Draft:Ring of regeneration
| = | |
| Type | Ring |
|---|---|
| Base value (Au) | 1000 |
| Item level | 5 |
| Weight | 1 |
| Unidentified appearance | Random ring appearance |
| Cursed name | Ring of regeneration |
A ring of regeneration supplies sustained regeneration while worn, converting one mana into one HP at each qualifying status update. A cursed copy provides the same regeneration but becomes stuck. Extra enchantment or additional regeneration rings do not increase the healing rate.[1]
Generation
It is an item-level-5 random ring, available in ordinary loot, pawn-shop stock and acquirement. It follows the ordinary ring enchantment, blessing and appearance rules; its high generation level does not impose a character-level requirement for wearing it.[2]
Description
Equipping adds 1500 regeneration counts, above the ordinary countdown range. Removal subtracts 1500 and clamps a negative remainder to zero. The effect reveals this ring's type to the wearer; only noncursed use establishes the type for other copies. Blessing and enchantment do not change the regeneration contribution.[3]
| Condition at a minute-status update | Result |
|---|---|
| HP below maximum and mana above zero | Gains 1 HP and spends 1 mana |
| HP at or above maximum | No healing or mana cost |
| Mana at zero or below | No healing |
| Several regeneration sources | Same single healing check, not one per source |
This recovery does not check for disease, so it can work while disease blocks ordinary periodic recovery. It does not cure the disease, remove poison or heal above maximum HP.[4]
Timing
On local maps the minute-status update normally runs each game minute, with an additional call at the regular ten-minute or hourly check. Countryside hourly checks call it only once, rather than replaying sixty minutes of regeneration. Services that simply move the clock forward are not promises of proportional healing; the Rampart Arms' week of rest directly restores the character instead of replaying a week of these updates.[5]
The normal high count prevents ordinary timeout while worn, but effects that clear or alter the shared regeneration state can still matter. Removing equipment subtracts from the current state, not a saved previous value.[6]
Strategy
Use regeneration for gradual recovery when you can afford the mana. It is not an emergency healing burst, and it competes with spells for the same resource. At full HP it spends no mana, but if preserving a small mana reserve matters during injury, a removable noncursed ring lets you turn the conversion off.
More pluses and duplicate rings do not improve the conversion rate. A cursed copy works but removes the option to take it off normally; establish the curse state before committing the slot. A healing staff offers immediate charge-based recovery without spending mana, while this ring offers repeated small recovery without consuming charges.[7]
References
- ↑ iinit.h in Omega 0.90.4, line 348; itemf2.c in Omega 0.90.4, lines 107–125; aux2.c in Omega 0.90.4, lines 233–245; inv.c in Omega 0.90.4, lines 1584–1592.
- ↑ item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 143–152; site1.c in Omega 0.90.4, lines 1043–1052; effect1.c in Omega 0.90.4, lines 689–697.
- ↑ itemf2.c in Omega 0.90.4, lines 107–125; inv.c in Omega 0.90.4, lines 221–233; aux2.c in Omega 0.90.4, lines 233–245.
- ↑ aux2.c in Omega 0.90.4, lines 233–245; aux3.c in Omega 0.90.4, lines 11–47.
- ↑ time.c in Omega 0.90.4, lines 19–23; aux3.c in Omega 0.90.4, lines 11–47; aux3.c in Omega 0.90.4, lines 707–713; site2.c in Omega 0.90.4, lines 109–131.
- ↑ itemf2.c in Omega 0.90.4, lines 107–125; aux2.c in Omega 0.90.4, lines 233–245.
- ↑ itemf2.c in Omega 0.90.4, lines 107–125; aux2.c in Omega 0.90.4, lines 233–245; inv.c in Omega 0.90.4, lines 1354–1358; itemf1.c in Omega 0.90.4, lines 181–189; command2.c in Omega 0.90.4, lines 459–488.