Difference between revisions of "Potion of might"

From CrawlWiki
Jump to: navigation, search
m (Formatting)
Line 1: Line 1:
{{version025}}
+
{{version030}}
 
{{item
 
{{item
 
  |itemtype=Potion
 
  |itemtype=Potion
Line 8: Line 8:
 
{{flavour|A potion which greatly increases the power of the drinker's melee attacks.}}
 
{{flavour|A potion which greatly increases the power of the drinker's melee attacks.}}
  
Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], adding +1d10 damage to your melee attacks for <code>34 + 1d40</code> (more) turns, up to a max of 80<ref>{{source ref|0.25.1|potion.cc|272}}</ref>. This extra damage is extremely useful for powering through dangerous opponents in the early game, and still provides a quick [[slaying]]-style boost later on. Bear in mind that these potions do not stack with [[berserk]]ing, as that status effect already includes might as one of its benefits.
+
Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], adding +1d10 damage to your melee attacks for <code>34 + 1d40</code> (more) turns (max. 80)<ref>{{source ref|0.30.0|potion.cc|279}}</ref>. Does not stack with [[berserk]], which already grants might.
  
While the effect is similar to +10 [[slaying]], it is not identical: the damage bonus is rolled separately from slaying and enchantment and added to the total. For example, a character who has a weapon with a +5 to-damage weapon, +5 slaying, and the might status effect will have 1d10+1d10 extra damage, while a character with a +5 to-damage weapon and +15 slaying will have a +1d20 damage bonus; the former case gives more consistent extra damage (as well as very slightly higher damage on average).  
+
Might is roughly equivalent to +10 [[slaying]], however they are not identical. The +1d10 bonus is rolled separately from slaying. E.g. if you had +20 slaying, you'd have 1d20 damage, and with +10 slay and might, you'd have 1d10 + 1d10 instead. In addition, might does not increase [[to-hit]].
  
 
{{crawlquote|''Quaff normally:'' You feel very mighty all of a sudden.<br>
 
{{crawlquote|''Quaff normally:'' You feel very mighty all of a sudden.<br>
 
''Quaff while Mighty:'' You feel mightier all of a sudden.}}
 
''Quaff while Mighty:'' You feel mightier all of a sudden.}}
 +
 +
==Strategy==
 +
Does nothing for [[Ranged Weapons]] or magic, but a reasonably strong buff in melee. Use this before things get too hairy; if you have to escape to survive, you don't benefit from extra damage.
  
 
==History==
 
==History==

Revision as of 22:09, 6 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Type Potion
Name Potion of Might
Icon Potion of might.png
A potion which greatly increases the power of the drinker's melee attacks.

Quaffing a potion of might grants your character the might status effect, adding +1d10 damage to your melee attacks for 34 + 1d40 (more) turns (max. 80)[1]. Does not stack with berserk, which already grants might.

Might is roughly equivalent to +10 slaying, however they are not identical. The +1d10 bonus is rolled separately from slaying. E.g. if you had +20 slaying, you'd have 1d20 damage, and with +10 slay and might, you'd have 1d10 + 1d10 instead. In addition, might does not increase to-hit.

Quaff normally: You feel very mighty all of a sudden.
Quaff while Mighty: You feel mightier all of a sudden.

Strategy

Does nothing for Ranged Weapons or magic, but a reasonably strong buff in melee. Use this before things get too hairy; if you have to escape to survive, you don't benefit from extra damage.

History

  • Prior to 0.25, potions of might gave the player a +5 bonus to Strength.
  • Prior to 0.12, quaffing a potion of might while already mighty would give a point of magic contamination.

References

  1. potion.cc:279 (0.30.0)
Potions
AmbrosiaAttractionBerserk rageBrillianceCancellationCuringDegenerationEnlightenmentExperienceHasteHeal woundsInvisibilityLignificationMagicMightMutationResistance