Difference between revisions of "Potion of enlightenment"

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m (Hordes moved page Potion of flight to Potion of enlightenment over redirect: 0.31 rename)
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{{item
 
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{{flavour|A potion which confers great buoyancy on one who consumes it.}}
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{{flavour|A potion which uplifts both the body and mind of its drinkers, lifting them from the ground and increasing their Will to resist the world's temptations.}}
  
Quaffing a '''potion of flight''' causes your character to [[fly]] above the ground for <code>24 + 1d40</code> (more) turns, up to 100.
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Quaffing a '''potion of enlightenment''' gives [[flight]] and +40 [[willpower]] (Will+) for its duration. It lasts for <code>24 + 1d40</code> (more) turns (max. 100).
  
Flight allows you to pass over [[deep water]] or [[lava]] safely, and negates any applicable combat penalties if fighting in [[shallow water]]. It has no effect on [[traps]], and does not prevent the player from falling into [[shaft]]s.
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Flight allows you to pass over [[deep water]] or [[lava]] safely, and negates penalties from [[shallow water]]. It does not provide immunity to [[trap]]s. If the flight runs out while you're over invalid terrain, you don't die, but are [[drain]]ed for every turn you spend in said terrain.
  
You are warned about a loss in buoyancy when the potion's effects are nearly over, giving you time to steer clear of hazards. If needed, you may extend your flight with another potion of flight.
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==Strategy==
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Potions of enlightenment serve a dual purpose. The willpower helps defend against deadly [[Hexes]], which is useful in just about any branch. Flight is useful in a few select areas, most notably [[Swamp]] and [[Shoals]].
  
==Strategy==
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*Willpower is one of the few ways to prevent, [[paralysis]] which is a ''brutal'' effect. If you have insufficient will from other sources, save some potions against foes who cast Paralyse. Other hexes, like [[Petrify]] and [[Mesermize]], are also annoying.
*A [[ring of flight]] provides permanent flight, but at the cost of a ring slot. If both ring slots are important, putting on the former might be a tough ask. The need for flight outside of the watery [[Swamp]] and [[Shoals]] is rare enough that these potions are often sufficient.
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*Flight removes the penalties from shallow water. Therefore, it can be useful in order to to reposition and/or retreat while in water. It can also be used to cross through certain [[vault]]s with deep water/lava. Note that both water and lava are rare in ''Crawl''; you won't find much outside the aforementioned Swamp and Shoals.
*If your flight is running out but you only have a short distance to travel over dangerous terrain, it may be worth it to allow yourself to undertake emergency flight and suffer slight [[drain]]ing instead of renewing your flight and hence using a second potion.
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**Note that if you are [[large]] ([[Armataur]]s, [[Naga]]s, [[Oni]], [[Trolls]]) or [[amphibious]] ([[Barachi]], [[Merfolk]], [[Octopode]]), you don't get any penalties from shallow water.
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**If your flight is running out, but you are close to land, consider not drinking another potion. If you only stand in lava for a turn or two, the drain penalty is minor.
  
 
==History==
 
==History==
*In [[0.31]], these potions will be renamed to '''potions of enlightenment''', and now give you [[willpower]] (Will+).
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*Prior to [[0.31]], these potions were known as '''potions of flight''', and did not boost your [[willpower]].
*Prior to [[0.19]], having flight dispelled or cancelled while over deep water or lava could cause instant death.
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*Prior to [[0.19]], having flight dispelled or cancelled while over deep water or lava could cause [[instant death]].
 
*Potions of flight replaced [[potions of levitation]] in [[0.12]].
 
*Potions of flight replaced [[potions of levitation]] in [[0.12]].
  
 
{{potions}}
 
{{potions}}
 
[[Category:Crystal Ball Articles]]
 

Revision as of 14:47, 14 January 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Type Potion
Name Potion of flight
Icon Potion of enlightenment.png
A potion which uplifts both the body and mind of its drinkers, lifting them from the ground and increasing their Will to resist the world's temptations.

Quaffing a potion of enlightenment gives flight and +40 willpower (Will+) for its duration. It lasts for 24 + 1d40 (more) turns (max. 100).

Flight allows you to pass over deep water or lava safely, and negates penalties from shallow water. It does not provide immunity to traps. If the flight runs out while you're over invalid terrain, you don't die, but are drained for every turn you spend in said terrain.

Strategy

Potions of enlightenment serve a dual purpose. The willpower helps defend against deadly Hexes, which is useful in just about any branch. Flight is useful in a few select areas, most notably Swamp and Shoals.

  • Willpower is one of the few ways to prevent, paralysis which is a brutal effect. If you have insufficient will from other sources, save some potions against foes who cast Paralyse. Other hexes, like Petrify and Mesermize, are also annoying.
  • Flight removes the penalties from shallow water. Therefore, it can be useful in order to to reposition and/or retreat while in water. It can also be used to cross through certain vaults with deep water/lava. Note that both water and lava are rare in Crawl; you won't find much outside the aforementioned Swamp and Shoals.
    • Note that if you are large (Armataurs, Nagas, Oni, Trolls) or amphibious (Barachi, Merfolk, Octopode), you don't get any penalties from shallow water.
    • If your flight is running out, but you are close to land, consider not drinking another potion. If you only stand in lava for a turn or two, the drain penalty is minor.

History

Potions
AmbrosiaAttractionBerserk rageBrillianceCancellationCuringDegenerationEnlightenmentExperienceHasteHeal woundsInvisibilityLignificationMagicMightMutationResistance