crawlSS_052_misc.txt: Potions and their effects Based on Crawl Stone Soup 0.5.2 Last change: 2009-11-26 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Generic informations ~~~~~~~~~~~~~~~~~~~~ Potions may either be 'q'uaffed, or evaporated with the "Evaporate" spell. You can't drink potions if you're a Mummy, if you're berserking or if you're in Bat form. Drinking most potions will increase your satiation by 40 points, except for Vampires (which only get satiation from potions of (coagulated) blood). The effect of most potions (good or bad) is halved for Thirsty (or worse) Vampires. Drinking a potion will always identify it. Here's the list of all potions: - Blood - Berserk Rage - Coagulated Blood - Confusion - Cure Mutation - Decay - Degeneration - Experience - Gain Dexterity - Gain Intelligence - Gain Strength - Heal Wounds - Healing - Invisibility - Levitation - Magic - Might - Mutation - Paralysis - Poison - Porridge - Resistance - Restore Abilities - Slowing - Speed - Strong Poison - Water Potion identification ~~~~~~~~~~~~~~~~~~~~~ Apart from using a scroll or spell of identify, there are several ways to identify your potions. Drinking one is the most obvious way, but may be dangerous (you'll want to do that somewhere safe, and even so potions of Decay, Degeneration or Strong Poison are annoying), and will waste one potion. Monsters sometimes drink potions. This will identify the potion in most cases, but there is sometimes ambiguity, in which case it will only state {tried by monster}. When this happens, the potion is either a potion of Healing or Heal Wounds, or rarely (Coagulated) Blood (if a Vampire drank it). You may also identify potions by the number you've collected so far; potions of Healing are the most frequent (about 25% of all potions founds), followed by potions of Heal Wounds (about 13% of all potions founds). This is very unreliable if your highest potion stack is 2 or 3 (since potions are sometimes generated in batches). Potions of Porridge, Gain Strength, Gain Dexterity, Gain Intelligence, Experience and Decay are very rare (less than 1% of all generated potions), thus you're unlikely to pick one of those if you only drink potions when you have two of the same type. A potion found in a small pile (2 or 3 potions) will never be a potion of Gain Strength, Gain Dexterity, Gain Intelligence, Experience, Magic or Restore Abilities. Potions of Strong Poison are never randomly generated above depth level 11. Carrying an unidentified potion of Blood for at least 2000 will turn it into a potion of Coagulated Blood, identifying both potions in the process. Potions of Water are always clear potions (with a random color). Potions of Porridge are always either gluggy brown (33%) or gluggy white (67%) potions. Potions of Blood are always red potions (25% viscous red, 25% sedimented red, 50% red). Potions of Coagulated Blood are always gluggy, lumpy, sedimented or viscous, and red or brown. Potion effects ~~~~~~~~~~~~~~ Here's the effect of each potion when you drink one. * Blood If you're a Vampire, your satiation increases by 1000. If you can eat chunks while satiated, your satiation increases by 200. Otherwise, there's (25% + 25% per herbivorous mutation) chance to become sick for 1d100 + 49 turns, else your satiation increases by 200. Potions of blood will turn into potions of coagulated blood after 2000 turns. Level 6+ Vampires can extract potions of blood from corpses. The number of potions extracted from a corpse depends on its size, and their freshness on the freshness of the corpse (the potion will coagulate after 2000 turns minus 10 times the number of turns since the monster was killed). Followers of Zin, Elyvilon and The Shining One incur a piety loss if they knowingly drink this potion; followers of The Shining One incur in addition a penance. "Yummy - fresh blood!" (Vampires) "This tastes like blood." (Chunk lovers) "Yuck - this tastes like blood." (Balanced or herbivorous characters) * Berserk rage You start berserking for 19 to 38 turns (with an increased probability around 29). If you were about to turn berserk from drawing the Battlelust card, the effect is cancelled instead (and you don't turn berserk). Thirsty (or worse) Vampires cannot turn berserk, and lose 100 satiation instead. "A red film seems to cover your vision as you go berserk! You feel yourself moving faster! You feel mighty!" "You're already berserk!" (if already berserking) "You're too exhausted to go berserk." (if still exhausted after a previous berserking) "You feel slightly irritated." (thirsty Vampire) * Coagulated Blood If you're a Vampire, your satiation increases by 800. If you can eat chunks while satiated, your