Difference between revisions of "Potion of ambrosia"

From CrawlWiki
Jump to: navigation, search
Line 1: Line 1:
{{version026}}
+
{{version028}}
 
{{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.}}
 
{{item
 
{{item
Line 6: Line 6:
 
}}
 
}}
  
Quaffing a '''potion of ambrosia''' immediately inflicts 3-10 turns of [[confusion]] (bypassing [[clarity]]), during which time you also benefit from greatly increased [[HP]] and [[MP]] regeneration (+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.
+
Quaffing a '''potion of ambrosia''' immediately inflicts 3-10 turns of [[confusion]] (bypassing [[clarity]]), during which time you also benefit from greatly increased [[HP]] and [[MP]] regeneration (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]].
  
Extending your confusion through any means does not extend the duration of the regenerative effects.
+
Extending your confusion through any means does not extend the duration of the regenerative effects. However, ending confusion will end the ambrosia effects.
  
 
==Strategy==
 
==Strategy==
Line 14: Line 14:
 
*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 [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense ([[Confusion]] automatically sets the player's [[SH]] to 0).
 
*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 [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense ([[Confusion]] automatically sets the player's [[SH]] to 0).
 
*It is possible to use them in big fights as extra regeneration, if you are, say, a two-handed [[Axes|axe]] user who does not care for targeting individual enemies. Since you don't use a shield anyway, you don't lose the [[SH]] value. Still, it might be better to remain unconfused for taking out ranged enemies.
 
*It is possible to use them in big fights as extra regeneration, if you are, say, a two-handed [[Axes|axe]] user who does not care for targeting individual enemies. Since you don't use a shield anyway, you don't lose the [[SH]] value. Still, it might be better to remain unconfused for taking out ranged enemies.
*Potions of ambrosia are great to have in the [[Abyss]], where finding enough of a lull between fights to fully heal up and recharge is a rarity.
+
*Potions of ambrosia are great to have in the [[Abyss]] or the [[orb run]], where finding enough of a lull between fights to fully heal up and recharge is a rarity.
*Unlike Deep Dwarves and Vampires, [[Vine Stalker]]s do not benefit from HP regeneration from this potion, but will still restore their [[MP]] as normal. If all other options have been exhausted, a few extra MP can keep a Vine Stalker alive with its innate [[spirit shield]].
+
*Unlike Deep Dwarves and those with -Regen, [[Vine Stalker]]s do not benefit from HP regeneration from this potion, but will still restore their [[MP]] as normal. If all other options have been exhausted, a few extra MP can keep a Vine Stalker alive with its innate [[spirit shield]].
 
**Characters wearing the [[unrandart]] [[robe of Vines]] also do not regain HP from this potion, though the robe's innate regenerative powers are already quite impressive on their own.
 
**Characters wearing the [[unrandart]] [[robe of Vines]] also do not regain HP from this potion, though the robe's innate regenerative powers are already quite impressive on their own.
 
*If you have the [[Blink]] spell or a [[scroll of blinking]] and are in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from the 3-5 turns of ambrosial healing, then quaff a [[potion of curing]] to end your confusion.
 
*If you have the [[Blink]] spell or a [[scroll of blinking]] and are in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from the 3-5 turns of ambrosial healing, then quaff a [[potion of curing]] to end your confusion.

Revision as of 18:16, 13 August 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
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.
Type Potion
Name Potion of ambrosia
Icon Potion of ambrosia.png

Quaffing a potion of ambrosia immediately inflicts 3-10 turns of confusion (bypassing clarity), during which time you also benefit from greatly increased HP and MP regeneration (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for deep dwarves.

Extending your confusion through any means does not extend the duration of the regenerative effects. However, ending confusion will end the ambrosia 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 (Confusion automatically sets the player's SH to 0).
  • It is possible to use them in big fights as extra regeneration, if you are, say, a two-handed axe user who does not care for targeting individual enemies. Since you don't use a shield anyway, you don't lose the SH value. Still, it might be better to remain unconfused for taking out ranged enemies.
  • Potions of ambrosia are great to have in the Abyss or the orb run, where finding enough of a lull between fights to fully heal up and recharge is a rarity.
  • Unlike Deep Dwarves and those with -Regen, Vine Stalkers do not benefit from HP regeneration from this potion, but will still restore their MP as normal. If all other options have been exhausted, a few extra MP can keep a Vine Stalker alive with its innate spirit shield.
    • Characters wearing the unrandart robe of Vines also do not regain HP from this potion, though the robe's innate regenerative powers are already quite impressive on their own.
  • If you have the Blink spell or a scroll of blinking and are in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from the 3-5 turns of ambrosial healing, then quaff a potion of curing to end your confusion.

History

  • Prior to 0.18, clarity made potions of ambrosia useless.
  • Potions of ambrosia were added in 0.16. They are based upon the ambrosia food item found in 0.14 and earlier.
Potions
AmbrosiaAttractionBerserk rageBrillianceCancellationCuringDegenerationEnlightenmentExperienceHasteHeal woundsInvisibilityLignificationMagicMightMutationResistance