Difference between revisions of "Potion"

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{{items}}
 
{{items}}
'''Potions''' are [[magic]]al drinks. They are denoted by an exclamation mark, '''!''' and [[weight|weigh]] 20. Some of them are very useful, some can be deadly. The effects of potions take effect when they are drunk ("[[quaff]]ed"), or sometimes when they are broken (via [[wield]]ing, [[throw]]ing, or effects that destroy items). Some potions can also be mixed together to form new potions — that is called [[alchemy]].
+
'''Potions''', {{white|!}}, are [[magic]]al drinks that appear in ''[[NetHack]]''.
+
 
 +
All potions have a [[weight]] of 20, and are used by drinking them via the [[quaff]] command; other monsters may be subjected to the effects of some potions by [[wield]]ing the potion and hitting them with it, or else [[throw]]ing it at them. It is also possible to [[dip]] other items into potions; some potions can be mixed together in this way to produce other potions—this is called [[alchemy]].  
 +
 
 +
Potions do not leave behind the empty bottles when consumed; the bottle presumably evaporates or is otherwise disposed of when the potion is drunk.
 +
 
 
== Table of potions ==
 
== Table of potions ==
 
 
{|class="prettytable sortable"
 
{|class="prettytable sortable"
!Potion!!Cost!!Weight!!Relative Probability{{refsrc|objects.c|722}}!!Appearance
+
!Potion !! Cost !! Weight !! Relative probability{{refsrc|objects.c|722}} !! Appearance
|-
 
|[[potion of water|water (uncursed)]] || 0 || 20 || 6.9% || clear
 
|-
 
|colspan="6"|
 
|-
 
|[[potion of booze|booze]] ||  50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|[[potion of fruit juice|fruit juice]] || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|[[potion of see invisible|see invisible]] || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|[[potion of sickness|sickness]] || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
 
|-
 
|-
|colspan="6"|
+
|{{of|potion|water}} (uncursed) || 0 || 20 || 6.9% || clear
 
|-
 
|-
|[[potion of confusion|confusion]] || 100 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|booze}} || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of extra healing|extra healing]] || 100 || 20 || 4.7% || [[Randomized appearance|random]]
+
|{{of|potion|fruit juice}} || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of hallucination|hallucination]] || 100 || 20 || 4% || [[Randomized appearance|random]]
+
|{{of|potion|see invisible}} || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of healing|healing]] || 100 || 20 || 5.7% || [[Randomized appearance|random]]
+
|{{of|potion|sickness}} || 50 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[holy water]] || 100 || 20 || 1.15% || clear
+
|{{of|potion|confusion}} || 100 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[unholy water]] || 100 || 20 || 1.15% || clear
+
|{{of|potion|extra healing}} || 100 || 20 || 4.7% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of restore ability|restore ability]] || 100 || 20 || 4% || [[Randomized appearance|random]]
+
|{{of|potion|hallucination}} || 100 || 20 || 4% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of sleeping|sleeping]] || 100 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|healing}} || 100 || 20 || 5.7% || [[Randomized appearance|random]]
 
|-
 
|-
|colspan="6"|
+
|{{of|potion|holy water}} || 100 || 20 || 1.15% || clear
 
|-
 
|-
|[[potion of blindness|blindness]] || 150 || 20 || 4% || [[Randomized appearance|random]]
+
|{{of|potion|unholy water}} || 100 || 20 || 1.15% || clear
 
|-
 
|-
|[[potion of gain energy|gain energy]] || 150 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|restore ability}} || 100 || 20 || 4% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of invisibility|invisibility]] || 150 || 20 || 4% || [[Randomized appearance|random]]
+
|{{of|potion|sleeping}} || 100 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of monster detection|monster detection]] || 150 || 20 || 4% || [[Randomized appearance|random]]
+
|{{of|potion|blindness}} || 150 || 20 || 4% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of object detection|object detection]] || 150 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|gain energy}} || 150 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|colspan="6"|
+
|{{of|potion|invisibility}} || 150 || 20 || 4% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of enlightenment|enlightenment]] || 200 || 20 || 2% || [[Randomized appearance|random]]
+
|{{of|potion|monster detection}} || 150 || 20 || 4% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of full healing|full healing]] || 200 || 20 || 1% || [[Randomized appearance|random]]
+
|{{of|potion|object detection}} || 150 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of levitation|levitation]] || 200 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|enlightenment}} || 200 || 20 || 2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of polymorph|polymorph]] || 200 || 20 || 1% || [[Randomized appearance|random]]
+
|{{of|potion|full healing}} || 200 || 20 || 1% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of speed|speed]] || 200 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|levitation}} || 200 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|colspan="6"|
+
|{{of|potion|polymorph}} || 200 || 20 || 1% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of acid|acid]] || 250 || 20 || 1% || [[Randomized appearance|random]]
+
|{{of|potion|speed}} || 200 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of oil|oil]] || 250 || 20 || 3% || [[Randomized appearance|random]]
+
|{{of|potion|acid}} || 250 || 20 || 1% || [[Randomized appearance|random]]
 
