Potion of heal wounds: Difference between revisions
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imported>CommanderC Undo revision 17945 by CommanderC (talk) |
imported>MoogleDan Updated for 0.12, added wand comparison |
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{{flavour|A magical healing elixir which causes wounds to close and heal almost instantly. If it is used when one is at or near full health, it can also repair permanent injuries.}} | {{flavour|A magical healing elixir which causes wounds to close and heal almost instantly. If it is used when one is at or near full health, it can also repair permanent injuries.}} | ||
[[Quaff]]ing a '''potion of heal wounds''' restores 9+3d28/3 [[HP]] (23 on average), up to your max HP. If quaffed when at full HP, it will remove 2d3 HP of [[rot]] (4 on average). Unlike a [[potion of curing]], it does not cure other conditions (eg, [[poison]], [[sickness]] or [[confusion]]), but the restored HP may keep you alive long enough for them to pass on their own. | [[Quaff]]ing a '''potion of heal wounds''' restores 9+3d28/3 [[HP]] (23 on average), up to your max HP. If quaffed when at full HP, it will remove 2d3 HP of [[rot]] (4 on average). Unlike a [[potion of curing]], it does not cure other conditions (eg, [[poison]], [[sickness]] or [[confusion]]), but the restored HP may keep you alive long enough for them to pass on their own. | ||
There are functionally identical to [[wands of heal wounds]]. However, they are vulnerable to destruction from [[cold]] damage, cannot be used by [[mummy]] or [[retching]] characters, and [[aum|weigh]] more once you start carrying a stack of 3+. In spite of these disadvantages, they are ''much'' more common, and well worth carrying a few of at all times. | |||
{{crawlquote|You feel much better.}} | {{crawlquote|You feel much better.}} | ||
Revision as of 13:19, 6 August 2013
| A magical healing elixir which causes wounds to close and heal almost instantly. If it is used when one is at or near full health, it can also repair permanent injuries. |
Quaffing a potion of heal wounds restores 9+3d28/3 HP (23 on average), up to your max HP. If quaffed when at full HP, it will remove 2d3 HP of rot (4 on average). Unlike a potion of curing, it does not cure other conditions (eg, poison, sickness or confusion), but the restored HP may keep you alive long enough for them to pass on their own.
There are functionally identical to wands of heal wounds. However, they are vulnerable to destruction from cold damage, cannot be used by mummy or retching characters, and weigh more once you start carrying a stack of 3+. In spite of these disadvantages, they are much more common, and well worth carrying a few of at all times.
You feel much better.