Healing
Revision as of 01:36, 13 May 2016 by Jwoodward48ss (talk | contribs) (removed reference to changed spell - "I don't think you know what that [spell does].")
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Healing is the act of restoring lost HP. All characters will need to heal when combat wears them out, preferably in a hurry, but not all methods of healings are suitable for all characters. The following is a list of all means of HP recovery:
Contents
Healing Naturally
- Injured characters will recover HP over time, allowing you to recover after combat by simply standing around. You can pass a single turn by pressing . or up to 100 turns by pressing 5. The amount you recover is based upon your character's regeneration rate.
- Be aware that trolls, well-fed vampires, and vine stalkers will recover HP faster than normal this way, while deep dwarves and bloodless vampires won't recover HP from resting at all.
- Wearing a ring of regeneration, troll leather armour, artifact with the Regeneration intrinsic, or having the Regeneration mutation will increase your regeneration rate.
- By contrast, having the Slow Healing mutation will decrease your regeneration rate whenever monsters are around.
Healing Through Spells
- The Regeneration spell gives you a temporary but massive boost to your regeneration rate, allowing you to recover quickly.
- The Vampiric Draining spell allows you to steal HP from adjacent living enemies.
- The Borgnjor's Revivification spell will immediately recover all your HP, but casting it permanently reduces your max HP by a small amount.
Divine Healing
- Elyvilon's abilities allow you to directly heal yourself or others.
- Makhleb's followers may recover HP each time they kill a monster.
- The Shining One's Followers may regain HP and MP each time they kill a demonic or undead monster.
- Trog's Trog's Hand ability will temporarily increase your regeneration rate, along with its other benefits.
- Xom occasionally decides to heal you when tension is high.
- Yredelemnul's Drain Life ability will injure all living monsters around you, granting half of the damage dealt as healing to you.
Healing Through Items
- Some attacks against appropriate enemies made with a weapon of vampiricism will heal the wielder for half the damage dealt. This effect is enhanced for vampires.
- Potions
- Quaffing a potion of curing restores 1d7+4 HP, along with its other benefits.
- Quaffing a potion of heal wounds restores 1d28+9 HP.
- Both of these effects are halved for hungry Vampires. Mummies are unable to quaff potions. Vine Stalkers cannot heal from potions.
- Decks
- Drawing the Potion card from a deck of wonders restores you as though you'd drank one of the two above potions.
- Drawing the Elixir card from a deck of battle heals you completely at high power.
- Wands
- Zapping yourself with a wand of heal wounds restores 1d28+9 HP.
- Zapping yourself with a wand of random effects MAY restore you as though you'd used a wand of heal wounds on yourself... but probably won't.
- Vine Stalkers cannot heal from wands.
Species-specific Healing
- Demonspawn with the Powered by Death mutation have a higher regeneration rate when near fresh corpses.
- Ghouls can recover current and max HP by eating chunks.
- Hungry vampires will recover some HP and satiation each time they successfully stab a living enemy.
Amulet of Guardian Spirit
- Wearing an amulet of guardian spirit will cause all damage taken by your character to be split between HP and MP until your MP reaches 0. Characters that don't use MP normally can treat this as additional HP, and enjoy a bonus to regeneration rate because both HP and MP regenerate separately.
- Quaffing potions of magic or using channeling (excellent for mummy or lichform characters) are effective means of "healing" characters with this amulet.
- Deep dwarves have difficulty taking advantage of this amulet, as their MP regeneration rate is set to 0 when they equip it. However, any of the above methods of restoring MP will still function.