Difference between revisions of "Potion"

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(List of potions: added Potion of vulnerability; item icon and page needed)
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| [[File:Potion of strong poison.png]] || [[Potion of strong poison|strong poison]] || You are severely poisoned.
| [[File:Potion of strong poison.png]] || [[Potion of strong poison|strong poison]] || You are severely poisoned.
| [[File:Potion of vulnerability.png]] || [[Potion of vulnerability|vulnerability]] || Reduces your magic resist for several turns.

Revision as of 03:27, 28 January 2014

Version 0.13: 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 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
Potion of agility.png agility Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)
Potion of beneficial mutation.png beneficial mutation Gives a mutation from the list of good mutations.
Potion of berserk rage.png berserk rage Makes you go berserk for several turns.
Potion of blood.png blood Provides satiation for Vampires and carnivores. Can cause sickness for non-carnivores.
Potion of brilliance.png brilliance Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).
Potion of coagulated blood.png coagulated blood Provides slightly less satiation for Vampires and carnivores than a potion of blood. Can cause sickness for non-carnivores.
Potion of confusion.png confusion Confuses you for several turns.
Potion of cure mutation.png cure mutation Attempts to remove 1-7 of your mutations.
Potion of curing.png curing Removes poison, confusion, nausea, sickness, or rotting; also heals 5-13 HP or 1-2 rotted HP when used at full health.
Potion of decay.png decay Immediately rots 3-5 HP. May also cause sickness.
Potion of degeneration.png degeneration Temporarily reduces a random attribute (Str, Int, or Dex) by 1-4 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 heal wounds.png heal wounds Heals 10-37 HP or 2-6 rotted HP when used at full health.
Potion of invisibility.png invisibility Makes you invisible for a 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 Attempts to give 3 random mutations. Undead characters rot instead.
Potion of paralysis.png paralysis Paralyzes you for several turns.
Potion of poison.png poison You are mildly poisoned.
Potion of porridge.png porridge Provides 6000 nutrition, subject to herbivorousness.
Potion of resistance.png resistance Provides one level each of fire, cold, electricity, and poison resistance for several turns.
Potion of restore abilities.png restore abilities Restores all lost attributes (Str, Int, Dex).
Potion of slowing.png slowing Slows you down for several turns.
Potion of haste.png speed Grants Haste for several turns.
Potion of strong poison.png strong poison You are severely poisoned.


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.