Difference between revisions of "Potion of might"

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{{item
 
{{item
 
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  |name=Potion of Might
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  |name=Potion of might
 
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==Strategy==
 
==Strategy==
 
Might doesn't improve [[Ranged Weapons]] or magic, but it is a reasonably strong buff for all types of 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 [[silence|they can't use spells]].
 
Might doesn't improve [[Ranged Weapons]] or magic, but it is a reasonably strong buff for all types of 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 [[silence|they can't use spells]].
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Might is relatively more valuable for characters who attack quickly and/or have multiple [[auxiliary attack]]s, as every attack receives the same +1d10 boost.
  
 
==History==
 
==History==

Latest revision as of 20:35, 11 January 2026

Version 0.32: 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 without any to-hit bonus. (It stacks independently from slaying.)

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

Strategy

Might doesn't improve Ranged Weapons or magic, but it is a reasonably strong buff for all types of 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.

Might is relatively more valuable for characters who attack quickly and/or have multiple auxiliary attacks, as every attack receives the same +1d10 boost.

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:272 (0.32.1)
Potions
AmbrosiaAttractionBerserk rageBrillianceCancellationCuringEnlightenmentExperienceHasteHeal woundsInvisibilityLignificationMagicMoonshineMightMutationResistance