Difference between revisions of "Potion of might"

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{{flavour|A potion which greatly increases the power of the drinker's melee attacks.}}
  
{{Flavour| A magic potion which greatly increases the strength and physical power of one who drinks it.}}
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Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], adding +1d10 damage to your melee attacks for <code>34 + 1d40</code> (more) turns, with a hard maximum of 80 turns.<ref>{{source ref|0.30.0|potion.cc|279}}</ref> It does not stack with [[berserk]], which already gives might.
  
Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], granting +5 [[strength]] and +1d10 damage to your melee attacks for 1d40 + 34 (more) turns, up to a max of 80. This extra damage is extremely useful for powering through dangerous opponents in the early game, and still provides a quick [[slaying]]-style boost later on. Bear in mind that these potions do not stack with [[berserk]]ing, as that status effect already includes might as one of its benefits.
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Might is roughly equivalent to +10 [[slaying]], but they are not identical; the +1d10 bonus is rolled separately from slaying. For example, if you had +20 slaying, you'd have (1d20 - 1) damage. With +10 slay and might, you'd have (1d10 + 1d10 - 1) damage instead. In addition, might does not increase [[to-hit]].
  
{{Crawlquote|Quaff Normally: "You feel very mighty all of a sudden."<br>Quaff While Mighty: "You still feel pretty mighty."}}
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{{crawlquote|''Quaff normally:'' You feel very mighty all of a sudden.<br>
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''Quaff while Mighty:'' You feel mightier all of a sudden.}}
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==Strategy==
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Does nothing for [[Ranged Weapons]] or magic, but a reasonably strong buff in melee. Use this before things get too hairy; you are more likely to win if you use the potion at 100% health rather than 50% health. Casters will want to carry them around, for emergencies where they can't use spells.
  
 
==History==
 
==History==
Prior to 0.12, quaffing a potion of might while already mighty would give a point of [[magic contamination]].
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*Prior to [[0.25]], potions of might gave the player a +5 bonus to [[Strength]].
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*Prior to [[0.12]], quaffing a potion of might while already mighty would give a point of [[magic contamination]].
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==References==
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<references />
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{{potions}}

Latest revision as of 00:44, 7 January 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Type Potion
Name Potion of Might
Icon Potion of might.png
A potion which greatly increases the power of the drinker's melee attacks.

Quaffing a potion of might grants your character the might status effect, adding +1d10 damage to your melee attacks for 34 + 1d40 (more) turns, with a hard maximum of 80 turns.[1] It does not stack with berserk, which already gives might.

Might is roughly equivalent to +10 slaying, but they are not identical; the +1d10 bonus is rolled separately from slaying. For example, if you had +20 slaying, you'd have (1d20 - 1) damage. With +10 slay and might, you'd have (1d10 + 1d10 - 1) damage instead. In addition, might does not increase to-hit.

Quaff normally: You feel very mighty all of a sudden.
Quaff while Mighty: You feel mightier all of a sudden.

Strategy

Does nothing for Ranged Weapons or magic, but a reasonably strong buff in melee. Use this before things get too hairy; you are more likely to win if you use the potion at 100% health rather than 50% health. Casters will want to carry them around, for emergencies where they can't use spells.

History

  • Prior to 0.25, potions of might gave the player a +5 bonus to Strength.
  • Prior to 0.12, quaffing a potion of might while already mighty would give a point of magic contamination.

References

  1. potion.cc:279 (0.30.0)
Potions
AmbrosiaAttractionBerserk rageBrillianceCancellationCuringDegenerationEnlightenmentExperienceHasteHeal woundsInvisibilityLignificationMagicMightMutationResistance