Spellbook of extra healing

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spellbook of
+   extra healing   Light green spellbook.png
Appearance random
Abundance 2.7%
Base price 300 zm
Weight 50
Turns to read 10
Ink to write 15–29
Spell type healing
Level 3
Power cost 15 Pw
Direction beam
Equivalent potion of extra healing

In NetHack, the spellbook of extra healing can be read to learn the spell of extra healing. It is a level 3 healing spell, and the spellbook takes roughly 10 turns to read.

Generation

Healers start each game with a blessed spellbook of extra healing.[1] Priests may start with the spellbook of extra healing as either of the two spellbooks in their starting inventory.[2][3][4] Wizards may be given a spellbook of wizard lock as the secondary spellbook in their starting inventory.[5]

Spellbooks of extra healing make up 271000 (2.7%) of all randomly-generated spellbooks. General stores, second-hand bookstores and rare books stores can sell spellbooks of extra healing.

Description

The spell of extra healing is a directional spell that prompts for a direction to cast it in: monsters hit by the beam are awakened from sleep, healed for 6d8 HP and have any blindness that does not originate from a cream pie or blinding venom cured, and though the spell is flagged as having a different effect when cast at Skilled or higher, there is no actual difference in practice.[6][7]

A hero that is lawful or a Healer gains a +1 bonus to alignment record for each pet or peaceful that they heal with the spell, while a hero that is chaotic takes a -1 penalty instead.

Pestilence will take 3d8 damage if hit with the spell, though their standard MR score of 100 means that the spell's damage is always halved.[8]

The spell of extra healing is one of several emergency spells.

Strategy

Though the spell is generally useful as a stronger version of the healing spell and is applicable in many of those scenarios, the latter spell is often a more efficient use of energy: the extra healing spell uses three times the power, but can restore only twice the amount of HP. A creative use of this spell is for curing blindness inflicted on dangerous monsters (e.g. from a wand of lightning) so that they will respect Elbereth.

History

The spellbook of extra healing and its spell first appear in NetHack 1.3d.

In NetHack 3.6.1 and previous versions, including some variants based on those versions, a bug prevents the healing and extra healing spells from correctly healing untimed (permanent) monster blindness—this is fixed in NetHack 3.6.2.

Messages

<The monster> looks much better.
A monster was in the range of an extra healing spell.
The <item> seems a more vivid <color> than before.
A mimic was healed by a spell of healing or extra healing while cloaked.

Variants

SLASH'EM

In SLASH'EM, Healers and Priests can no longer start with the spellbook in their inventory.

dNetHack

In dNetHack, notdNetHack and notnotdNetHack, reading a spellbook of healing when the hero is Skilled or higher in healing spells will teach the extra healing spell, as will reading a spellbook of extra healing at Basic or higher in healing spells. The spell itself is also buffed, and restores HP dependent on the caster's skill level: 6d8+6 for Unskilled, 8d8+7 for Basic, 9d8+8 for Skilled, and 10d8+9 for Expert. A Healer casting the spell and healing monsters also gains experience points for doing so.

Knowledge of the spell of extra healing is required to play the meditative healing song, unless the hero is a Troubadour or has the spirit Orthos bound.

The Black Crystal grants knowledge of the extra healing spell and a bonus to its success rate while carried.

EvilHack

In EvilHack, the spell of extra healing restores more health dependent on the caster's skill: 4d8 for Unskilled or Restricted, 6d8 for Basic (the same as in NetHack), 8d8 for Skilled, and 10d8 for Expert or higher.

Infidels casting the spell without the Amulet of Yendor will have extra health drained so that it is never a net gain to use the spell on themselves.

References