Draft:Staff of healing

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Omega 0.90.4

A staff of healing restores the user's HP and clears blindness. It does not aim a healing beam at another creature. Enchantment increases its healing, while a cursed copy, called a staff of harming, directly removes HP instead.[1]

Generation

It is an item-level-3 random wand, normally with 1–20 charges, random blessing and +0 enchantment. Random loot, pawn-shop stock and acquirement can supply it.[2]

Ambrosias converts essence of water elemental into a blessed +6 staff with 20 charges for 400 Au. This is an alchemical product, not a staff carried by every water elemental.[3]

Description

Let P be the staff's enchantment. A noncursed staff uses healing strength A = 1 + P. Positive blessing does not further increase A. For A greater than zero, healing occurs only while current HP is below maximum HP + A: it adds a random 1 through 10A HP, then sets HP to maximum HP + A if the result exceeds the ordinary maximum. It does not permanently increase maximum HP.[4]

Staff HP effect Blindness
Noncursed +0 Strength 1: rolls 1–10 healing; crossing the maximum sets HP to maximum +1 Cleared
Noncursed +6 alchemical staff Strength 7: rolls 1–70 healing; crossing the maximum sets HP to maximum +7 Cleared
Cursed, enchantment P Directly loses 0 through 10 × (1 + absolute value of P) HP Not cleared

Healing clears blindness even when HP is already too high to receive more healing. In the unusual case of noncursed enchantment -1, strength zero gives one HP only while below the maximum and still clears blindness; a lower enchantment instead produces harmful negative strength. The harmful branch directly subtracts HP, bypassing armor and damage immunity; it calls death when HP falls below zero.[5]

Use the normal wand command from accessible inventory. There is no target prompt and no mana cost. One charge is spent before healing, even if HP and sight need no improvement. Fear prevents activation. Noncursed use reveals the type; cursed use does not identify it.[6]

Strategy

Keep an identified, noncursed staff accessible as a reserve when mana is low. The water-elemental recipe gives substantially stronger healing than an ordinary +0 copy, and its blindness cure remains useful at full HP. It does not cure poison or disease, so address those separately.[7]

Use it before an enemy can finish you: wand activation takes time, and the healing roll can be small. Recharging replenishes an existing staff without requiring more essence. Further enchantment improves healing but carries the normal enchantment explosion risk; the already +6 alchemical copy is not in the safe low-enchantment range. Establish its curse status before use, since the same +6 becomes a 0–70 HP loss when cursed.[8]

References