Difference between revisions of "Potion"

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''This page is about the [[Item]]. For the card, see [[Potion card]]''
 
''This page is about the [[Item]]. For the card, see [[Potion card]]''
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{{flavour|An unlabeled flask containing a single dose of unknown liquid.
  
{{flavour|An unlabeled flash containing a single dose of unknown liquid.
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----
  
 
"Then gave I her, - so tutor'd by my art, -<br>A sleeping potion, which so took effect<br>As I intended, for it wrought on her<br>The form of death: meantime I writ to Romeo<br>That he should hither come as this dire night,<br>To help to take her from her borrow'd grave,<br>Being the time the potion's force should cease."
 
"Then gave I her, - so tutor'd by my art, -<br>A sleeping potion, which so took effect<br>As I intended, for it wrought on her<br>The form of death: meantime I writ to Romeo<br>That he should hither come as this dire night,<br>To help to take her from her borrow'd grave,<br>Being the time the potion's force should cease."
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-William Shakespeare, _Romeo and Juliet_}}
 
-William Shakespeare, _Romeo and Juliet_}}
  
'''Potions''' are useful consumable items represented by the '!' character. Every potion has a specific effect (beneficial or harmful!) when '''q'''uaffed. They can also be thrown at monsters with the [[Evaporate]] spell. You can't drink potions if you're a [[Mummy]], if you're [[berserk]]ing, if you're in Bat form, or if you're in [[Necromutation|lich form]].
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'''Potions''' are useful consumable items represented by the <nowiki>'</nowiki>'''!'''<nowiki>'</nowiki> character. Every potion has a specific effect (beneficial or harmful) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[lich form]], if you're a [[mummy]] or if you have sacrificed Drink as a Ru worshipper and are injured badly enough.
 
 
Drinking most potions will increase your [[satiation]] by 40 points, except for [[Vampire]]s (who only get satiation from [[potion of blood|potions of blood]] and [[potion of coagulated blood|coagulated blood]]). The effect of most potions is halved for Thirsty (or worse) Vampires.
 
  
 
==Potion Identification==
 
==Potion Identification==
 
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.
 
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. [[Spriggan]]s recognize potions of porridge, [[Deep Dwarf|deep dwarves]] recognize potions of curing and heal wounds. [[Transmuter]]s (except [[Mummy|mummies]]) recognize potions of poison and confusion, [[paladin]]s and [[priest]]s of [[Zin]] recognize potions of curing, [[healer]]s recognize potions of curing and heal wounds, and [[wanderer]]s may start with some identified potions in their inventory. They also have a chance to recognize potions of curing regardless of inventory, but not always.
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Some race/class combinations begin with potions identified. All characters recognize potions of blood, [[fighter]]s start with a [[potion of might]], and [[wanderer]]s may start with some identified potions in their inventory.
 
   
 
   
Quaffing is the most obvious way, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, and if possible, with some already identified [[potion of curing|potions of curing]] on hand to cure the worst offenders ([[potion of poison|poison]], [[potion of strong poison|strong poison]], and [[potion of decay|decay]]). Still, [[potion of degeneration|degeneration]] and [[potion of mutation|mutation]] may be harmful.
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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, in case of a [[potion of ambrosia]], [[potion of lignification]], or [[potion of berserk rage]]. [[Potions of degeneration]] and [[potions of mutation]] are also harmful, but those effects do not wear off by simply passing turns.
  
Monsters sometimes drink potions. 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 (monster)|vampire]] drank it).
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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 2 or 3 since potions are sometimes generated in batches. On the other hand, [[potion of porridge|potions of porridge]], [[potion of gain strength|gain strength]], [[potion of gain dexterity|gain dexterity]], [[potion of gain intelligence|gain intelligence]], [[potion of cure mutation|cure mutation]], [[potion of experience|experience]] and [[potion of decay|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.
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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 experience]] are very rare (less than 1% of all generated potions), so you're unlikely to pick one if you only drink potions when you have two or more of the same type.
  
Finally, another way to identify harmful potions is to use the [[Fulsome Distillation]] spell on corpses. Potions created will automatically be identified for you.
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Some more notes on potion identification:
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*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]].
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*A certain entry [[vault]] for the [[Orcish Mines]] has multiple potions scattered about in addition to several placed behind a door. Most of them are [[potions of degeneration]].
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*The [[Sewer]] will often contain some [[potions of flight]].
  
Some more notes on potion identification:
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==List of potions==
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{| class="prettytable" style="border:none; margin:auto; padding:0;
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! Tile !! Potion of ... !! Description
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|-
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| [[File:Potion of agility.png]] || [[Potion of agility|agility]] || Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)
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|-
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| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || Confuses you, but increases your health and magic regeneration for several turns.
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|-
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| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || Makes you go [[berserk]] for several turns.
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|-
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| [[File:Potion of blood.png]] || [[Potion of blood|blood]] || Provides satiation for [[Vampires]].
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|-
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| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).
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|-
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| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad.
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|-
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| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], and [[sickness]]; also heals 5-13 HP. Any rot damage is healed first.
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|-
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| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points.
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|-
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| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || You immediately gain a level and a large amount of XP to apply to your skills.
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|-
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| [[File:Potion of flight.png]] || [[Potion of flight|flight]] || Lets you [[fly]] for several turns.
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|-
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| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Grants [[Haste]] for several turns.
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|-
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| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Heals 10-37 HP. Any rot damage is healed first.
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|-
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| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || Makes you [[invisible]] for several turns.
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|-
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| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Grants you [[Tree form]] for several turns.
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|-
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| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || Recovers 10-37 MP.
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|-
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| [[File:Potion of might.png]] || [[Potion of might|might]] || Grants the Might condition for several turns (+5 Str, +Dam)
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|-
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| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Removes 2-4 [[mutations]], then gives 1-3 random mutations, and then gives one good mutation.
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|-
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| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[corrosion]] [[resistance]] for several turns.
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|}
  
*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 [[potion of restore abilities|restore abilities]]. However, some special [[vault]]s such as [[bailey]]s can contain multiple potions of gain stats or cure mutation in separate piles.
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==History==
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[[0.20]] merged [[potions of beneficial mutation]], [[potions of cure mutation]], and [[potions of mutation]].
  
