Potion of might
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, however they are not identical. The +1d10 bonus is rolled separately from slaying. E.g. if you had +20 slaying, you'd have 1d20 damage, and with +10 slay and might, you'd have 1d10 + 1d10 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 when you might 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 |