|-
 
|-
|colspan="6"|
+
|{{of|potion|oil}} || 250 || 20 || 3% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of gain ability|gain ability]] || 300 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|gain ability}} || 300 || 20 || 4.2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of gain level|gain level]] || 300 || 20 || 2% || [[Randomized appearance|random]]
+
|{{of|potion|gain level}} || 300 || 20 || 2% || [[Randomized appearance|random]]
 
|-
 
|-
|[[potion of paralysis|paralysis]] || 300 || 20 || 4.2% || [[Randomized appearance|random]]
+
|{{of|potion|paralysis}} || 300 || 20 || 4.2% || [[Randomized appearance|random]]
 
|}
 
|}
  
The table is divided into price groups. See [[price identification]].
+
{{upcoming|NetHack 3.7.0|As of {{commit|62fb87593189311927746f0bfe21e317c1838c69}}, potion probabilities are changed, and the base price of the potion of healing becomes 20.}}
  
 
==Generation==
 
==Generation==
 +
Potions constitute 16% of all randomly-generated [[item]]s in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom.{{refsrc|mkobj.c|30}} Potion BUC distribution is as follows: {{frac|8}} cursed, {{frac|3|4}} uncursed, and {{frac|8}} blessed.{{refsrc|mkobj.c|545}}
  
Potions constitute 16% of all randomly-generated [[item]]s in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom.{{refsrc|mkobj.c|30}} Potions appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed.{{refsrc|mkobj.c|545}}
+
On top of random generation, potions can be found in [[shops]], and various monsters [[Monster starting inventory|are generated with]] certain potions.
 
 
On top of random generation, potions can be found in [[shops]], in [[bones]] files, and amongst the possessions of recently deceased monsters.
 
  
 
==Identification==
 
==Identification==
 
+
There are many ways to identify potions, without resorting to the [[Identification#Straightforward_identification|obvious methods]]. Clear potions are always potions of water, and potions of oil are automatically identified for players starting with an [[oil lamp]].
There are many ways to identify potions, without resorting to the [[Identification#Straightforward_identification|obvious methods]]. Note that clear potions are always potions of water, and potions of oil are automatically identified for players starting with an oil lamp.
 
  
 
===Monsters===
 
===Monsters===
 
 
Most monsters will only use, pick up, or [[monster starting inventory|be created carrying]] the following potions:
 
Most monsters will only use, pick up, or [[monster starting inventory|be created carrying]] the following potions:
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* [[potion of confusion|confusion]]
+
* {{of|potion|confusion}}
* [[potion of healing|healing]]
+
* {{of|potion|healing}}
* [[potion of extra healing|extra healing]]
+
* {{of|potion|extra healing}}
* [[potion of full healing|full healing]]
+
* {{of|potion|full healing}}
* [[potion of sleeping|sleeping]]
+
* {{of|potion|sleeping}}
* [[potion of blindness|blindness]]
+
* {{of|potion|blindness}}
* [[potion of invisibility|invisiblity]]
+
* {{of|potion|invisibility}}
* [[potion of polymorph|polymorph]] (difficulty &lt; 5 only)
+
* {{of|potion|polymorph}} (difficulty &lt; 5 only)
* [[potion of speed|speed]]
+
* {{of|potion|speed}}
* [[potion of acid|acid]]
+
* {{of|potion|acid}}
* [[potion of gain level|gain level]]
+
* {{of|potion|gain level}}
* [[potion of paralysis|paralysis]].
+
* {{of|potion|paralysis}}
 
</div>
 
</div>
  
[[Nymph]]s will pick up anything and are created with a [[potion of object detection]] half of the time.
+
[[Nymph]]s will pick up anything, and are created with a potion of object detection half of the time.
  
Monsters drink useful potions occasionally and, if they are in line of sight when quaffing, the condition of the monster may also be informed. Monsters will never [[quaff]] bad potions, but are likely to [[throw]] some harmful potions at you.
+
Monsters drink useful potions occasionally; if they are in line of sight when quaffing, you will observe any changes to their condition, which can formally or informally identify the potion. Monsters will never quaff harmful potions, but are likely to throw them at you.
  
