Difference between revisions of "Potion of might"
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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]], 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. | ||
− | Might is roughly equivalent to +10 [[slaying]], | + | 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> | {{crawlquote|''Quaff normally:'' You feel very mighty all of a sudden.<br> | ||
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==Strategy== | ==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 | + | 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== |
Latest revision as of 00:44, 7 January 2024
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
- ↑ potion.cc:279 (0.30.0)
Potions |
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Ambrosia • Attraction • Berserk rage • Brilliance • Cancellation • Curing • Degeneration • Enlightenment • Experience • Haste • Heal wounds • Invisibility • Lignification • Magic • Might • Mutation • Resistance |