- This page is about the spell. For species' innate recuperation, see healing.
|This spell reanimates parts of the caster's wounds. This unholy act 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. For most characters, this means they will gain an additional 1 HP per turn, though this is affected by things such as the Slow Healing mutation (see regeneration rate for details). 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, deep dwarves and characters in lichform 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).