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Revision as of 19:34, 31 August 2023 by Hordes (talk | contribs) ("berserk would be overkill" makes more sense than "berserk would be an overkill")
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You are unnaturally mighty, doing significantly more damage in physical combat.

Might is a status effect and monster-only spell that increases melee damage for its duration.



Adds +1d10 damage to melee and each auxiliary attack, except constriction.

This is considered separate from the effective enchantment roll (slaying + to-damage of your weapon). So when compared to +10 slaying, might gives a more consistent roll; 1d10 + 1d11 is more consistent than 1d21. But unlike slaying, might doesn't give an accuracy boost.


Monsters get +50% damage in melee. This is often stronger than the player effect, so exercise caution around mighted monsters.


The possible sources for Might are:

Berserk includes a might effect. While berserk, might has no additional effect.


Might is useful for dealing with monsters that are troublesome, but for which berserk or haste would be overkill and/or unsafe - compared to those, might has no real drawbacks and is safe to use. Unfortunately, as it is only easily available through a potion, the uses are limited. Since might increases your combat ability, use it early in a fight - you'll get more out of might at 100% HP than 50% HP.

Might is a 'flat' damage boost, so it has a more pronounced effect on Short Blades and other fast weapons. It can let a quick blade punch through high AC foes, for instance. It's also disproportionately strong with auxiliary attacks; e.g. monstrous Demonspawn and worshippers of Jiyva can get +2d10 to +4d10 damage per round.

Even casters will want to keep around potions of might, in cases where they run out of MP.

Monster Spell

Monsters can cast the Might spell to induce the effect on themselves. They can also use Might Other to induce it on a single other monster, or Battlecry to induce it on all nearby monsters of the same genus.

The following enemies cast Might:

The following enemies cast Might Other:


  • Prior to 0.25, Might provided a +5 bonus to Strength.
  • Prior to 0.19, the player could get the Might status effect by drawing a Potion card.
  • Prior to 0.12, extending might through further quaffing of potions would inflict one point of magic contamination.
  • Prior to 0.8, you could get Might as an Okawaru ability.
  • Prior to 0.3, you could get Might as a Trog ability.