satiation increases by 200. Otherwise, there's (25% + 25% per herbivorous mutation) chance to become sick for 1d100 + 49 turns, else your satiation increases by 200. Potions of coagulated blood will rot away and disappear after 500 turns. Followers of Zin, Elyvilon and The Shining One incur a piety loss if they knowingly drink this potion; followers of The Shining One incur in addition a penance. "This tastes delicious!" (Vampires) "This tastes like blood." (Chunk lovers) "Yuck - this tastes like blood." (Balanced or herbivorous characters) * Confusion Confuses you for 1d8 + 2 (more) turns, up to 40, unless protected by an amulet of clarity. When you are confused, you can't perform most actions (including spellcasting), each time you move, there's a 67% chance that you'll move to a random square instead of you destination and if you fight, there's a chance you'll hit yourself. "You are confused." "You are more confused." "You feel momentarily confused." (with an amulet of clarity) * Cure Mutation May remove a certain number of mutations according to the following table: +-------------------+------+------+------+------+------+------+------+------+ | Mutations removed | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | +-------------------+------+------+------+------+------+------+------+------+ | Probability (%) | 0.05 | 0.95 | 6.3 | 19.8 | 32.2 | 27.4 | 11.4 | 1.8 | +-------------------+------+------+------+------+------+------+------+------+ "It has a very clean taste." * Decay You start to rot, i.e. lose max HP. You'll lose over time 1d10 + 9 HP, unless you drink a potion of Healing before the end of the effect. Rotted max HP may be restored by drinking potions or Healing or Heal Wounds. Ghouls take normal damage from this, in addition to their continuous rotting. "You feel your flesh starts to rot away!" "You feel your flesh rotting away!" (if already rotting) * Experience If you experience level is under 27, you gain enough xp to reach the next level. "You feel more experienced!" "A flood of memories washes over you." (already at level 27) * Degeneration You (temporary) lose 1 to 4 points (more likely 2 or 3) in a random stat. Reducing a stat to 0 will insta-kill you. "There was something very wrong with that liquid!" * Gain Dexterity You permanently gain 1 point of Dexterity, cumulative up to +14 points. It is considered as a level in the "gain strength" mutation for most purposes; in particular, drinking a potion of Cure Mutation will remove the benefit. Unlike other sources of mutations, it isn't hindered by amulets of resist mutation (but is by the "mutation resistance" mutation). "You feel agile." * Gain Intelligence You permanently gain 1 point of Intelligence, cumulative up to +14 points. It is considered as a level in the "gain strength" mutation for most purposes; in particular, drinking a potion of Cure Mutation will remove the benefit. Unlike other sources of mutations, it isn't hindered by amulets of resist mutation (but is by the "mutation resistance" mutation). "You feel clever." * Gain Strength You permanently gain 1 point of Strength, cumulative up to +14 points. It is considered as a level in the "gain strength" mutation for most purposes; in particular, drinking a potion of Cure Mutation will remove the benefit. Unlike other sources of mutations, it isn't hindered by amulets of resist mutation (but is by the "mutation resistance" mutation). "You feel stronger." * Heal Wounds Gives 9 to 37 HP (with a strong probability of 23 or around), up to your max HP. If your HP are now equal to your max HP, unrot 2 to 6 HP (with a strong probability of 4). "You feel much better." * Healing Gives 1d7 + 4 HP, up to your max HP. Cures poison, disease, rotting (without giving rotted hp back) and confusion. If your HP are now equal to your max HP, unrot 1 HP. "You feel better." * Invisibility You become invisible for 1d40 + 14 turns. If you were already invisible, you stay invisible for only 1d40 - 1 more turns, up to 100. "You fade into invisibility!" "You feel safely hidden away." (if already invisible) * Levitation You levitate for 1d40 + 24 (more) turns, up to 100. Levitation allows you to pass over deep water or lava, to safely cross non-magical traps and to carry 1000 additionals aum in weight, but you prevents you from picking items on the floor or moving down the stairs. With the spell "Swiftness", it increases you movement speed. With an amulet of controlled flight (which eventually auto-identifies in the process), you can fly instead, which grants the advantages of levitations without drawbacks. "You feel very buoyant. You gently float upwards from the floor." "You feel more buoyant." * Magic