Difference between revisions of "Potion"
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| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad. | | [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad. | ||
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− | | [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], [[sickness | + | | [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], and [[sickness]]; also heals 5-13 HP. Any rot damage is healed first. |
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| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points. | | [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points. |
Revision as of 08:36, 10 April 2018
This page is about the Item. For the card, see Potion card
An unlabeled flask containing a single dose of unknown liquid.
"Then gave I her, - so tutor'd by my art, - -William Shakespeare, _Romeo and Juliet_ |
Potions are useful consumable items represented by the '!' character. Every potion has a specific effect (beneficial or harmful) when quaffed. You can't drink potions while berserk, in lich form, if you're a mummy or if you have sacrificed Drink as a Ru worshipper and are injured badly enough.
Potion Identification
Apart from using a scroll of identify, there are several ways to determine the identity of potions you've picked up.
Some race/class combinations begin with potions identified. All characters recognize potions of blood, fighters start with a potion of might, and wanderers may start with some identified potions in their inventory.
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, in case of a potion of ambrosia, potion of lignification, or potion of berserk rage. Potions of degeneration and potions of mutation are also harmful, but those effects do not wear off by simply passing turns.
Monsters sometimes drink potions within your line of sight. This identifies the potion.
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most frequent (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, potions of experience are very rare (less than 1% of all generated potions), so you're unlikely to pick one if you only drink potions when you have two or more of the same type.
Some more notes on potion identification:
- If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either potions of lignification or potions of haste.
- A certain entry vault for the Orcish Mines has multiple potions scattered about in addition to several placed behind a door. Most of them are potions of degeneration.
List of potions
Tile | Potion of ... | Description |
---|---|---|
agility | Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth) | |
ambrosia | Confuses you, but increases your health and magic regeneration for several turns. | |
berserk rage | Makes you go berserk for several turns. | |
blood | Provides satiation for Vampires. | |
brilliance | Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power). | |
cancellation | Ends many status effects, both good and bad. | |
curing | Removes poison, confusion, and sickness; also heals 5-13 HP. Any rot damage is healed first. | |
degeneration | Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points. | |
experience | You immediately gain a level and a large amount of XP to apply to your skills. | |
flight | Lets you fly for several turns. | |
haste | Grants Haste for several turns. | |
heal wounds | Heals 10-37 HP. Any rot damage is healed first. | |
invisibility | Makes you invisible for several turns. | |
lignification | Grants you Tree form for several turns. | |
magic | Recovers 10-37 MP. | |
might | Grants the Might condition for several turns (+5 Str, +Dam) | |
mutation | Removes 2-4 mutations, then gives 1-3 random mutations, and then gives one good mutation. | |
resistance | Provides one level each of fire, cold, electricity, poison, and corrosion resistance for several turns. |
History
0.20 merged potions of beneficial mutation, potions of cure mutation, and potions of mutation.
0.18 removed potion of poison.
0.17 removed potion of decay and potion of restore abilities. It also made any potion able to be found in a stack, so that information can no longer be used to narrow down the possibilities. Monster quaffing always identifies a potion.
0.16 removed potion of coagulated blood, potion of confusion, and potion of porridge. It added potion of ambrosia.
0.15 removed potion of strong poison and potion of paralysis. Potion of cancellation was added. Prior to this version, thirsty vampires received only half the effect from most potions.
As of 0.14, the basic 40 satiation for all potions was removed, and the potion of slowing was replaced with the potion of lignification. Potions of speed are known as Potions of haste. Known potions that would have no effect can no longer be quaffed.
Prior to 0.13, instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.
Prior to 0.12, you could throw potions to generate cloud attacks against enemies with the Evaporate spell. You could also identify several unpleasant potions by creating samples of them through Fulsome Distillation.
Potions |
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Ambrosia • Attraction • Berserk rage • Brilliance • Cancellation • Curing • Degeneration • Enlightenment • Experience • Haste • Heal wounds • Invisibility • Lignification • Magic • Might • Mutation • Resistance |