Difference between revisions of "Potion of ambrosia"

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(ambrosia is not as bad as it suggests)
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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]].
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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). Ending the confusion will end the ambrosia effect. However, 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.
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Ambrosia bypasses -Regen from [[Inhibited Regeneration]] or by being a [[Deep Dwarf]]. However, the potion's healing is reduced by the [[No Potion Heal]] mutation and the [[Robe of Vines]].
  
 
==Strategy==
 
==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.
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*Potions of ambrosia are situtaional items, combining a curious form of healing with near-uselessness in combat. They are most useful when you have a few free turns before combat starts:
*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).
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** Inside the [[Abyss]] or during the [[orb run]], where continous monster spawns makes it hard to regenerate normally.
*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.
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** During a big encounter, when you had just killed all enemies in sight, but there's more to come. Combine with a [[scroll of fog]] if necessary. This is most useful for characters in a desperate need for MP.
*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.
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** If you can [[blink]] 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.
*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]].
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** Ambrosia is very effective at negating lethal doses of [[poison]] you might encounter early on.
**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.
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*Note that confusion will set your [[SH]] to zero. A two-handed [[axe]] user won't mind, but most characters shouldn't use this in combat.
*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.
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*While [[Vine Stalker]]s recieve no HP benefit, their MP will still regenerate as normal, which works with their innate [[spirit shield]].  
  
 
==History==
 
==History==

Revision as of 05:57, 23 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). Ending the confusion will end the ambrosia effect. However, extending your confusion through any means does not extend the duration of the regenerative effects.

Ambrosia bypasses -Regen from Inhibited Regeneration or by being a Deep Dwarf. However, the potion's healing is reduced by the No Potion Heal mutation and the Robe of Vines.

Strategy

  • Potions of ambrosia are situtaional items, combining a curious form of healing with near-uselessness in combat. They are most useful when you have a few free turns before combat starts:
    • Inside the Abyss or during the orb run, where continous monster spawns makes it hard to regenerate normally.
    • During a big encounter, when you had just killed all enemies in sight, but there's more to come. Combine with a scroll of fog if necessary. This is most useful for characters in a desperate need for MP.
    • If you can blink 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.
    • Ambrosia is very effective at negating lethal doses of poison you might encounter early on.
  • Note that confusion will set your SH to zero. A two-handed axe user won't mind, but most characters shouldn't use this in combat.
  • While Vine Stalkers recieve no HP benefit, their MP will still regenerate as normal, which works with their innate spirit shield.

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