Archived from groups: rec.games.roguelike.adom (
More info?)
Twinge wrote:
> KevinO wrote:
>
>> {spoiler space}
>>
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>> Not detailed technical information I'm afraid, but this is definately
>> worth a mention all the same.
>
>
> Did someone say 'detailed technical information'? =D
> Vlad pulled most of this information, I just retyped it to make it
> _hopefully_ understandable and readable
>
>> The guidebook states that it is essential to obtain the Healing skill.
>> Advanced strategies involving a lot of careful play and
>> herb-harvesting aside, a candle-born character with the healthy talent
>> is perfectly capable of getting through the game without healing. To
>> give one example, my Candle-born Gnomish Thief with Healthy but not
>> Healing is currently regenerating something in the region of 2
>> hitpoints every 12 turns, after one troll corpse. (The rate wasn't
>> far off that before the corpse either.)
>>
>
> Troll corpse effects are pretty weak, they can only lower the natural
> regen rate by 1, and then only sometimes.
>
>
> Well, I suppose it's as good a time as any to post *exactly* how healing
> works =)
> some of this information fits in several parts of the guidebook (the
> regeneration section, talents, etc.), I'll help point it out when I get
> a chance or if Andy misses anywhere
>
> There are 3 possible sources of normal healing which all trigger
> seperately (so all 3 can happen in a single turn). Each time one of
> these sources is triggered (randomly or the right number of turns pass),
> you heal an amount based on some seperate factors (always at least 1).
> The 3 basic sources of healing are the natural healing that everyone
> gets, the healing skill, and candle-born. The other ways you can heal
> are regenerating equipment and the scarring tissue corruption.
>
>
> The healing skill will activate randomly based on your healing skill
> points / 1200. This means at 100 healing, it will activate every 12
> turns, on average. (Much rarer when sick, about 4.5 times slower)
>
> Candle-born PCs will heal every 12 turns automatically.
>
> Your natural regeneration rate is based on a few more things. First, you
> have your natural rate defined by your race and any trolls you've eaten
> or troll blood drank. This base number cannot be lower than 5. Then it's
> multipled by 10 if you're sick (you heal 10 times slower). If you have
> the healthy talent, this is multiplied by 0.8 (20% more often). After
> that, if you're wearing a necklace of rapid healing, this number is
> multipled by 0.5 (1/2) if the necklace is uncursed or 0.125 (1/8) if the
> necklace is blessed (no change if cursed). After all that, if the number
> is less than 2 it instead equals 2 (you can't heal this way more than
> every 2 turns). Finally, if you have rotting armor, the number is
> multiplied by 10 here. This final number is how often you heal naturally
> - how many turns between each healing.
>
> Now, every time you do in fact heal in any of these 3 methods, you gain
> an amount of HP, starting at 1. You get +1 if you're a level 6+ healer
> and another +1 if you're level 12+. Bards level 32+ also get +1, as do
> druids level 32+ that are in the wilderness. Characters born under the
> candle also get +1. Finally, if you're in an 'herbs an antiseptics' room
> you get +1, a 'refreshing' room gives +3.
>
> Seperate from all of this, regenerating equipment gives you 1 HP each
> and every turn. The tissue corruption gives you 1 HP every 5 turns (but
> beware of the scars).
>
> SO, If you are a Level 12+ Candle-born Healer wearing Preserver, 2 rings
> of regeneration, bracers of regeneraton, a crown of regeneration, and
> two knifes of endurance in a Refreshing room, as well as having the
> regenerating corruption you could potentially heal as much as 29 HP in a
> single turn.
>
>
> In summary, the healing skill is far from nessecary, but is certainly
> nice. Any candle-born player is guaranteed to heal 2 hp every 12 turns,
> which is much more powerful than either the healing skill or being a
> troll (but does become even more powerful when combined with either).
> Also, the healthy talent is far from nessecary for a candle-born PC. It
> helps a little bit, but not significantly enough to bother with if you
> have anything better to get. Get it early or not at all I'd say.
>
> Another side note is that amulets of health only protect against
> sickness (they always prevent the final fit, and I think they make you
> get better faster) - they do nothing with actual healing.
