Difference between revisions of "Potion"
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'''Potions''' are useful consumable items represented by the <nowiki>'</nowiki>'''!'''<nowiki>'</nowiki> character. Every potion has a specific effect (beneficial or harmful) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[lich form]], if you're a [[mummy]], for a short time after casting [[Ozocubu's Refrigeration]], or if you have been injured after sacrificing Drink as a [[Ru]] worshipper. | '''Potions''' are useful consumable items represented by the <nowiki>'</nowiki>'''!'''<nowiki>'</nowiki> character. Every potion has a specific effect (beneficial or harmful) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[lich form]], if you're a [[mummy]], for a short time after casting [[Ozocubu's Refrigeration]], or if you have been injured after sacrificing Drink as a [[Ru]] worshipper. | ||
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==List of potions== | ==List of potions== | ||
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| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Rare || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[acid]] [[resistance]] for several turns. | | [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Rare || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[acid]] [[resistance]] for several turns. | ||
|} | |} | ||
+ | |||
+ | ===Rarity=== | ||
+ | Rarity per potion, rounded to the nearest tenth. | ||
+ | *Very Common: 18.4% | ||
+ | *Common: 10.0% | ||
+ | *Uncommon: 6.4% | ||
+ | *Rare: 3.3% | ||
+ | *Very Rare: 0.2% | ||
+ | |||
+ | ==Potion Identification== | ||
+ | Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up. | ||
+ | |||
+ | You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing and potions of heal wounds are the two most common types of potions. Note that potions can come in batches of 2 or 3, which will skew rarity. This is, of course, nonconclusive - but may be useful to know in a dire situation. | ||
+ | |||
+ | 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, with effects that do not wear off by simply passing turns. | ||
+ | |||
+ | Monsters will sometimes drink potions within your [[line of sight]]; this identifies the potion, if it was unidentified. | ||
+ | |||
+ | Some more notes on potion identification: | ||
+ | *Many [[background]]s begin play with an identified potion. | ||
+ | *Certain [[vault]]s may contain pre-identified items. | ||
+ | *The [[Sewer]] will often contain some [[potions of flight]]. | ||
==History== | ==History== |
Revision as of 21:33, 23 August 2022
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, for a short time after casting Ozocubu's Refrigeration, or if you have been injured after sacrificing Drink as a Ru worshipper.
List of potions
Tile | Potion of ... | Rarity | Description |
---|---|---|---|
ambrosia | Rare | Confuses you, but dramatically increases your health and magic regeneration for several turns. | |
attraction | Uncommon | Pulls all monsters in line of sight towards you for several turns. | |
berserk rage | Rare | Makes you go berserk for several turns, increasing your speed and melee damage but inducing a period of slowness when it wears off. | |
brilliance | Uncommon | Grants Brilliance, increasing spell power and decreasing MP costs for several turns. | |
cancellation | Rare | Ends many status effects (both good and bad) and reduces magic contamination. | |
curing | Very Common | Removes poison and confusion; also heals 5-11 HP. | |
degeneration | Uncommon | Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points. | |
experience | Very Rare | You immediately gain a level and a large amount of XP to apply to your skills. | |
flight | Uncommon | Lets you fly for several turns. | |
haste | Uncommon | Grants Haste for several turns, greatly speeding your actions. | |
heal wounds | Common | Heals 10-37 HP. | |
invisibility | Rare | Makes you invisible for several turns. | |
lignification | Uncommon | Grants you Tree form for several turns, increasing your defense but leaving you unable to move. | |
magic | Rare | Recovers 10-37 MP. | |
might | Uncommon | Grants the Might condition for several turns, increasing your melee damage. | |
mutation | Uncommon | Removes 2-4 mutations, then gives 1-3 random mutations, then gives one good mutation. | |
resistance | Rare | Provides one level each of fire, cold, electricity, poison, and acid resistance for several turns. |
Rarity
Rarity per potion, rounded to the nearest tenth.
- Very Common: 18.4%
- Common: 10.0%
- Uncommon: 6.4%
- Rare: 3.3%
- Very Rare: 0.2%
Potion Identification
Apart from using a scroll of identify, there are several ways to determine the identity of potions you've picked up.
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing and potions of heal wounds are the two most common types of potions. Note that potions can come in batches of 2 or 3, which will skew rarity. This is, of course, nonconclusive - but may be useful to know in a dire situation.
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, with effects that do not wear off by simply passing turns.
Monsters will sometimes drink potions within your line of sight; this identifies the potion, if it was unidentified.
Some more notes on potion identification:
- Many backgrounds begin play with an identified potion.
- Certain vaults may contain pre-identified items.
- The Sewer will often contain some potions of flight.
History
- 0.26 replaced potion of stabbing with potion of attraction.
- 0.25 reworked potions of might and brilliance and replaced potions of agility with potions of stabbing.
- 0.24 removed potions of blood.
- 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. Potions of curing and heal wounds now heal rot first, instead of last; effectively, rotting reduces the effectiveness of healing until cured.
- 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.
- In 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 were renamed to potions of haste. Prior to 0.14, known potions that would have no effect could still 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, the Evaporate spell could consume potions to generate clouds. 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 |