Difference between revisions of "Regeneration"
m (1 revision: attempting to import spells)
Revision as of 06:10, 21 December 2012
- This page is about the spell. For species' innate recuperation, see healing.
|This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.|
Regeneration is a level 3 Charms/Necromancy spell which raises your HP regeneration rate by 100. While the specifics of what that means are somewhat complicated (see the regeneration rate article for the exact effects), the spell's general purpose is to greatly increase the speed at which your character regains HP over time. This effect can more than triple the speed at which you naturally heal, although it's more pronounced for low-level characters. This helps you recover between battles quickly, but don't expect it to make you invincible during combat; it only marginally increases your chance of survival in most dangerous encounters.
Also, characters under the effect of Regeneration will recover from sickness much faster, helping you avoid temporary stat loss (although you still won't recover HP while sick). The increased recovery rate also helps counteract poison damage, making it much easier to simply wait out. As such, Regeneration can help you conserve potions of curing and lessens the need for poison resistance.
Be aware that Regeneration stacks with items that grant similar effects, such as rings of regeneration, troll leather armour, or being a troll. As with these items, while Regeneration is active and your HP is below maximum, there is an additional hunger cost on par with wearing a ring of hunger.
Characters who worship good gods will probably want to avoid Regeneration, as the spell qualifies as Necromancy and will upset them. Also, mummies and deep dwarves cannot learn this spell. Vampires can, but the duration and benefit of the spell is dependent on their current satiation level (full effect at Alive status, no effect at Bloodless).