Difference between revisions of "Potion of ambrosia"
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{{flavour|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.}} | {{flavour|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.}} | ||
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− | Quaffing a '''potion of ambrosia''' immediately inflicts | + | 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]] and bloodless [[vampire]]s. |
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. | ||
==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. 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). | + | *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. |
− | *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 | + | *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). |
− | *Potions of ambrosia are great to have in the [[Abyss]], where | + | *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. |
− | *Unlike Deep Dwarves and Vampires, [[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 | + | *Potions of ambrosia are great to have in the [[Abyss]], where finding enough of a lull between fights to fully heal up and recharge is a rarity. |
− | *If you have [[Blink]] spell or [[scroll of blinking]] and 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 Vampires, [[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]]. |
+ | *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. | ||
==History== | ==History== | ||
*Prior to [[0.18]], clarity made potions of ambrosia useless. | *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 of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier. | ||
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{{potions}} | {{potions}} |
Revision as of 06:02, 23 May 2021
Version 0.26: 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. |
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 and bloodless vampires.
Extending your confusion through any means does not extend the duration of the regenerative effects.
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.
- 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 phantoms 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).
- It is possible to use them in big fights as extra regeneration, if you are, say, a two-handed 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.
- Potions of ambrosia are great to have in the Abyss, where finding enough of a lull between fights to fully heal up and recharge is a rarity.
- Unlike Deep Dwarves and Vampires, Vine Stalkers 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.
- 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.
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 |
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Ambrosia • Attraction • Berserk rage • Brilliance • Cancellation • Curing • Degeneration • Enlightenment • Experience • Haste • Heal wounds • Invisibility • Lignification • Magic • Might • Mutation • Resistance |