Difference between revisions of "Wand of heal wounds"

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(updated to 0.17)
m (healing --> heal wounds)
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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.
 
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.
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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 heal wounds with 5 charges.
  
 
This wand, like most methods of healing, is ineffective if you are under the effects of [[Death's Door]].
 
This wand, like most methods of healing, is ineffective if you are under the effects of [[Death's Door]].

Revision as of 15:11, 3 December 2015

Version 0.17: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of heal wounds
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+3d28/3 HP (regardless of your Evocations skill), or healing 2-6 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 heal wounds with 5 charges.

This wand, like most methods of healing, is ineffective if you are under the effects of Death's Door.

History

Prior to 0.10, these were called wands of healing.