Difference between revisions of "Potion of ambrosia"

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{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}
 
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}
  
Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]], during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. However, any source of [[clarity]] renders the potion completely ineffectual, and extending your confusion through any means will ''not'' extend the duration of the regenerative effects.
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{{item
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|itemtype=Potion
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|name=Potion of ambrosia
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}}
  
==Strategy==
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Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]] (bypassing [[clarity]]), during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s.
Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of [[poison]] or for recovering health during a long, drawn-out fight with [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense.
 
  
It is possible to use them in big fights as extra regeneration, if you are for example a two handed axe user who does not care for targeting explicit enemies. Since you don't use a shield anyway, you don't lose the SH value. Still it might be better to go unconfused for taking out ranged enemies.
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Extending your confusion through any means does not extend the duration of the regenerative effects.
  
Useless almost anywhere else, potions of ambrosia are great to have in the [[Abyss]], where you'll never find enough peace to fully heal up and recharge after a fight with normal means. Ambrosia accomplishes that in a few turns between one fight and the next.
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==Strategy==
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*Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of [[poison]] or for recovering health during a long, drawn-out fight with [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense ([[Confusion]] automatically sets the player's [[SH]] to 0).
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*It is possible to use them in big fights as extra regeneration, if you are, say, a two-handed [[Axes|axe]] user who does not care for targeting individual enemies. Since you don't use a shield anyway, you don't lose the [[SH]] value. Still it might be better to go unconfused for taking out ranged enemies.
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*Potions of ambrosia are great to have in the [[Abyss]], where you'll never find enough peace to fully heal up and recharge after a fight with normal means. Ambrosia accomplishes that in a few turns between one fight and the next.
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*Unlike Deep Dwarves and Vampires, [[Vine Stalker]]s do not benefit from HP regeneration from this potion, but will still restore their [[MP]] as normal. If all other options have been exhausted, a few extra MP can keep a [[Vine Stalker]] alive with its innate [[spirit shield]].
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*If you have [[Blink]] spell or [[scroll of blinking]] and in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from the 3-5 turns of ambrosial healing, then quaff a [[potion of curing]] to end your confusion.
  
 
==History==
 
==History==
Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.
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*Prior to [[0.18]], clarity made potions of ambrosia useless.
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*Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.
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[[Category:Potion]]
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{{potions}}

Revision as of 20:07, 26 June 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.
Type Potion
Name Potion of ambrosia
Icon Potion of ambrosia.png

Quaffing a potion of ambrosia immediately inflicts you with 3-10 turns of confusion (bypassing clarity), during which time you also benefit from a greatly increased HP and MP regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for deep dwarves and bloodless vampires.

Extending your confusion through any means does not extend the duration of the regenerative effects.

Strategy

  • Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of poison or for recovering health during a long, drawn-out fight with phantoms and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on shields for defense (Confusion automatically sets the player's SH to 0).
  • It is possible to use them in big fights as extra regeneration, if you are, say, a two-handed axe user who does not care for targeting individual enemies. Since you don't use a shield anyway, you don't lose the SH value. Still it might be better to go unconfused for taking out ranged enemies.
  • Potions of ambrosia are great to have in the Abyss, where you'll never find enough peace to fully heal up and recharge after a fight with normal means. Ambrosia accomplishes that in a few turns between one fight and the next.
  • Unlike Deep Dwarves and Vampires, Vine Stalkers do not benefit from HP regeneration from this potion, but will still restore their MP as normal. If all other options have been exhausted, a few extra MP can keep a Vine Stalker alive with its innate spirit shield.
  • If you have Blink spell or scroll of blinking and in a near-death situation where you need HP/MP, cannot outrun your opponents, and ambrosia is your only practical source of healing: blink, quaff the ambrosia, benefit from the 3-5 turns of ambrosial healing, then quaff a potion of curing to end your confusion.

History

  • Prior to 0.18, clarity made potions of ambrosia useless.
  • Potions of ambrosia were added in 0.16. They are based upon the ambrosia food item found in 0.14 and earlier.


Potions
AmbrosiaAttractionBerserk rageBrillianceCancellationCuringDegenerationEnlightenmentExperienceHasteHeal woundsInvisibilityLignificationMagicMightMutationResistance