 
{{todo|Do monsters with the Likes_magic attribute pick up unusable potions?  Yes, most potions are magical (sickness, fruit juice, booze, acid, oil and water are not).  likes_magic covers wizards, dragons, winged gargoyles, salamanders, archons and numerous named monsters}}
 
{{todo|Do monsters with the Likes_magic attribute pick up unusable potions?  Yes, most potions are magical (sickness, fruit juice, booze, acid, oil and water are not).  likes_magic covers wizards, dragons, winged gargoyles, salamanders, archons and numerous named monsters}}
  
 
===Dip identification===
 
===Dip identification===
 
+
The following table summarizes the effects of #[[dip]]ping items into potions (excluding alchemy). In most cases, dipping will consume your potion, but on occasion it will change the potion instead; both are listed where applicable in the "Resulting potion" column.
The following table summarizes the effects of #[[dip]]ping items into potions (excluding [[alchemy]]). In most cases, dipping will consume your potion but In some cases, dipping will change your potion instead: this is listed in the "Resulting potion" column.
 
  
 
{|class="prettytable"
 
{|class="prettytable"
 
!Dipped object
 
!Dipped object
!Initial Potion
+
!Initial potion
!Resulting Potion
+
!Resulting potion
!Notes
+
!Message/Notes
 
|-
 
|-
 
|rowspan="5"|[[Unicorn horn]]
 
|rowspan="5"|[[Unicorn horn]]
 
|[[Potion of oil]]
 
|[[Potion of oil]]
 
|(Potion consumed)
 
|(Potion consumed)
|You get the message "Your unicorn horn gleams with an oily sheen."
+
|{{message|Your unicorn horn gleams with an oily sheen.}}
 
|-
 
|-
 
|[[Potion of sickness]]
 
|[[Potion of sickness]]
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|[[Potion of healing]]
 
|[[Potion of healing]]
 
|rowspan="3"|(Potion consumed)
 
|rowspan="3"|(Potion consumed)
|rowspan="3"|The projectiles will be unpoisoned. (Eligible projectiles are [[arrow]]s, [[crossbow bolt]]s, [[dart]]s and [[shuriken]])
+
|rowspan="3"|The projectiles become unpoisoned.
 +
{{message|A coating wears off the poisoned <weapons>.}}
 
|-
 
|-
 
|[[Potion of extra healing]]
 
|[[Potion of extra healing]]
Line 153: Line 141:
 
|[[Potion of sickness]]
 
|[[Potion of sickness]]
 
|(Potion consumed)
 
|(Potion consumed)
|The projectiles will be poisoned. (Eligible projectiles are [[arrow]]s, [[crossbow bolt]]s, [[dart]]s and [[shuriken]])
+
|The projectiles become poisoned. (Eligible projectiles are [[arrow]]s, [[crossbow bolt]]s, [[dart]]s, and [[shuriken]].)
 +
{{message|The <potion> forms a coating on the <weapons>.}}
 
|-
 
|-
 
|Any polymorphable item
 
|Any polymorphable item
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|Any [[Polypiling#Forbidden_items|non-polymorphable item]]
 
|Any [[Polypiling#Forbidden_items|non-polymorphable item]]
 
|
 
|
|You get the message "Nothing happens."
+
|{{message|Nothing happens.}}
 
|-
 
|-
 
|[[Amethyst]]
 
|[[Amethyst]]
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|-
 
|-
 
|[[Lichen corpse]]
 
|[[Lichen corpse]]
|[[Potion of acid]]
+
|rowspan="3"|[[Potion of acid]]
 
|
 
|
|The corpse will 'turn red around the edges', or orange if the acid is somehow diluted.
+
|{{message|The lichen corpse turns red around the edges.}}
 +
("orange" if the potion is diluted)
 
|-
 
|-
 
|Any [[iron]] or [[copper]] item
 
|Any [[iron]] or [[copper]] item
|[[Potion of acid]]
 
 
|(Potion consumed)
 
|(Potion consumed)
 
|The item will [[corrode]].
 
