Just a breakdown of healing, by element.
Other:
Resting- Limits what we can do for that round, but we go fatigue free next round.
SoG- Probable Artifact, based on its permanent status Most likely given no matter what we do, if we get it.
SoD- Probable Scroll, based on its one use status
Entropy:
Antimatter- Unlikely to be in these areas, and doesn't provide the healing we want right now
Earth:
Stoneskin- Possible find from moving boulders, cave. Also might just become a defense buff, and not a HP buff.
Life:
Heal- Possible scroll/Artifact (I'm leaning towards artifact since we'll be spending ALOT of time resting once we move towards harder creatures without some sort of good healing. It could also be a scroll, which leans towards SoG being given earlier). Most likely found by the 3 trees.
Druidic Staff A weapon that would heal us, as well as HP help (But reduced to possibly 1-2 an action). Most likely found by the 3 trees. We might be going by the flying weapon stats, so we'd game a hella bunch of defense.
Empathic bond- Artifact, don't see much use unless its severely increased. Most likely found near trees.
Water:
Purify: Most likely either given to us from another elemental/trader, or taken from a waterbody.
Light:
Holy light: Was most likely found at the glowing, now not so much. Scroll most likely.
Miracle- Too powerful this early, scroll 100%
Luciferin- Bottled, meaning a likely item.
Sanctuary- By the card, its too big to be a scroll/artifact. Most likely a place where we can rest for a turn/2 turns with additional healing.
Darkness:
Stiletto: Again, another possible cave item. More att than defense, and the healing probably will be reduced.
Vampire: In the cave, we'd either have to befriend it (unlikely with our current party members and items), or beat it and have it come to respect us
LS: Hurts us in the long run, and would probably be sold.
Nightmare: Possible scroll.
Also, does the 2 RoL count as two pets?