Hit Points & Armour Points


There are three types of hit points used within the game: Hit Points (HP), Global Hit Points (GHP), and Armour Points (AP)


Hit Points

Hit Points determine your general health. Every character has 2 Hit Points (HP) per location. These can be reduced in various ways, such as melee blows and spells, until you reach 0HP in a location. Your body is divided into 6 locations: Head, Torso, Arms [left and right] and Legs [left and right].

If you are reduced to 0HP on your arms or legs, the location cannot be used, until it is healed.

If you are reduced to 0HP on your head or torso, you are considered to have a mortal wound.
A mortal wound renders you unconscious and dying. If you receive a mortal wound, you must fall to the ground and start your Bleed Count.


Global Hit Points

Typically, Global Hit Points (GHP) are only used for monsters, although some exceptions may apply. In these cases, regardless of where the target is hit, their hit points will be reduced. Spells and abilities may work differently for creatures with GHP.


Armour Points

Armour Points (AP) determines the additional hits granted per location by the additional protections of wearing armour. The amount of AP granted by armour is determined by the type of armour and percentage coverage.

Armour Points are reduced first, before your HP, and must be repaired using the appropriate skill when your AP is reduced due to weapon blows, spells, etc. Some techniques and abilities specifically affect armour, or may go through it without damage to your AP.


For example:

Where armour is considered to have been hit with the Through call, the current AP of that location is not affected, but the character takes the damage to their HP instead.