In Brogue there’re several sources of healing.
- Natural regeneration.
- Regeneration boosted by Ring of Regeneration.
- Potion of Life.
- Ring of Transference.
- Health Charm.
- Ally healer (Dar Priestess, Unicorn or someone who ate corpse of dar priestess).
- Staff of Healing and reflective ally/enemy.
The best place to rest is next to the door you expect enemies from, with mace in hand. When enemy arrives, you catch him unaware.
Pros and cons Edit
- Makes you harder to catch with low HP.
- When highly enchanted, gives lots of HP during combat.
- Raises combat potential insignificantly unless highly enchanted.
- Poisoning will stop regeneration.
- Heals 100%, removes spider and centipede poison, permanently gives +5 HP.
- No need to enchant anything, you just stumble upon it.
- Extremely rare.
- When highly enchanted, gives you most HP possible.
- Makes you luck-dependent. No hits, no health.
- Leaves you defenseless in emergency.
- Excellent emergency helper even on +4 or +5 enchantment.
- To use, you need to spend 1 turn.
- In reality it’s on par with ring, despite theoretically 1/4 faster.
Several sources of healing Edit
Of course, we assume that both sources are found on low floors. When you’ve got a highly enchanted ring of transference and a brand new health charm, the latter will be a backup source of health, nothing more.
Two rings Edit
Enchant one, discard the other. That’s all.
Two charms Edit
Sometimes you’ll find two charms. The sequence of enchanting two charms is…
- Upgrade both charms to +2. It spends just one or two scrolls, but does matter.
- Upgrade the stronger charm to +5.
- Upgrade the weaker charm to +4 or +5.
- Then don’t touch the weaker charm, upgrading only the stronger one.
Ring and charm Edit
If both are found on low floors, you may enchant charm to +3, to stand more firmly at floors up to 12. After that — only ring.