|The item will [[corrode]].
 +
|-
 +
|Any [[erodeproof]] iron or copper item.
 +
|
 +
|{{message|Somehow, your <item> is not affected by the corrosion. Interesting...}}
 
|-
 
|-
 
|Any rusty or corroded [[weapon]]
 
|Any rusty or corroded [[weapon]]
 
|[[Potion of oil]]
 
|[[Potion of oil]]
 
|(Potion consumed)
 
|(Potion consumed)
|The weapon will lose one measure of erosion damage
+
|The weapon loses one level of each erosion damage.
 +
{{message|Your <weapon> is less <corroded (and) rusty>.}}
 +
|-
 +
|Any other item
 +
|Any other potion
 +
|
 +
|{{message|Interesting...}}
 
|}
 
|}
  
Unicorn horns are incredibly useful for identifying potions. However, carelessly dipping your horn into every unidentified potion might present difficulties if that potion is polymorph, and transforms the horn.
+
Unicorn horns are incredibly useful for identifying potions. If dipping a unicorn horn into a potion produced no effect, then the potion is ''probably'' safe to drink, although some harmful potions (notably {{of|potion|paralysis|and=1|sleeping}}) are not neutralized by a unicorn horn. Potions of booze will not be neutralized, but the negative effects can be dealt with as long as the potion is not cursed. Creating fruit juice using a unicorn horn or amethyst can also be useful when trying to identify the [[potion of see invisible]]; both produce the same message when quaffed.
* You can dip a [[wand of polymorph]] first&mdash;you'll get the message "nothing happens" if the potion is polymorph.
 
* Players without a spare unicorn horn may want to dip junk items into unidentified potions. Dipping ammunition (such as [[arrow]]s) has the added benefit of identifying potions of sickness, since they will poison the item.
 
* Players adhering to polypileless conduct will want to refrain from dipping anything but polymorph wands into potions until they have potions of polymorph identified. Polymorphing in this manner breaks the conduct.
 
* Conversely, players with spare unicorn horns may want to use potions of polymorph on unicorn horns. Being magical tools, polymorph has a small chance of producing something useful, such as a [[magic marker]].
 
  
If dipping a unicorn horn into a potion produced no effect, then the potion is ''probably'' safe to drink, although some harmful potions (notably [[potion of paralysis|paralysis]] and [[potion of sleeping|sleeping]]) are not neutralized by a unicorn horn. Potions of booze will not be neutralized, but the negative effects can be cancelled as long as the potion was not cursed.
+
However, carelessly dipping a unicorn horn into every unidentified potion might present difficulties if it is transformed by a potion of polymorph. While unicorn horns are not too hard to come across, this is still best avoided if you only have one at the moment; this also breaks polypileless [[conduct]], and players adhering to it will want to refrain from dip-testing with ''anything'' but a [[wand of polymorph]] until they have potions of polymorph identified. Conversely, players with spare unicorn horns may want to do this for the chance of producing a useful (and possibly [[magical tool|magical]]) [[tool]], such as a [[magic marker]].
  
Creating fruit juice using a unicorn horn or amethyst can also be useful when trying to identify the [[potion of see invisible]], because both fruit juice and see invisible taste like fruit juice.
+
Dip-testing with ammunition, such as a single dart or [[arrow]], can safely detect potions of polymorph, and has the added benefit of identifying potions of sickness, since they will poison the item; if dipping projectiles that you intend to use, you should dip test for polymorph and acid first.
 
 
Dipping unpoisoned projectiles into potions that might be sickness is a good thing to try before quaffing the potion. However, if you are dipping projectiles that you intend to use, you should dip test for polymorph and acid first.
 
  
 
===Price identification===
 
===Price identification===
  
 
{{main|Price identification}}
 
{{main|Price identification}}
 
Note that the base price is very different than the actual prices in shops, see the [[price identification]] article for more detail.
 
  
 
Most price categories have at least one good potion and one bad potion, so price identification needs to be combined with other methods to be useful. Price categories with just one harmful potion can be quaff-tested with very little preparation: for example if you have a carrot to cure blindness, you can quaff-test any 150 zm potion.
 
Most price categories have at least one good potion and one bad potion, so price identification needs to be combined with other methods to be useful. Price categories with just one harmful potion can be quaff-tested with very little preparation: for example if you have a carrot to cure blindness, you can quaff-test any 150 zm potion.
Line 302: Line 293:
  
 
===Applying===
 
===Applying===
 
+
Try to [[apply]] every new potion you find. If the potion lights, it will [[auto-identify]] as a potion of oil. Do not do this with an unpaid potion is owned by a shop, or you will be charged a [[Yendorian Fuel Tax]]. It is possible to avoid the charge by dropping everything else that can be applied besides the suspected potion, then hit {{kbd|a}}. If the potion is oil, you will be asked what to apply; if it isn't, you will be told that you have nothing that can be applied. This may be a bug.
Try to [[apply]] every new potion you find. If the potion lights, it's oil and autoidentifies. Do not do this when the potion is owned by a shop, or you will be forced to pay for the potion and will be charged [[Yendorian Fuel Tax]].
 