*Potions of strong poison are never randomly generated before level 11.
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[[0.18]] removed [[potion of poison]].
  
*Potions of blood are always red potions (25% viscous red, 25% sedimented red, 50% red) and are dropped by [[Vampire (monster)|vampires]].
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[[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. Potions of curing and heal wounds now heal rot first, instead of last; effectively, rotting reduces the effectiveness of healing until cured. The Rot status is also gone, with rot taking place immediately.
  
*Potions of coagulated blood are always gluggy, lumpy, sedimented or viscous, and red or brown.
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[[0.16]] removed [[potion of coagulated blood]], [[potion of confusion]], and [[potion of porridge]]. It added [[potion of ambrosia]].
  
*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.
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[[0.15]] removed [[potion of strong poison]] and [[potion of paralysis]]. [[Potion of cancellation]] was added. Prior to this version, thirsty vampires received only half the effect from most potions.
  
*If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either [[potion of slowing|potions of slowing]] of [[potion of speed|potions of speed]].
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As of [[0.14]], the basic 40 satiation for all potions was removed, and the [[potion of slowing]] was replaced with the [[potion of lignification]]. Potions of speed are known as Potions of haste. Known potions that would have no effect can no longer be quaffed.
  
*Potions of porridge are generally gluggy white or gluggy brown.
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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.
  
==Potion Conservation==
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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]].
[[Freezing Cloud]], and other ice magic that creates freezing vapour has a chance of freezing and shattering potions. The [[Conservation]] intrinsic reduces the chance of this happening.
 
  
==See Also==
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[[Category:Items]]
[[List of potions]]
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[[Category:Potion]]
  
[[Category:Item]]
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{{potions}}

Revision as of 20:47, 16 May 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

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, -
A sleeping potion, which so took effect
As I intended, for it wrought on her
The form of death: meantime I writ to Romeo
That he should hither come as this dire night,
To help to take her from her borrow'd grave,
Being the time the potion's force should cease."

-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 lich form, if you're a mummy or if you have sacrificed Drink as a Ru worshipper and are injured badly enough.

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. All characters recognize potions of blood, fighters start with a potion of might, and wanderers may start with some identified potions in their 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, in case of a potion of ambrosia, potion of lignification, or potion of berserk rage. Potions of degeneration and potions of mutation are also harmful, but those effects do not wear off by simply passing turns.

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 experience are very rare (less than 1% of all generated potions), so you're unlikely to pick one if you only drink potions when you have two or more of the same type.

Some more notes on potion identification:

List of potions

Tile Potion of ... Description
Potion of agility.png agility Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)
Potion of ambrosia.png ambrosia Confuses you, but increases your health and magic regeneration for several turns.
Potion of berserk rage.png berserk rage Makes you go berserk for several turns.
Potion of blood.png blood Provides satiation for Vampires.
Potion of brilliance.png brilliance Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).
Potion of cancellation.png cancellation Ends many status effects, both good and bad.
Potion of curing.png curing Removes poison, confusion, and sickness; also heals 5-13 HP. Any rot damage is healed first.
Potion of degeneration.png degeneration Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points.
Potion of experience.png experience You immediately gain a level and a large amount of XP to apply to your skills.
Potion of flight.png flight Lets you fly for several turns.
Potion of haste.png haste Grants Haste for several turns.
Potion of heal wounds.png heal wounds Heals 10-37 HP. Any rot damage is healed first.
Potion of invisibility.png invisibility Makes you invisible for several turns.
Potion of lignification.png lignification Grants you Tree form for several turns.
Potion of magic.png magic Recovers 10-37 MP.
Potion of might.png might Grants the Might condition for several turns (+5 Str, +Dam)
Potion of mutation.png mutation Removes 2-4 mutations, then gives 1-3 random mutations, and then gives one good mutation.
Potion of resistance.png resistance Provides one level each of fire, cold, electricity, poison, and corrosion resistance for several turns.

History

0.20 merged potions of beneficial mutation, potions of cure mutation, and potions of mutation.

0.18 removed potion of poison.

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. Potions of curing and heal wounds now heal rot first, instead of last; effectively, rotting reduces the effectiveness of healing until cured. The Rot status is also gone, with rot taking place immediately.

0.16 removed potion of coagulated blood, potion of confusion, and potion of porridge. It added potion of ambrosia.

0.15 removed potion of strong poison and potion of paralysis. Potion of cancellation was added. Prior to this version, thirsty vampires received only half the effect from most potions.

As of 0.14, the basic 40 satiation for all potions was removed, and the potion of slowing was replaced with the potion of lignification. Potions of speed are known as Potions of haste. Known potions that would have no effect can no longer be quaffed.

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.

Potions
AmbrosiaBerserk rageBrillianceCancellationCuringDegenerationExperienceFlightHasteHeal woundsInvisibilityLignificationMagicMightMutationResistanceStabbing