Pawn curative and tool use

During adventures and of their own volition pawns may use curatives, healing themselves, their fellow pawns or the Arisen. They also open chests, pickup items, gather, mine ore, and fill flasks; and during battle will use thrown weapons.

Under extreme cicumstances, such as when facing dangerous foes, pawns use more valuable, rarer, and more powerful items, including strength and magic boosting periapts, and special Arrows.

Healing
If able pawns will heal themselfs, their fellow pawns, and the Arisen. In addition to the healing provided by the Anodyne class of spells used by Mages, pawns can use curative items to restore health.

In general pawns will use any item classed as a 'curative' (in the inventory), whose primary benefit is healing. This includes all types of Greenwarish; potions such as Desiccated Herbs, and Salubrious Brew; and common foods such as berrys, twigbean, or pumpkin; as well as Harspud extracts, and some rarer herbs such as Waterfell Gentian Leaf, or Devilwort.

If an ally is hurt then pawns will use group effect curatives to heal, though the ally may be able to heal themselfs first. Such group healing items include Spring Water, and Rousing Incense.

Pawns generally heal themselfs or allys when their health falls below half (about 45%). Common items appear to be used in preference, with Desiccated Herbs, twigbean, and greenwarish used before items such as Salubrious Brew, or Kingwarish - multiple items may be imbibed until health is above the critical halfway value.

Moldy and rotten items may be used in extremis - moldy items such as Moldy Carrot that cause stamina loss are not used until all other curatives have been exhausted - if all moldy items have been eaten a pawn may start eating rotten items that cause illness to increase low health, such as Rotten Grandgrapes.


 * Group curatives are not used by a pawn to solely cure their own ills - they will only be used if another party member needs help.
 * Curatives that restore health alongside other beneficial effects, excluding stamina regeneration are never used solely for the healing properties - thus a pawn will not use Nostalgia Dust, Interventive or other curatives even if their health is critical.

Stamina
Stamina curatives are used in much the same way as health curatives. However they will not use curatives to restore the Arisen's stamina if it is depleted, either through running or skill use, nor will they use group curatives to restore other pawn's stamina if depleted - stamina curative use is triggered through the use of stamina depleting skills by themselfs in combat.

Generally pawns use common restorative items first, such as Large Mushroom, and will also use items that restore health and stamina, such as Harspud Sauce. Additionally they will use group stamina restoratives such as Mushroom Potage, to restore their own stamina, with the side effect of aiding the entire party.

As with healing items, pawns will use restoratives with negative side effects if no better curative is in their possession - including posisonous mushrooms such as Crimplecap, rotten items such as Rotten Ambrosial Meat, or even the sleep inducing Select Herb Ale - however Secret Herb Ale is avoided.


 * The behaviour of pawns using group stamina curative to restore their own stamina has been used to an entire party's benefit - a pawn with a skill such as Great Gamble (or other high stamina use skills such as Dragon's Maw) is equipped only with group restoratives, such as Mushroom Potage - every time they use the skill and restore their stamina, the entire party benefits, allowing generally high skill usage overall.

Debilitations
Pawns will readily cure their own debilitations with curatives, and cure other's debilitations if they have suitable group curatives.

In general pawns will use the minimum curative required, conserving more ultilious items - so a poisoned pawn will use Mithridate in preference to Panacea to cure Poison, but will use the cure-all if they have no other options.

Tool use
In addition to opening chests, gathering from burials and fish ponds, filling flasks, and mining with Pickaxes pawns will use some other special items.

The most common tool use is the use of thrown items during battle - pawns will employ a wide variety of items as weapons, or to gain advantage over a foe. These include:


 * Throwing Flask of Oil, or Poison Flask to inflict tarring or poison.
 * Throwing skulls, or Festival Pie to inflict curse or blindness.
 * Throwing rocks, kindling, or Foreign Knifes to inflict damage.
 * Use of Throwblast, or Dragon’s Spit to inflict explosive or burning damage.
 * Certain items do not seem to be used, despite being potential thrown weapons, including Bricks, Ceramic Jugs, and the Coin Purse of Charity.

Pawns may also use some environmental objects to inflict damage, such as Explosive Barrels.

Limitations
Pawna do not:
 * Combine items.
 * Discard items.
 * Equip or swap weapons or armor for better items.
 * Give items to other pawns, or the Arisen.

High Threat Level item use


When in a dangerous battle pawns may begin to use special items, including special arrows, periapts, and other useful items.

High threat level conditions typically occur when fighting giant creatures (Drakes etc) with a low level party, as well as against the stronger enemies found in Dark Arisen's Bitterblack Isle.

'Threat level' is indicated by the battle music during combat. In order of increasing threat :
 * Combat      Special Arrows, Tools and Curatives are not used
 * Combat Tension    Special Arrows, Tools and Boosters are used
 * Hopeless Battle    Special Arrows, Tools and Boosters are used

For Bitterblack Isle, they are:
 * Ordinary Battle    Special Arrows, Tools and Boosters are not used
 * Intense Battle      Special Arrows, Tools and Boosters are used
 * Desperate Battle   Special Arrows, Tools and Boosters are used

Threat level is thought to be determined by the foes dangerousness; the number of foes; the party's level; and also by the loss of or incapacitation of pawns; and by the Arisen's health being low or critical.

Generally pawns will use special arrows singly, and single uses of periapts or other stat boosting potions.


 * Pawns will infrequently use Special Arrows with their skills, but this is rare as the threat level must be dire indeed.


 * Pawns do not use special arrows in Daimon's chamber in Bitterblack Isle.  However, pawns have been observed to load and use Blast Arrows if Daimon possesses another pawn in the party.
 * It is possible for Pawns to use Special Arrows against enemies that wouldn't normally meet the Threat Level criteria when there are new enemies present that, considered together, do. For example, Pawns may use Blast Arrows against Death when it appears together with a Prisoner Gorecyclopes even though they ordinarily will not use Blast Arrows against Death.
 * If the pawn has complete Bestiary knowledge for the enemies it faces, it will choose appropriate Special Arrows that correspond to the debilitation/weakness of that enemy. For example, a Ranger pawn may choose Silencer Arrows for a spellcaster enemy, and, if Utilitarian is present in the upper three inclinations of your pawns, coordinated arrow attacks will be made such as a volley of Oil Arrows followed by a Blast Arrow.
 * Pawns may attempt to use Special Arrows that inflict status ailments against Living Armor which are immune to such#.