 
 
However, it is possible to avoid the charge, though it may be a bug. When you find a potion in a store that you suspect may be oil, drop everything else that can be applied, then hit {{kbd|a}}. If the potion is oil, you will be asked what to apply; if it isn't, you will be told that you have nothing that can be applied.
 
  
 
===Quaffing===
 
===Quaffing===
 +
When you have tried the above methods and all else fails, you can always quaff an unknown potion. However, this will not always identify it, and there are dangers. See [[potion quaffing effects]] for a comprehensive list of potion effects when quaffed.
  
When all else fails, you can always quaff an unknown potion. However this will not always identify it, and there are dangers. See [[Potion quaffing effects|potion quaffing effects]] for a comprehensive list of potion effects when quaffed.
+
Before you start quaffing, [[curse-test]] the potion, as quaffing a cursed potion is unwise&mdash;although you will still be able to identify it, you will miss out on some benefits of useful potions and suffer increased damage from harmful ones.
 
 
Before you start quaffing, [[Curse-testing|BUC test]] the potion. Quaffing a cursed potion is unwise - although you will still be able to identify it, you will miss out on the benefit of useful potions and suffer increased damage from harmful ones.
 
  
You should wait for your [[health]] to completely heal before quaffing. That way, should you quaff a [[potion of healing]], [[potion of extra healing|extra healing]], or [[potion of full healing|full healing]], your maximum health will increase. In addition, should you quaff a [[potion of acid]] or [[potion of sickness|sickness]], it will be much less likely to kill you outright.
+
You should wait for your [[health]] to completely heal before quaffing. That way, should you quaff a potion of {{of|potion|healing|extra healing|or=1|full healing}}, your maximum health will increase. In addition, should you quaff a potion of {{of|potion|acid|or=1|sickness}}, it will be much less likely to kill you outright.
 
 
It is assumed that you tried some of the other potion identification tactics, which will not be repeated here.
 
  
 
====Surviving harmful potions====
 
====Surviving harmful potions====
 
 
Before drinking a potentially harmful potion, there are some things you can do to prevent or at least minimize the risks. Additionally, after drinking a harmful potion, there are ways to cure the bad effects. These are summarized in the table below.
 
Before drinking a potentially harmful potion, there are some things you can do to prevent or at least minimize the risks. Additionally, after drinking a harmful potion, there are ways to cure the bad effects. These are summarized in the table below.
  
Line 354: Line 338:
 
** {{of|potion|full healing}}
 
** {{of|potion|full healing}}
 
* [[potion of sickness]], if you can drink it safely!
 
* [[potion of sickness]], if you can drink it safely!
 +
* non-cursed unicorn horn
 +
|-
 +
|{{of|potion|confusion}}, {{of|potion|booze}}
 +
|
 +
* potion is blessed
 +
|
 +
* prayer
 +
* blessed scroll of confuse monster
 +
* eating a [[lizard]] corpse (reduces timeout to 2 turns)
 
* non-cursed unicorn horn
 
* non-cursed unicorn horn
 
|-
 
|-
Line 371: Line 364:
 
** keep your [[pet]]s nearby
 
** keep your [[pet]]s nearby
 
* [[sleep resistance]] protects against sleeping, not paralysis
 
* [[sleep resistance]] protects against sleeping, not paralysis
 +
|
 
|}
 
|}
  
Perhaps, a Healer with a ring of free action who is also wielding Grayswandir while wearing the Eyes of the Overworld and an amulet of unchanging would be in a good position to quaff-identify potions without fear. However, most players manage to find a unicorn horn before any of those other items.
+
Perhaps, a Healer with a lizard corpse and ring of free action who is also wielding Grayswandir while wearing the Eyes of the Overworld and an amulet of unchanging would be in a good position to quaff-identify potions without fear. However, most players manage to find a unicorn horn before any of those other items.
  
 
====Interpreting messages====
 
====Interpreting messages====
 
 
If the potion is not automatically identified, the message is often helpful to identify it.
 
If the potion is not automatically identified, the message is often helpful to identify it.
  
