Difference between revisions of "Regeneration rate"

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Your '''regeneration rate''' is the speed at which your character recovers [[HP]]. It is affected by many things, almost all of which stack.
 
Your '''regeneration rate''' is the speed at which your character recovers [[HP]]. It is affected by many things, almost all of which stack.
  
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::<font size="3"><code>MHP / 6 + 10</code></font>
 
::<font size="3"><code>MHP / 6 + 10</code></font>
  
Total regeneration rate (TRR) is modified as follows:
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Total regeneration rate (TRR) is modified as follows, in this order:
 
*The [[amulet of regeneration]] (or [[amulet of Vitality]]) adds 40
 
*The [[amulet of regeneration]] (or [[amulet of Vitality]]) adds 40
 
*A [[troll leather armour]] adds 40, now even for trolls
 
*A [[troll leather armour]] adds 40, now even for trolls
 
*The [[moon troll leather armour]] [[unrandart]] adds 40 in addition to the previous bonus
 
*The [[moon troll leather armour]] [[unrandart]] adds 40 in addition to the previous bonus
 
*The [[Good_mutations#regeneration|regeneration mutation]] adds 40 per level
 
*The [[Good_mutations#regeneration|regeneration mutation]] adds 40 per level
*The [[Regeneration]] spell adds 100
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*The [[demonspawn]] mutation [[demonspawn mutations#Powered by Death|Powered by Death]] has a chance to add a temporary regen bonus of up to 300 per kill, depending on mutation level. This bonus can be increased by further kills up to a maximum of 1000-1200, but falls by 100 every 2-5 turns.
*[[Trog|Trog's Hand]] adds 100. Unlike other sources, this amount is added ''after'' calculating the effects of the Slow Healing mutation, [[sickness]], and vampire hunger levels.
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*If you are a [[vampire]] and Alive, add 20.
*The [[demonspawn]] mutation [[demonspawn mutations#Powered by Death|Powered by Death]] adds 100 for every [[corpse]] within a radius of 3 tiles per rank, up to a maximum of 700. However, the additional regeneration only triggers when you kill a monster, and lasts 2d8 + 8 per rank turns.
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*If you are a Bloodless [[vampire]] or have the [[Bad_mutations#Inhibited_Regeneration|Inhibited Regeneration]] mutation, set your rate to 0 if there are monsters in your LoS.
*If you are a [[vampire]], your regeneration rate is modified as follows:
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*If you are suffering from [[Stat_zero#Collapse_(Strength)|Collapse]], divide by 4.
**Full: +20
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*If you are a [[deep dwarf]] or you are [[sick]], set the rate to 0.
**Normal: +0
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*[[Trog|Trog's Hand]] adds 100. Because this effect is applied last it is not modified by any other factors, and can even heal deep dwarves.
**Thirsty: ÷2
 
**Bloodless: Set the rate to 0.
 
*If you have the [[Bad_mutations#Slow_Healing|Slow Healing]] mutation:
 
**Rank 1: Halve your rate if there are monsters in your LoS.
 
**Rank 2: Set your rate to 0 if there are monsters in your LoS.
 
**Rank 3: Set your rate to 0.
 
*If your current [[strength]] is equal or less than 0, divide by 4.
 
*If you are [[sick]], set the rate to 0.
 
  
 
Every turn of 10 auts you accumulate regeneration points equal to your TRR. When 100 are gained you heal 1 HP, and excess regeneration points are carried over to the next turn.
 
Every turn of 10 auts you accumulate regeneration points equal to your TRR. When 100 are gained you heal 1 HP, and excess regeneration points are carried over to the next turn.

Revision as of 11:12, 15 August 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.

Your regeneration rate is the speed at which your character recovers HP. It is affected by many things, almost all of which stack.

Rate Math

Your base regeneration rate (BRR) follows one of the following formulas:

  • If below 60 max HP (MHP)
MHP / 3
  • If 60 MHP or higher
MHP / 6 + 10

Total regeneration rate (TRR) is modified as follows, in this order:

Every turn of 10 auts you accumulate regeneration points equal to your TRR. When 100 are gained you heal 1 HP, and excess regeneration points are carried over to the next turn.

If your last action didn't last 10 auts, the amount of regeneration points you gain is scaled with the amount of time taken.

At 100 MHP your BRR is 26. In order to get 100 BRR you would need 540 MHP. For 50 BRR, 240 MHP. As can be expected, regeneration items are far more efficient at raising your TRR than stacking HP.

Examples

  • You have 30 MHP so you use the first formula. Your BRR is 30/3 => 10. It will take 10 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 10 turns.
  • Same as above, except you have a troll leather armour, which adds 40 to this rate. Your TRR is 10+40 => 50. It will take 2 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 2 turns.
  • You have 90 MHP which is over 60 so you use the second formula. Your BRR is 90/6 => 15+10 => 25. It will take 4 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 4 turns.
  • Same as above, except you have the regeneration 1 mutation, which increases your RR by 40. Your TRR is 25+40 => 65. It will take 1.53 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 1.53 turns.