Potion
This page is about the Item. For the card, see Potion card
An unlabeled flask containing a single dose of unknown liquid.
"Then gave I her, - so tutor'd by my art, - -William Shakespeare, _Romeo and Juliet_ |
Potions are useful consumable items represented by the '!' character. Every potion has a specific effect (beneficial or harmful!) when quaffed. You can't drink potions while berserk, in bat form, wisp form, tree form, fungus form, or lich form, or if you're a mummy.
Drinking most potions will increase your satiation by 40 points, except for vampires (who only get satiation from potions of blood and coagulated blood). The primary effect of most potions is halved for Thirsty (or worse) Vampires.
Potion Identification
Apart from using a scroll of identify, there are several ways to determine the identity of potions you've picked up.
Some race/class combinations begin with potions identified. Spriggans recognize potions of porridge, vampires recognize potions of blood, assassins recognize potions of poison, healers recognize potions of curing and heal wounds, and wanderers may start with some identified potions in their inventory. Wanderers also have a chance to recognize potions of curing regardless of inventory.
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, and if possible, with some already identified potions of curing on hand to cure the worst offenders (potions of poison, potions of strong poison, and potions of decay). Potions of degeneration and potions of mutation are also harmful, and those are less likely to be easily remedied.
Monsters sometimes drink potions within your line of sight. This will identify the potion in most cases, but there is sometimes ambiguity with healing, in which case the potion type will be inscribed with {tried by monster}. When this happens, the potion is either a potion of curing or heal wounds, or rarely blood/coagulated blood (if a vampire drank it).
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most frequent (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, potions of porridge, gain strength, gain dexterity, gain intelligence, cure mutation, experience and decay are very rare (less than 1% of all generated potions), so you're unlikely to pick one of those if you only drink potions when you have two of the same type.
Some more notes on potion identification:
- A potion found in a small pile (2 or 3 potions) will never be a potion of gain strength, gain dexterity, gain intelligence, experience, or restore abilities. However, some special vaults such as baileys can contain multiple potions of gain stats or cure mutation in separate piles.
- Potions of strong poison are never randomly generated before level 11.
- Potions of blood are always red potions (25% viscous red, 25% sedimented red, 50% red) and are dropped by vampires.
- Potions of coagulated blood are always gluggy, lumpy, sedimented, or viscous, and are either red or brown.
- Carrying an unidentified potion of blood for at least 2000 turns will turn it into a potion of coagulated blood, identifying both potions in the process.
- Potions of porridge are either gluggy white or gluggy brown.
- If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either potions of slowing of potions of speed.
- A certain entry vault for the Orcish Mines has multiple potions scattered about in addition to several placed behind a door. All of these are bad potions (such as slowing or paralysis).
Potion Conservation
Ice Magic and other sources of cold damage may shatter the potions in your inventory; the conservation intrinsic reduces the chance of this happening. You can obtain conservation through an amulet of conservation, cloak of preservation, Jiyva, Maxwell's Patent Armour, or a rare demonspawn mutation.
List of potions
Tile | Potion of ... | Description |
---|---|---|
agility | Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth) | |
beneficial mutation | Gives a mutation from the list of good mutations. | |
berserk rage | Makes you go berserk for several turns. | |
blood | Provides satiation for Vampires and carnivores. Can cause sickness for non-carnivores. | |
brilliance | Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power). | |
coagulated blood | Provides slightly less satiation for Vampires and carnivores than a potion of blood. Can cause sickness for non-carnivores. | |
confusion | Confuses you for several turns. | |
cure mutation | Attempts to remove 1-7 of your mutations. | |
curing | Removes poison, confusion, nausea, sickness, or rotting; also heals 5-13 HP or 1-2 rotted HP when used at full health. | |
decay | Immediately rots 3-5 HP. May also cause sickness. | |
degeneration | Temporarily reduces a random attribute (Str, Int, or Dex) by 1-4 points. | |
experience | You immediately gain a level and a large amount of XP to apply to your skills. | |
flight | Lets you fly for several turns. | |
heal wounds | Heals 10-37 HP or 2-6 rotted HP when used at full health. | |
invisibility | Makes you invisible for a several turns. | |
magic | Recovers 10-37 MP. | |
might | Grants the Might condition for several turns (+5 Str, +Dam) | |
mutation | Attempts to give 3 random mutations. Undead characters rot instead. | |
paralysis | Paralyzes you for several turns. | |
poison | You are mildly poisoned. | |
porridge | Provides 6000 nutrition, subject to herbivorousness. | |
resistance | Provides one level each of fire, cold, electricity, and poison resistance for several turns. | |
restore abilities | Restores all lost attributes (Str, Int, Dex). | |
slowing | Slows you down for several turns. | |
speed | Grants Haste for several turns. | |
strong poison | You are severely poisoned. |
History
In 0.14, the basic 40 satiation for all potions will be removed, and the potion of slowing will be replaced with the potion of lignification.
Prior to 0.13, instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.
Prior to 0.12, you could throw potions to generate cloud attacks against enemies with the Evaporate spell. You could also identify several unpleasant potions by creating samples of them through Fulsome Distillation.