Difference between revisions of "Potion of ambrosia"
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{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}} | {{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}} | ||
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+ | {{item | ||
+ | |itemtype=Potion | ||
+ | |name=Potion of ambrosia | ||
+ | }} | ||
Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]], during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. However, any source of [[clarity]] renders the potion completely ineffectual, and extending your confusion through any means will ''not'' extend the duration of the regenerative effects. | Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]], during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. However, any source of [[clarity]] renders the potion completely ineffectual, and extending your confusion through any means will ''not'' extend the duration of the regenerative effects. |
Revision as of 12:02, 18 January 2016
A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does. |
Quaffing a potion of ambrosia immediately inflicts you with 3-10 turns of confusion, during which time you also benefit from a greatly increased HP and MP regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for deep dwarves and bloodless vampires. However, any source of clarity renders the potion completely ineffectual, and extending your confusion through any means will not extend the duration of the regenerative effects.
Strategy
Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of poison or for recovering health during a long, drawn-out fight with phantoms and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on shields for defense.
It is possible to use them in big fights as extra regeneration, if you are for example a two handed axe user who does not care for targeting explicit enemies. Since you don't use a shield anyway, you don't lose the SH value. Still it might be better to go unconfused for taking out ranged enemies.
Useless almost anywhere else, potions of ambrosia are great to have in the Abyss, where you'll never find enough peace to fully heal up and recharge after a fight with normal means. Ambrosia accomplishes that in a few turns between one fight and the next.
History
Potions of ambrosia were added in 0.16. They are based upon the ambrosia food item found in 0.14 and earlier.