abstract
| - Natural regeneration is the measure of how long it takes a PC to recover HP or PP, without external influences (magical items etc.). Natural regeneration is usually measured by the amount of turns it takes the PC to recover one hit/power point. It can also be measured as a rate — # of HP divided by the number of turns (or time) required to restore it — where the fewer the number of turns required, the higher the rate (or speed). Whilst HP and PP are naturally restored by moving, attacking etc., the most common way to restore HP or PP is to have the PC walk on the spot (triggered by pressing 'w', then '5'). This can't be done near monsters, or if the PC is inflicted with certain status conditions (e.g. sickness). Regeneration rates depend on many factors, with race generally being the most dominant one. There are some means of altering the number of turns required for natural regeneration in game (though there is a cap on their effectiveness so that the number of turns can neither be negative nor too high). A PC's regeneration rates can be revealed by a potion of insight or the Revelation spell (unless the PC has no current intrinsics). Note that while certain class powers of Healers, Bards and Druids are described as allowing the PC to recover HP or PP at double/thrice the usual rate, the number of turns required is unaffected; instead, the PC recovers two or three points instead of the usual one per turn of natural regeneration. Also, the healing effect of the Healing skill and Candle star sign work independently of natural regeneration.
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