Difference between revisions of "Wand of heal wounds"
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− | {{ | + | {{obsolete}} |
{{item | {{item | ||
|itemtype = Wand | |itemtype = Wand | ||
− | |name = Wand of | + | |name = Wand of heal wounds |
|cost = ? | |cost = ? | ||
|weight = 10 | |weight = 10 | ||
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{{flavour|A magical device which can heal a creature's wounds.}} | {{flavour|A magical device which can heal a creature's wounds.}} | ||
− | A '''wand of heal wounds''' is a rare wand | + | A '''wand of heal wounds''' is a rare wand which heals a target. |
− | + | ==Useful Info== | |
+ | Zapping a wand of heal wounds gives the same effect as a [[potion of heal wounds]]: it heals <code>9 + 3d(28)/3</code> HP on yourself or a target. If the player is at full HP, it can heal 2-6 points of [[rot]]. [[Evocations]] does not increase health healed. | ||
− | + | Followers of [[Elyvilon]] may use these wands to pacify monsters in the same way they'd use their divine healing abilities (using Evocations instead of Invocations). Strangely enough, at perfectly equal skill levels, the wand of heal wounds has a better pacification success rate than divine healing. | |
− | + | The wand can hold a maximum of 9 charges, and is often found with only 1-3 charges to begin with. [[Deep Dwarves]] begin the game with a wand of heal wounds with 5 charges. | |
+ | |||
+ | ==Strategy== | ||
+ | Healing is valuable. Sometimes, healing one or multiple times can be your best/only option (such as when waiting on a [[teleport]]). A wand of heal wounds allow for more uses of a heal wounds potion. | ||
+ | |||
+ | Very valuable for [[Mummies]], who can't use the potion of heal wounds. Can also repair rot, which reduces dependency on their expensive Self-Restoration ability. | ||
==History== | ==History== | ||
− | Prior to [[0.10]] | + | *Wands of heal wounds were removed in [[0.20]]. |
+ | *Prior to [[0.10]], these were called '''wands of healing'''. |
Latest revision as of 21:49, 26 July 2023
A magical device which can heal a creature's wounds. |
A wand of heal wounds is a rare wand which heals a target.
Useful Info
Zapping a wand of heal wounds gives the same effect as a potion of heal wounds: it heals 9 + 3d(28)/3
HP on yourself or a target. If the player is at full HP, it can heal 2-6 points of rot. Evocations does not increase health healed.
Followers of Elyvilon may use these wands to pacify monsters in the same way they'd use their divine healing abilities (using Evocations instead of Invocations). Strangely enough, at perfectly equal skill levels, the wand of heal wounds has a better pacification success rate than divine healing.
The wand can hold a maximum of 9 charges, and is often found with only 1-3 charges to begin with. Deep Dwarves begin the game with a wand of heal wounds with 5 charges.
Strategy
Healing is valuable. Sometimes, healing one or multiple times can be your best/only option (such as when waiting on a teleport). A wand of heal wounds allow for more uses of a heal wounds potion.
Very valuable for Mummies, who can't use the potion of heal wounds. Can also repair rot, which reduces dependency on their expensive Self-Restoration ability.