Difference between revisions of "Potion"
(Update to 0.17)
m (Add to Potion category.)
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Revision as of 11:22, 19 January 2016
| 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.
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. All characters recognize potions of blood 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 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 identifies the potion.
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 beneficial mutation, cure mutation, and experience 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:
- If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either potions of lignification or potions of haste.
- 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 poison or degeneration).
List of potions
|Tile||Potion of ...||Description|
|agility||Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)|
|ambrosia||Confuses you, but increases your health and magic regeneration for several turns.|
|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 cures a point of rot for Ghouls. Can cause sickness for non-carnivores.|
|brilliance||Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).|
|cancellation||Ends many status effects, both good and bad.|
|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.|
|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.|
|haste||Grants Haste 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.|
|lignification||Grants you Tree form for 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.|
|poison||You are mildly poisoned.|
|resistance||Provides one level each of fire, cold, electricity, poison, and corrosion resistance for several turns.|
0.17 removed potion of decay and potion of restore abilities. It also made any potion able to be found in a stack, so that information can no longer be used to narrow down the possibilities. Monster quaffing always identifies a potion.
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.