Gives 9 to 37 MP (with a strong probability of 23 or around), up to your max MP. "You feel magical!" * Might You gain 5 (not cumulative) strength points for 1d40 + 34 (more) turns, up to 80. If you were already mighty, you gain 1 point of contamination (in addition to those you may gain during mighty state). "You feel very mighty all of a sudden." "You still feel pretty mighty." * Mutation You gain 3 random mutations (sometimes less if gaining a mutation fails). Followers of Zin incur a piety loss and a penance if they knowingly drink this potion. "You feel extremely strange." * Paralysis Paralyzes you for 1d6 + 1 turns. "You suddenly lose the ability to move!" * Poison Poisons you for 1 to 5 levels (with a strong probability for 3). Each level (up to poison level 5) will remove you on average 8 HP, with a frequency depending on your number of poisoned levels (20% chance turn and per level to lose 1 HP). "That liquid tasted very nasty..." "You feel slightly nauseous." (with poison resistance) * Porridge Increases your satiation level by 6000 points (in addition to the 40 ones from any potion), unless you're fully carnivorous (Ghouls and Kobolds). "That potion was really gluggy!" * Resistance You gain 3 levels of Fire Resistance and Cold Resistance and 1 level of Resist Poison and Resist Electricity, each for 9 + 1d10 turns. You gain 1 point of contamination. "You feel protected." * Restore Abilities If you were out of breath (for Breath Weapons), you regain you breath. All your stats are restored to their maximal value. "You feel refreshed." * Speed All your actions will be twice as fast as usual for 1d40 + 39 (more) turns, up to 80 (or more with an amulet of resist slowing). If you were already hastened, you gain 1 point of contamination (in addition to those you may gain during hastened state). "You feel yourself speed up." * Strong Poison Poisons you for 3 to 15 (more) levels (with a strong probability for 9). Poison levels over 5 are very nasty. "That liquid tasted extremely nasty..." "You feel quite nauseous." (with poison resistance) * Slowing Slows you for 1d40 + 9 turns, unless protected by an amulet of resist slowing. Slowing makes all your actions take twice as much time. "You feel yourself slow down." "You feel as though you will be slow longer." "You feel momentarily lethargic." (with an amulet of resist slowing) * Water Increases your satiation level by 20 points (in addition to the 40 ones from any potion). "This tastes like water." Evaporation ~~~~~~~~~~~ When a potion is Evaporated (and then throwed) through the Evaporation spell, you throw a bolt exploding in a 3x3 cloud where the potion lands. The nature of the cloud is selected in the table below (when several choices are possible, one at random is picked, ### more likely than +++) among: - Miasma - Stinking cloud - Poison - Steam - Fire - Cold - Black smoke - Grey smoke - Blue smoke - Purple smoke +------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+ |Potion |Miasma |Stink. |Poison |Steam |Fire |Cold |Smoke1 |Smoke2 |Smoke3 |Smoke4 | +------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+ |Cure Mutation | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Heal Wounds | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Healing | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Invisibility | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Levitation | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Might | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Resistance | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Restore Abilities | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Speed | | +++ | +++ | ### | +++ | +++ | +++ | +++ | +++ | +++ | |Porridge | | | | ### | | | | | | | |Water | | | | ### | | | | | | | |Poison | | | ### | | | | | | | | |Strong Poison | | | ### | | | | | | | | |Confusion | | ### | | | | | | | | | |Paralysis | | ### | | | | | | | | | |Slowing | | ### | | | | | | | | | |Decay | ### | | | | | | | | | | |Degeneration | ### | | ### | | | | | | | | |Berserk Rage | | | | ### | ### | | | | | | |Blood | | | ### | ### | ### | | | | | | |Coagulated Blood | | | ### | ### | ### | | | | | | |Experience | ### | +++ | ### | +++ | ### | ### | +++ | +++ | +++ | +++ | |Gain Dexterity | ### | +++ | ### | +++ | ### | ### | +++ | +++ | +++ | +++ | |Gain Intelligence | ### | +++ | ### | +++ | ### | ### | +++ | +++ | +++ | +++ | |Gain Strength | ### | +++ | ### | +++ | ### | ### | +++ | +++ | +++ | +++ | |Magic | ### | +++ | ### | +++ | ### | ### | +++ | +++ | +++ | +++ | |Mutation | ### | +++ | ### | +++ | ### | ### | +++ | +++ | +++ | +++ | +------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+