Line 387: Line 380:
 
|-
 
|-
 
|You feel better
 
|You feel better
|either {{of|potion|restore ability}} ("Wow! This makes you feel better!"), or {{of|potion|healing}} ("You feel better")|}
+
|either {{of|potion|restore ability}} ("Wow! This makes you feel better!"), or {{of|potion|healing}} ("You feel better")
 
|-
 
|-
 
|tastes like "liquid fire" or "dandelion wine" (maybe "watered down")
 
|tastes like "liquid fire" or "dandelion wine" (maybe "watered down")
Line 404: Line 397:
 
|-
 
|-
 
|it tastes "rotten", "overripe", or its taste has something to do with [[slime mold]] or your favorite fruit
 
|it tastes "rotten", "overripe", or its taste has something to do with [[slime mold]] or your favorite fruit
|either [[potion of see invisible]] or [[potion of fruit juice|fruit juice]] (aka slime mold juice). However, if you were invisible, could not see invisible already, and were not blind, it must be a fruit juice.
+
|potion of either {{of|potion|see invisible|or=1|fruit juice}} (aka slime mold juice). However, if you were invisible, could not see invisible already, and were not blind, it must be a fruit juice.
 
|-
 
|-
 
|it tastes "foul"
 
|it tastes "foul"
 
|cursed [[potion of gain ability]]
 
|cursed [[potion of gain ability]]
 
|-
 
|-
|you feel "threatened", or you "get the heebie jeebies"
+
|you feel "threatened", "lonely", or you "get the heebie jeebies"
 
|[[potion of monster detection]] without monsters on the level
 
|[[potion of monster detection]] without monsters on the level
 
|-
 
|-
Line 430: Line 423:
 
If you have a "peculiar feeling for a moment, then it passes", it can be several cases:
 
If you have a "peculiar feeling for a moment, then it passes", it can be several cases:
 
* [[Potion of hallucination]] while already hallucinating, or while being hallucination resistant (i. e. via wielding [[Grayswandir]])
 
* [[Potion of hallucination]] while already hallucinating, or while being hallucination resistant (i. e. via wielding [[Grayswandir]])
* [[Potion of invisibility]] while already being invisible, or blind
+
* [[Potion of invisibility]] while already invisible, blind, or wearing a [[mummy wrapping]]
 
* Blessed [[potion of monster detection]] while already having monster detection
 
* Blessed [[potion of monster detection]] while already having monster detection
 
* [[Potion of confusion]] while already being confused
 
* [[Potion of confusion]] while already being confused
Line 439: Line 432:
  
 
==Damage==
 
==Damage==
Fire and cold attacks can cause potions carried in your main inventory, or on the ground, to boil or freeze and be destroyed. This does not happen to potions in a [[container]], so it is generally advisable to protect potions that way when possible.
+
Fire and cold attacks can cause potions in your main inventory or on the ground to boil or freeze and be destroyed. This does not happen to potions in a [[container]], so it is generally advisable to stash potions in one when possible. Potions boiled by fire attacks are vaporized, which can subject you to the effects of the [[vapors]]; potions frozen by cold attacks will not release any vapors.
 
 
Potions boiled by fire attacks are vaporized, which can subject you to the effects of the [[vapors]].  Potions frozen by cold attacks will not release any vapors.
 
  
 
==Dilution==
 
==Dilution==
Most potions will become diluted when they get [[wet]], either through immersion in open water, or [[dip | dipping]] into open water, a fountain, or another potion (in [[alchemy]]). Note that this will not happen when dipping into [[holy water]] or [[unholy water]]--those potions change the [[beatitude]] of the dipped item without actually getting it wet, and are consumed in the process.  Hey, they're magic.
+
Most potions will become diluted when they get [[wet]], either through immersion in open water, or [[dip]]ping into open water, a fountain, or another potion. This will not happen when dipping into holy water or unholy water&mdash;those potions change the [[beatitude]] of the dipped item without actually getting it wet, and are consumed in the process; potions of water also cannot be diluted.
  
Diluted potions are listed as such in your inventory, and they will not stack with non-diluted potions. This can be a minor hassle if your intention is to bless a group of potions with holy water, or if you have no [[container]] and inventory slots are at a premium. But otherwise, diluted potions function largely as full-strength ones do.  There are some exceptions, mostly minor, which include:
+
Diluted potions are listed as such in your inventory, and they will not stack with non-diluted potions, but function largely the same as their undiluted counterparts. This can be a minor hassle if your intention is to bless a group of potions with holy water, or if you have no [[container]] and inventory slots are at a premium. There are also some exceptions, mostly minor:
*A diluted [[potion of booze]] will not cure 1HP of damage, as a non-diluted one will.
+
*A diluted potion of booze will not cure 1HP of damage, as a non-diluted one will.
*A diluted [[potion of see invisible]] will give somewhat different messages, though the effect is the same.
+
*A diluted potion of see invisible will give somewhat different messages, though the effect is the same.
*A diluted [[potion of fruit juice]] gives half the nutrition of a non-diluted one.
+
*A diluted potion of fruit juice gives half the nutrition of a non-diluted one.
  
