarily determined by your class. Each class description specifies how much HP it gets at first level, and how much its HP increases with each additional level. Your Constitution score (not modifier) gets added to your HP, and whenever your Constitution increases your HP increases by that amount too. Lost HP can be healed by various powers and potions, and by spending healing surges.
  • Monsters or enemy players will reduce your HP on each successful attack. There are also damage over time skills which might be cast on you which drain your HP over a period of time. To gain back your HP, you can eat some HP restoring fruits (they are Red most of the time. There are also potions that can bring your HP back. Another way is to wait, as HP recovers with time. This process will be accelerated if you rest (press C on your keyboard) You gain maximum HP when you level up. You can also gain more HP by spending Stat Pointsin the REC stat, which will increase your HP by 5 per REC point. Also, your equipment can provide you with some additional HP.
  • Hit points (HP) measure the amount of damage a creature can sustain before dying. This is one measure of health, but is not exactly synonymous with "health" as a creature could be diseased or poisoned (hence be in poor health), yet still have full hit points. Death (or "dying" in the case of player characters) occurs when a creature's remaining hit points drops to (or below) 0. Player characters (PCs) gain hit points whenever gaining a level. These hit points can be divided into "base" hit points and bonuses. At character levels 1 through 3, a PC gains base hit points equal to the maximum possible roll of the hit die associated with the class being taken. At higher character levels, the number of base hit points gained is equal to a roll of the hit die, but with the provision that rolls under half the maximum are re-rolled. Thus, if a level 3 PC gains a level of fighter, the PC will gain between 5 and 10 base hit points (inclusive). In addition to base hit points, PCs receive bonus hit points from constitution, toughness, and epic toughness. These bonuses are dynamic in the sense that they instantly adapt to changes. That is, if a PC's constitution modifier changes, or if one of the feats is gained or lost, bonus hit points are immediately gained or lost as a result. (Losing a feat is possible if it was obtained via an item property.) There is a minimum of 1 hit point for each level, though, after combining the base and bonus hit points associated with that level. (Negative bonus hit points can result from a negative constitution modifier.) The number of hit points reported as gained in the "level up summary" window includes both base and bonus hit points that were not present before leveling, except those obtained from epic toughness or indirectly as a result of great constitution or attaining red dragon disciple level 7. (As always, the leveling process ignores all item properties and effects, and this report is no exception.) Non-player characters follow the same rules for bonus hit points, but their base hit points can be set to (almost) any value by a module creator, subject to the same 1 hit point per level minimum. Typically, NPCs will have around 4 to 10 base hit points per level, but this is only a rough guideline and not dependent on their classes. See also temporary hit point.
  • Hit points or health points (HP) is the amount of damage a unit or building may take before being destroyed.
  • Death happens when a character reaches below 0 Hit Points. It is possible to have 0 hit points and still be alive because the counter will not show decimal places. When a character dies, they will become a Ghost and everything will appear gray. The player's belongings will be transferred to a corpse that appears beneath the Ghost. The name of the character to which the corpse once belonged is also displayed when a living character uses the 'Get' action on the corpse. This corpse can be looted by creatures and even File:Corpses.pngother players, and it will poof after 45 real time minutes have elapsed. When In Character, it is often said that someone who has died has "entered the Gray World". In Oberin, death is not permanent. In order to become alive again, a ghost must be resurrected. Ghosts can be resurrected by living Clerics that have the Resurrect spell. Alternatively, a ghost can visit any Temple (excluding Private Temples in Guild Halls). Resurrection - whether by cleric or by temple - will result in the ghost being granted a body. This new body is the same as the previous one, with the exception that the new body has lost anywhere from 1-50 Successes in each of their skills. Because of this, it is possible for a character's Levels to decrease. Contrary to popular belief, when dying, one will still lose successes for skills that are at level 4 or below. Inside PvP Island, some of the rules of death do not apply. Those who die here will not lose any successes, and corpses can only be accessed by their owner. File:Deathinventory.png Once resurrected, a character can find their corpse and take their old belongings if the corpse hasn't yet been looted. Oftentimes it is too dangerous or otherwise unfeasible for someone to do this alone. Many players will have their character's ghost stay on the corpse so that their possessions are not looted. Then, the player might use an instant messaging service such as AIM or iChat to ask other players for help. In this case, an available lone cleric or a larger party might choose to make a 'Res Run', which is short for 'Resurrection Run'. This process involves distracting or killing the creatures in the vicinity of the corpse, so that a cleric can safely resurrect the fallen character. Shogun has discussed solo Res Runs extensively in his Way of the Cleric, 3rd Edition. After retrieving their belongings by whatever means, one might drop a single Gold Piece on their corpse. Doing so will result in the disappearance of the name listed on the corpse. This practice, sometimes referred to as 'paying tribute to Charon', will hide the fact of one's death to any non-witnesses. File:Getcorpse.png Within the In Character realm, the nature of death is fickle at best. When a Quest Character dies, they might become a Ghost, or they might disappear completely. There are no set guidelines that determine which of these two outcomes will occur. However, there has been a few explanations for permanent deaths on a case-by-case basis. For example, Zara can use 'The Thousand Cuts', an ancient fighting technique that permanently severs one's soul from their body. Then there was the Blood Dagger, which consumed the souls of the ones it killed.
  • In the original Star Fox, Hit Points are gained by shooting down minor enemies and bosses. Unlike later games, if shots made by teammates bring down enemies, the player will still award the score points.
  • Hit Points or HP, are a character stat that shows how much "health" your character has. It can be restored through items like Potions and spells like Aura. When it reaches zero, your character dies and can only be revived through the use of Athenian Water (also known as Revive in the SNES/PS version) or a spell like Raise or Arise. Winning a battle with a dead character brings them back with 1 HP of health. All enemies have HP as well. When their HP reaches zero, they die. Enemy HP can be viewed if a character is equipped with Sight Scope. All characters reach maximum vitae (999) at level 60, except Robo, who reaches maximum at level 50. Equipping Silver Earring or Golden Earring will cause slight shifts in the maximum HP per level ratio.
  • A hit point is an abstract unit for the amount of damage a thing can take before being destroyed, equivalent to one-percent of the player character's initial health. When an attack succeeds, some number of hit points (determined by the type of attack, any armor worn, and a random number) are deducted from the target's remaining supply. Losing hit points has the following effects: * The player's vision is temporarily reddened. The amount of redness increases with the damage taken; in extreme cases, such as a direct hit from a rocket, the player's vision is almost totally obscured for about one second (hence the development of the no red cheat). When using "spy mode" in a cooperative multiplayer game, any redness indicates damage taken by the "spying" player. * A non-player may enter a pain state where it does nothing for a brief period, possibly allowing the opponent to continue attacking. This is the equivalent of the player's red screen, for monsters. * A character struck by a weapon is pushed a short distance in the direction of fire, again in proportion to the strength of the attack (but in inverse proportion to the victim's mass). * The player's face in the status bar may change. * When the target reaches zero hit points, it is destroyed (it "dies"). The exploding barrels in the Doom games and the pods in Heretic also have hit points, exploding when they reach zero.
  • Hit points is the measurement unit for your life. It's indicated by circles in the upper left corner, where black circles indicate how many times the enemies have kicked your butt, and grey circles indicate how many more times they can do it before you lose your helmet or your life.
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