Difference between revisions of "Potion of blood"

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{{flavour|A potion containing the essence of life. Vampires find it... vital.}}
  
{{flavour|A potion containing the essence of life. Vital for all living creatures, as well as some undead ones.}}
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A '''potion of blood''' can be extracted from a monster [[corpse]] by a [[Vampire]] using the butcher ('''c''') command. Most monsters yield one bottle of blood, but some larger monsters may yield two or three.
 
 
The main use for a [[potion of blood]] is to provide nutrition to [[vampire]]s, but other characters may also quaff one for a smaller benefit and a possible chance of becoming [[sick]].
 
 
 
*Vampires: 1,000 satiation
 
*[[Carnivore]]s: 200 satiation
 
*[[Herbivore]]s: 200 satiation OR become sick for 1d100 + 49 turns
 
**Sick chance = (25 + (25 x Herbivore ranks))%
 
 
 
Another use for these potions is to convert them to [[MP]] through the [[Sublimation of Blood]] spell.
 
  
A potion of blood will become a [[potion of coagulated blood]] after 2,000 turns, identifying itself if you hadn't done so yet. This reduces its nutritional value to vampires by 200 and signifies that the potion will rot away entirely in another 500 turns. The game tracks the freshness of each potion of blood even though they're stacked together into one inventory slot.
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[[Quaff]]ing a potion of blood as a Vampire will provide 1,000 [[nutrition]]. Non-vampire species gain no benefit from quaffing a potion of blood.
  
At level 6, vampires gain the ability to extract potions of blood from corpses. The number of potions is dependent on the monster's [[body weight]], while their freshness depends on how quickly you bottle them (each turn since the monster was killed counts as 10 turns spent bottled).
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Potions of blood will rot away after a maximum of roughly 2,000 turns. This depends on the original corpse's freshness multiplied by 10 (for reference, a standard corpse rots away after about 200 turns). Each individual potion of blood has its own freshness and will rot away at its own interval, regardless if they are stacked together into one inventory slot.  
  
Followers of [[Zin]], [[Elyvilon]], and [[the Shining One]] incur a [[piety]] loss if they knowingly drink this potion; followers of the Shining One also incur a penance.
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Non-vampire characters will only encounter potions of blood as loot on [[list of vampires|vampiric]] opponents. They do not spawn randomly in the dungeon like other [[potion]]s, and are automatically identified on sight.
  
Potions of blood are always red, so characters that have not identified them and are worried about accidentally drinking one can avoid them a little more easily. This rarely is necessary, however, as potions of blood tend to be quite rare, a given character will probably find several other kinds of potions that are red, and [[sickness]] can be waited out in safe areas.
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Different species will display different messages upon quaffing a potion of blood, even if it has no other effect on them:
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{{crawlquote|Vampires: "Yummy - fresh blood!"<br>Carnivores: "This tastes like blood."<br>Others: "Yuck - this tastes like blood."}}
  
{{crawlquote|Vampires: "Yummy - fresh blood!"<br>Carnivores: "This tastes like blood."<br>Others: "Yuck - this tastes like blood"}}
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==Tips & Tricks==
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*If you want a constant supply of corpses, you can use [[Kikubaaqudgha]]'s Receive Corpses ability.
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*Vampires will receive more satiation by drinking from a freshly slain [[corpse]] rather than drinking from potions of blood. On the other hand, corpses will only last about 200 turns, while potions of blood will last ten times longer (up to about 2,000 turns, depending on how quickly the blood was bottled after the monster was slain). This makes potions of blood a more reliable source of nutrition for areas where fresh corpses may be scarce.
  
 
==History==
 
==History==
In [[0.14]], potions of blood will never generate randomly, but vampires will still be able to create them.
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*Potions of blood were removed in [[0.24]].
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*Prior to [[0.19]], worshipers of [[good gods]] incurred a [[piety]] loss and penance if they knowingly drank this potion.
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*Prior to [[0.16]], potions of blood could provide some nutrition to carnivore species, and could potentially cause [[Sickness]] in non-carnivores. Also, potions of blood would turn into [[potions of coagulated blood]] when they neared the end of their freshness, providing the drinker with slightly less satiation.
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*In [[0.15]], [[ghoul]]s could restore a single point of [[rot]] by quaffing a potion of blood. This was removed in 0.16.
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*Prior to [[0.14]], potions of blood were capable of generating randomly, and would restore much more nutrition to vampires than to other species. Also, they were unidentified by default, but having one in your possession when it coagulated would identify both forms. As these potions were always red, it was generally easy to guess their identity anyway.
  
[[Category:Crystal Ball Articles]]
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{{potions}}

Latest revision as of 21:52, 24 December 2019

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Type Potion
Name Potion of blood
Icon Potion of blood.png
A potion containing the essence of life. Vampires find it... vital.

A potion of blood can be extracted from a monster corpse by a Vampire using the butcher (c) command. Most monsters yield one bottle of blood, but some larger monsters may yield two or three.

Quaffing a potion of blood as a Vampire will provide 1,000 nutrition. Non-vampire species gain no benefit from quaffing a potion of blood.

Potions of blood will rot away after a maximum of roughly 2,000 turns. This depends on the original corpse's freshness multiplied by 10 (for reference, a standard corpse rots away after about 200 turns). Each individual potion of blood has its own freshness and will rot away at its own interval, regardless if they are stacked together into one inventory slot.

Non-vampire characters will only encounter potions of blood as loot on vampiric opponents. They do not spawn randomly in the dungeon like other potions, and are automatically identified on sight.

Different species will display different messages upon quaffing a potion of blood, even if it has no other effect on them:

Vampires: "Yummy - fresh blood!"
Carnivores: "This tastes like blood."
Others: "Yuck - this tastes like blood."

Tips & Tricks

  • If you want a constant supply of corpses, you can use Kikubaaqudgha's Receive Corpses ability.
  • Vampires will receive more satiation by drinking from a freshly slain corpse rather than drinking from potions of blood. On the other hand, corpses will only last about 200 turns, while potions of blood will last ten times longer (up to about 2,000 turns, depending on how quickly the blood was bottled after the monster was slain). This makes potions of blood a more reliable source of nutrition for areas where fresh corpses may be scarce.

History

  • Potions of blood were removed in 0.24.
  • Prior to 0.19, worshipers of good gods incurred a piety loss and penance if they knowingly drank this potion.
  • Prior to 0.16, potions of blood could provide some nutrition to carnivore species, and could potentially cause Sickness in non-carnivores. Also, potions of blood would turn into potions of coagulated blood when they neared the end of their freshness, providing the drinker with slightly less satiation.
  • In 0.15, ghouls could restore a single point of rot by quaffing a potion of blood. This was removed in 0.16.
  • Prior to 0.14, potions of blood were capable of generating randomly, and would restore much more nutrition to vampires than to other species. Also, they were unidentified by default, but having one in your possession when it coagulated would identify both forms. As these potions were always red, it was generally easy to guess their identity anyway.
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