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.}}
 
 
{{item
 
{{item
 
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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. Extending your confusion through any means does ''not'' extend the duration of the regenerative effects.
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Quaffing a '''potion of ambrosia''' inflicts 3-10 turns of [[confusion]] (bypassing [[clarity]]), but during this time, you'll quickly regenerate [[HP]] and [[MP]] (+3-5 HP and MP/turn). Ending the confusion ends the ambrosia effect, but extending confusion does not extend ambrosia.
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Ambrosia bypasses -Regen from [[Inhibited Regeneration]]. However, the potion's HP regeneration is reduced by the [[No Potion Heal]] mutation and stopped by the [[Robe of Vines]].
  
 
==Strategy==
 
==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 [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense.
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Ambrosia offers decent healing and great MP regen, but is dubious to use during combat. It is best used in situations where [[rest]]ing is difficult/unsafe, such as:
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*When you 1. kill all threatening monsters in sight, 2. suspect/know that more are incoming, and 3. can't retreat upstairs.
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**[[Shaft]]s are a prime example. When you're shafted, there could be any number of monsters approaching. Due to [[noise]], that's likely. You might not have the time to rest to 100% before another threat appears; that's where ambrosia can help.
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**Another example is [[Vaults]]:5, when teleporting away from the center. The density of monsters make it hard to rest - ambrosia lets you recover a bit before the next encounter.
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**A [[scroll of fog]] blocks LOS, forcing distant monsters to spend a few turns to approach you. During this time, you can drink ambrosia, get some extra MP, and [[potion of curing|cure]] it after.
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*[[The Abyss]], or during the [[orb run]]. The monster spawns make it difficult/impossible to rest safely.
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*For healing through lethal [[poison]], if you haven't identified [[potions of curing]] yet.
  
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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Also, for the first few floors of the Dungeon (D:2 or so), it's unlikely for monsters to outdamage the ambrosia effect. For example, [[Monk]]s can use this potion to win fights they otherwise wouldn't.
  
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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If you can [[blink]] and are 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 a few turns of ambrosial healing, then quaff a [[potion of curing]] to end your confusion.
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===Tips & Tricks===
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*Note that confusion will set your [[SH]] to zero. A two-handed [[axe]] user won't mind, but most characters shouldn't use this in combat.
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*While [[Vine Stalker]]s receive no HP benefit, their MP will still regenerate as normal, which works with their innate [[spirit shield]].
  
 
==History==
 
==History==
Prior to [[0.18]], clarity made potions of ambrosia useless.
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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.
Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.
 
  
[[Category:Potion]]
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{{potions}}

Latest revision as of 16:31, 2 November 2023

Version 0.30: 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 inflicts 3-10 turns of confusion (bypassing clarity), but during this time, you'll quickly regenerate HP and MP (+3-5 HP and MP/turn). Ending the confusion ends the ambrosia effect, but extending confusion does not extend ambrosia.

Ambrosia bypasses -Regen from Inhibited Regeneration. However, the potion's HP regeneration is reduced by the No Potion Heal mutation and stopped by the Robe of Vines.

Strategy

Ambrosia offers decent healing and great MP regen, but is dubious to use during combat. It is best used in situations where resting is difficult/unsafe, such as:

  • When you 1. kill all threatening monsters in sight, 2. suspect/know that more are incoming, and 3. can't retreat upstairs.
    • Shafts are a prime example. When you're shafted, there could be any number of monsters approaching. Due to noise, that's likely. You might not have the time to rest to 100% before another threat appears; that's where ambrosia can help.
    • Another example is Vaults:5, when teleporting away from the center. The density of monsters make it hard to rest - ambrosia lets you recover a bit before the next encounter.
    • A scroll of fog blocks LOS, forcing distant monsters to spend a few turns to approach you. During this time, you can drink ambrosia, get some extra MP, and cure it after.
  • The Abyss, or during the orb run. The monster spawns make it difficult/impossible to rest safely.
  • For healing through lethal poison, if you haven't identified potions of curing yet.

Also, for the first few floors of the Dungeon (D:2 or so), it's unlikely for monsters to outdamage the ambrosia effect. For example, Monks can use this potion to win fights they otherwise wouldn't.

If you can blink and are 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 a few turns of ambrosial healing, then quaff a potion of curing to end your confusion.

Tips & Tricks

  • Note that confusion will set your SH to zero. A two-handed axe user won't mind, but most characters shouldn't use this in combat.
  • While Vine Stalkers receive no HP benefit, their MP will still regenerate as normal, which works with their innate spirit shield.

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