If a diluted potion is diluted a second time, it will lose any blessed or cursed status, and become an uncursed [[potion of water]]. This is a vital step in the production of [[holy water]], an activity that will occupy most characters to some extent for much of the game.  Even otherwise useless or harmful potions become a vital resource when considered in this light.
+
If a diluted potion is diluted a second time, it will lose any blessed or cursed status, and become an uncursed potion of water. This is often used for making holy water, and provides a reason for most characters to hold on to otherwise useless or harmful potions.
  
This is NetHack, so naturally there are some exceptions to the above principles:
+
There are some exceptions to the above principles:
*A [[potion of acid]] will not dilute, but instead cause an explosion that does damage to the character. If your character dies as a result of this, the cause of death will be listed as "elementary chemistry." (Acid can be used as a weapon, a cure for [[stoning]], or turned into water via [[cancellation]].)
+
*A potion of acid will not dilute, but instead cause an explosion that does damage to the character. If your character dies as a result of this, the cause of death will be listed as "elementary chemistry."
*A [[potion of water]] can not be diluted, which is not surprising, but this means that holy water and unholy water are also immune to dilution, as they are simply blessed or cursed potions of water, and losing beatitude is a consequence of dilution.
+
*A potion of water can not be diluted, which is not surprising, but this means that holy water and unholy water are also immune to dilution, as they are simply blessed or cursed potions of water, and losing beatitude is a consequence of dilution.
*Alchemy will not dilute an already-diluted potion.  So it is safe to convert a [[potion of healing]] into a diluted [[potion of extra healing]], and this into a diluted [[potion of full healing]]--this will not leave you with a very expensive potion of water.
+
*Alchemy will not dilute an already-diluted potion, so it is safe to convert a potion of healing into a diluted potion of extra healing, and then into a diluted potion of full healing.
  
[[Alchemy]] is a somewhat complicated process which has a few wrinkles of its own.  Players are advised to study that article before alchemizing unless they enjoy picking imaginary shards of glass out of their faces.
+
[[Alchemy]] is a somewhat complicated process which has a few wrinkles of its own; players are advised to study that article for more information before alchemizing, unless they enjoy picking imaginary shards of glass out of their faces.
  
==Hitting and being hit==
+
==Thrown potions==
Potions may be [[wield]]ed or [[throw]]n in combat, by you or by monsters against you. A monster has an 80% chance of taking 1 HP of damage when hit; you receive 1 to 2 HP of damage. If you don't see the potion hit the monster, you will get the message "Crash!" Whoever is hit by a potion will be affected by the potion, but generally to a lesser extent than from quaffing it. However, a thrown potion has a chance of missing the target, in which case it will shatter without affecting the target. When a potion shatters, it is possible for the [[vapors]] to affect the player, if standing in an adjacent square. For this reason, wielding a potion hand-to-hand can be riskier than thowing it from a distance, although in this case the potion will only shatter when it hits the monster.  Circumstances might dictate the choice to throw vs. wield a potion, for instance, someone wearing a [[ring of free action]] and wielding a [[potion of paralysis]] would be able to reliably paralyze a non-resistant foe.
+
Potions may be [[wield]]ed or [[throw]]n in combat by you or other monsters. A monster has an 80% chance of taking 1 HP of damage when hit, while you may receive 1 to 2 HP of damage. If you don't see the potion hit the monster, you will get the message "Crash!" A monster hit by a potion is subjected to its effects, but generally to a lesser extent than from quaffing it; however, a thrown potion has a chance of missing the target, in which case it will shatter without affecting them.
  
==Properties of potion bottles==
+
When a potion shatters, it is possible for the vapors to affect monsters in adjacent squares, including the player. For this reason, wielding a potion hand-to-hand can be riskier than throwing it from a distance, although in this case the potion will only shatter when it hits the monster. Circumstances will ultimately dictate which is more preferable for hitting a given monster, e.g. wearing a [[ring of free action]] and wielding a potion of paralysis.
Potions, or rather the bottles they come in, are one of the more remarkable types of objects in the world of NetHack. Potion bottles are not watertight, because falling in water while carrying them dilutes them.  And yet they don't ordinarily spill or leak, because you can carry them for tens of thousands of turns and even fall down stairs without any risk of this happening.  The bottle, presumably, evaporates or shatters or otherwise is destroyed when the potion is drunk, or else it could be refilled at any fountain for a practically inexhaustible supply of [[holy water]].
 
