Potion of might
|A potion which greatly increases the power of the drinker's melee attacks.|
Quaffing a potion of might grants your character the might status effect, adding +1d10 damage to your melee attacks for
34 + 1d40 (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 feel mightier all of a sudden.
- Prior to 0.25, potions of might gave the player a +5 bonus to Strength.
- Prior to 0.12, quaffing a potion of might while already mighty would give a point of magic contamination.
- potion.cc:272 (0.25.1)
|Ambrosia • Attraction • Berserk rage • Brilliance • Cancellation • Curing • Degeneration • Experience • Flight • Haste • Heal wounds • Invisibility • Lignification • Magic • Might • Mutation • Resistance|