>
> ----
> NOW, on to PP regeneration. PP regeneration is a lot less interesting;
> you can only regenerate PP from one source during a turn no matter what.
>
> If you're on the little magical island in Terinyo, you automatically
> regenerate PP.
>
> You have your natural rate for this just like you do for HP. If it hits
> that turn, you regenerate PP.
>
> There is a _(1/30)_ chance to regenerate a pp if you have the charged
> talent, and as I've said this doesn't even stack on top of other stuff
> so it is, in effect, even less than that 3.33%! This talent is probably
> worse than most people thought it was; the only use I could see for it
> is for characters without the concentration skill; it might be
> marginally useful there.
>
> Empowered armor gives you a 5% chance (1/20) to regen.
>
> The mana battery corruption gives you a 10% (1/10) chance for regeneration.
>
> Concentration is the big one. It is also much more important to have
> this high than it is to have healing high. If you want to use spells on
> a regular basis, you'll basically need concentration. You get checks
> based on concentration skill / 500. However, if you have >= 75
> concentration, you get a second check. Concentration >= 90 nets another
> check, and concentration = 100 nets yet another check.
> What this means:
> Having Concentration at 100 is literally 4 times better than having it
> at 74! Get it up as quickly as possible. Other numbers:
> 100 concentration is 22% better than 99 concentration,
> 14.8% chance for regen with 74 concentration alone,
> 48.42% chance to regen at 99 concentration (alone),
> 59.04% chance to regenerate with 100 concentration (alone),
> 60.27% chance with 100 con & charged talent,
> 66.03% with 100 con, charged talent, empowered armor, and mana battery
> corruption.
>
> And of course, anti-magical armor stops all PP regeneration.
>
> I'm going to repeat myself and say that PP regeneration is different
> from HP regeneration, and once one triggers that's it, you regenerate
> PP. The only way to regenerate more than 1 PP in a turn is from class
> bonuses. Level 40+ bards get 2 PP each time they regen, and level 12+
> druides get 2 PP each time if they're in the wilderness.
>
>
> ----
>
> Here's some mediocre formulas which might be easier to read for some
> people (this is just the _same information_ as listed above in a
> different format):
>
> RegenRate is how often you heal, not how much. It is determined as follows:
> RegenRate = Max((NaturalRegen * Sickness * HealthyTalent *
> NecklaceRapidHealing),2) * RottingArmor
> (Like nearly all ADOM calculations, all decimals are truncated after
> every operation)
> *Natural Regen: Your natural regeneration rate; cannot be lower than 5.
> *Sickness: If you're sick, 10; 1 otherwise
> *Healthy Talent: .8 if you have the Healthy talent, 1 otherwise
> *Necklace of Rapid Healing: 0.5 if uncursed, 0.125 if Blessed, 1 otherwise
> *Rotting Armor: 10 if wearing, 1 otherwise
> So if your natural regeneration rate is 10 and you are wearing an
> uncursed necklace of rapid healing, you will heal every 5 turns.
>
> The healing skill provides additional random chances for regeneration as
> follows:
> *HealingSkillRate = (HealingSkill / (1200 * Sickness))%
> *Healing Skill: Your healing skill amount, up to 100
> *Sickness: 4.67 if Sick, 1 otherwise
> So if you have 100 healing, you have a 0.833% chance each turn to heal
> (0.388% if sick).
>
> CandleRate = 12
> Every 12 turns, a Candle-born PC heals.
>
> Now, each time you heal in any of the 3 methods above, you gain an
> amount of HP as follows:
> AmountHealed = 1 + ClassBonus + CandleBonus + RoomBonus
> *Class Bonus: Healers get 1, Healers level 12 or higher get 2. Bards
> Level 32 or higher get 1. Druids level 32 or higher that are in the
> wilderness get 1.
> *Candle Bonus: PC's born under the Candle get 1.
> *Room Bonus: 'Refreshing' room gives 3, and 'Herbs and Antiseptics'
> gives 1.
>
> Seperate from this, Every peice of regenerating equipment you are
> wearing (not counting the necklace of rapid healing) heals 1HP EVERY TURN.
> Finally, The Regenerating Corruption Gives you 1HP every 5 turns (Beware
> the scars though!)
Man, no one was even interested in this info? ;O