Difference between revisions of "Regeneration rate"

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(did not factcheck vampires)
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Total regeneration rate (TRR) is modified as follows, in this order:
 
Total regeneration rate (TRR) is modified as follows, in this order:
*The [[amulet of regeneration]] (or [[amulet of Vitality]]) adds 100.
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*An [[amulet of regeneration]] (or the [[amulet of Vitality]]) adds 100.
*A [[randart]] with Regen+ adds 100.
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*An [[artefact]] with Regen+ adds 100.
 
*A [[troll leather armour]] adds 100, even for trolls.
 
*A [[troll leather armour]] adds 100, even for trolls.
*The [[moon troll leather armour]] [[unrandart]] adds 100 in addition to the previous bonus.
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**The [[moon troll leather armour]] [[unrandart]] adds 100 in addition to the previous bonus.
 
*The [[Good_mutations#regeneration|regeneration mutation]] adds 100 per level.
 
*The [[Good_mutations#regeneration|regeneration mutation]] adds 100 per level.
 
*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.
 
*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.
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*If you are suffering from [[Stat_zero#Collapse_(Strength)|Collapse]], divide by 4.
 
*If you are suffering from [[Stat_zero#Collapse_(Strength)|Collapse]], divide by 4.
 
*If you are a [[deep dwarf]] or you are [[sick]], set the rate to 0.
 
*If you are a [[deep dwarf]] or you are [[sick]], set the rate to 0.
*[[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.
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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.
  
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.
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Every turn (10 auts) you accumulate regeneration points equal to your TRR. When you accumulate 100 points, 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.  
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If your last action didn't last 10 auts, the amount of regeneration points you gain is scaled with the amount of time taken; your regeneration rate will remain consistent regardless of how quickly or slowly you are acting.  
  
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.
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At 100 MHP, your BRR is 26. In order to get 50 BRR (regain 1 HP every 2 turns), you would need 240 MHP; for 100 BRR (heal every turn), you would need 540 MHP. Items or mutations that increase regeneration are far more efficient at raising your regeneration rate than stacking HP.
  
 
===Examples===
 
===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.
 
*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.
 
*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.
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*Same as above, except you're wearing a [[troll leather armour]], which adds 100 to this rate. Your TRR is 25+100 => 125. You accumulate 100 regeneration points and heal by 1 HP every turn, with 25 left over. Your healing rate is 1 HP every turn, with an additional HP every 4 turns.
  
 
==History==
 
==History==
*Prior to [[0.27]], external sources of regeneration, and regeneration mutations, gave a regeneration rate of 40 (0.4HP/turn).
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*Prior to [[0.27]], external sources of regeneration and mutations gave a bonus regeneration rate of 40 (0.4HP/turn).
 +
 
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
[[Category:Crystal Ball Articles]]
 

Revision as of 08:40, 2 August 2021

Version 0.27: 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 (10 auts) you accumulate regeneration points equal to your TRR. When you accumulate 100 points, 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; your regeneration rate will remain consistent regardless of how quickly or slowly you are acting.

At 100 MHP, your BRR is 26. In order to get 50 BRR (regain 1 HP every 2 turns), you would need 240 MHP; for 100 BRR (heal every turn), you would need 540 MHP. Items or mutations that increase regeneration are far more efficient at raising your regeneration rate 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.
  • 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're wearing a troll leather armour, which adds 100 to this rate. Your TRR is 25+100 => 125. You accumulate 100 regeneration points and heal by 1 HP every turn, with 25 left over. Your healing rate is 1 HP every turn, with an additional HP every 4 turns.

History

  • Prior to 0.27, external sources of regeneration and mutations gave a bonus regeneration rate of 40 (0.4HP/turn).