Potion of might
|A magic potion which greatly increases the strength and physical power of one who drinks it.|
Quaffing a potion of might grants your character the might status effect, granting +5 strength and +1d10 damage to your melee attacks for 1d40 + 34 (more) turns, up to a max of 80. This extra damage is extremely useful for powering through dangerous opponents in the early game, and still provides a quick slaying-style boost later on. Bear in mind that these potions do not stack with berserking, as that status effect already includes might as one of its benefits.
While the effect is similar to +10 slaying, it is not identical: the damage bonus is rolled separately from slaying and enchantment and added to the total. For example, a character who has a weapon with a +5 to-damage weapon, +5 slaying, and the might status effect will have 1d10+1d10 extra damage, while a character with a +5 to-damage weapon and +15 slaying will have a +1d20 damage bonus; the former case gives more consistent extra damage (as well as very slightly higher damage on average).
Quaff Normally: "You feel very mighty all of a sudden."
Quaff While Mighty: "You still feel pretty mighty."
Prior to 0.12, quaffing a potion of might while already mighty would give a point of magic contamination.
|Agility • Ambrosia • Beneficial mutation • Berserk rage • Blood • Brilliance • Cancellation • Cure mutation • Curing • Degeneration • Experience • Flight • Haste • Heal wounds • Invisibility • Lignification • Magic • Might • Mutation • Resistance|