Difference between revisions of "Wand of heal wounds"

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(Clarified that only Elyvilon followers can pacify enemies, touched up History, updated to 0.11)
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A '''wand of heal wounds''' is a rare wand with an effect similar to a [[potion of heal wounds]], healing its target for 9+1d28 [[HP]] (regardless of your [[Evocations]] skill), or healing 2-7 points of [[rot]] if at full HP. The wand can hold a maximum of 9 charges, and is often found with only 1-3 charges to begin with.  
 
A '''wand of heal wounds''' is a rare wand with an effect similar to a [[potion of heal wounds]], healing its target for 9+1d28 [[HP]] (regardless of your [[Evocations]] skill), or healing 2-7 points of [[rot]] if at full HP. The wand can hold a maximum of 9 charges, and is often found with only 1-3 charges to begin with.  
  
Like [[Elyvilon]]'s granted powers, healing a monster with this wand may pacify it. Unlike Elyvilon's powers, the wand of healing uses Evocations to determine pacification success. A wand of heal wounds used at a high Evocations skill has a better pacification rate than Elyvilon's healing at an equally high [[Invocations]] skill.
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Followers of [[Elyvilon]] may use these wands to pacify monsters in the same way they'd use their divine healing abilities. However, the wand's success rate is based on your Evocations skill, not [[Invocations]]. Strangely enough, at perfectly equal skill levels, the wand of heal wounds has a better pacification success rate than divine healing.
  
 
These wands are very valuable items for [[mummies]], as they cannot quaff potions to quickly heal in battle. Additionally, by repairing rot, it reduces their dependency on their expensive Self-Restoration ability. [[Deep dwarves]] begin the game with a wand of healing with 5 charges.
 
These wands are very valuable items for [[mummies]], as they cannot quaff potions to quickly heal in battle. Additionally, by repairing rot, it reduces their dependency on their expensive Self-Restoration ability. [[Deep dwarves]] begin the game with a wand of healing with 5 charges.
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==History==
 
==History==
Prior to [[0.10]] it was named '''wand of healing'''.
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Prior to [[0.10]], these were called '''wands of healing'''.

Revision as of 19:24, 22 January 2013

Version 0.11: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of healing
Icon Wand of heal wounds.png
A magical device which can heal a creature's wounds.

A wand of heal wounds is a rare wand with an effect similar to a potion of heal wounds, healing its target for 9+1d28 HP (regardless of your Evocations skill), or healing 2-7 points of rot if at full HP. The wand can hold a maximum of 9 charges, and is often found with only 1-3 charges to begin with.

Followers of Elyvilon may use these wands to pacify monsters in the same way they'd use their divine healing abilities. However, the wand's success rate is based on your Evocations skill, not Invocations. Strangely enough, at perfectly equal skill levels, the wand of heal wounds has a better pacification success rate than divine healing.

These wands are very valuable items for mummies, as they cannot quaff potions to quickly heal in battle. Additionally, by repairing rot, it reduces their dependency on their expensive Self-Restoration ability. Deep dwarves begin the game with a wand of healing with 5 charges.

This wand is ineffective if you have recently cast Death's Door.

History

Prior to 0.10, these were called wands of healing.