  
 
== Smoky and milky potions ==
 
== Smoky and milky potions ==
  
[[Smoky and milky potions]] are special.  Regardless of their other properties, [[quaff]]ing a smoky potion has a chance of releasing a [[djinni]] while quaffing a milky potion may release a hostile [[ghost]].
+
[[Smoky and milky potions]] are special.  Regardless of their other properties, [[quaff]]ing a smoky potion has a chance of releasing a [[djinni]], and quaffing a milky potion may release a hostile [[ghost]].
  
 
== Messages ==
 
== Messages ==
;You have a peculiar feeling for a moment, then it passes.
+
{{message|You have a peculiar feeling for a moment, then it passes.|You quaffed a potion, but it had no noticeable effect, e.g. quaffing a potion of blindness while already [[blind]].{{refsrc|potion.c|530|nethack=3.6.0}}}}
:You [[quaff]]ed a potion, but it had no noticeable effect. E.g., quaffing a [[potion of blindness]] while already [[blind]].{{refsrc|potion.c|530|nethack=3.6.0}}
+
{{message|You have a normal feeling for a moment, then it passes.|As above, but you were [[hallucinating]].{{refsrc|potion.c|530|nethack=3.6.0}}}}
;You have a normal feeling for a moment, then it passes.
+
{{message|That is a potion bottle, not a Klein bottle!|You tried to dip a potion into itself.{{refsrc|potion.c|1805|nethack=3.6.0}}}}
:As above, but you were [[hallucinating]].{{refsrc|potion.c|530|nethack=3.6.0}}
+
{{message|<One of> Your <color> potions <of type> boils and explodes!|A source of fire damage caused one or more of your potions in open inventory to explode, subjecting you to its vapors.}}
;That is a potion bottle, not a Klein bottle!
 
:You tried to dip a potion into itself.{{refsrc|potion.c|1805|nethack=3.6.0}}
 
 
 
== References ==
 
  
<references />
+
==References==
 +
<references/>
  
== External Links ==
+
== External links ==
 
*[http://www.steelypips.org/nethack/343/pot1-343.html Potions and their direct effects in NetHack 3.4]
 
*[http://www.steelypips.org/nethack/343/pot1-343.html Potions and their direct effects in NetHack 3.4]
 
*[http://www.steelypips.org/nethack/343/pot2-343.html Potions, alchemy, and other miscellaneous properties in NetHack 3.4]
 
*[http://www.steelypips.org/nethack/343/pot2-343.html Potions, alchemy, and other miscellaneous properties in NetHack 3.4]
Line 488: Line 475:
 
== Encyclopedia entry ==
 
== Encyclopedia entry ==
 
{{encyclopedia|
 
{{encyclopedia|
POTABLE, n.  Suitable for drinking.  Water is said to be
+
POTABLE, n.  Suitable for drinking.  Water is said to be potable; indeed, some declare it our natural beverage, although even they find it palatable only when suffering from the recurrent disorder known as thirst, for which it is a medicine.  Upon nothing has so great and diligent ingenuity been brought to bear in all ages and in all countries, except the most uncivilized, as upon the invention of substitutes for water.  To hold that this general aversion to that liquid has no basis in the preservative instinct of the race is to be unscientific -- and without science we are as the snakes and toads.
potable; indeed, some declare it our natural beverage,
 
although even they find it palatable only when suffering
 
from the recurrent disorder known as thirst, for which it
 
is a medicine.  Upon nothing has so great and diligent
 
ingenuity been brought to bear in all ages and in all
 
countries, except the most uncivilized, as upon the
 
invention of substitutes for water.  To hold that this
 
general aversion to that liquid has no basis in the
 
preservative instinct of the race is to be unscientific --
 
and without science we are as the snakes and toads.
 
 
|[ The Devil's Dictionary, by Ambrose Bierce ]
 
|[ The Devil's Dictionary, by Ambrose Bierce ]
 
}}
 
}}
  
 
[[Category:Potions]]
 
[[Category:Potions]]
{{nethack-343}}
+
{{nethack-364}}

Latest revision as of 10:49, 13 April 2024

Potions, !, are magical drinks that appear in NetHack.

All potions have a weight of 20, and are used by drinking them via the quaff command; other monsters may be subjected to the effects of some potions by wielding the potion and hitting them with it, or else throwing it at them. It is also possible to dip other items into potions; some potions can be mixed together in this way to produce other potions—this is called alchemy.

Potions do not leave behind the empty bottles when consumed; the bottle presumably evaporates or is otherwise disposed of when the potion is drunk.

Table of potions

Potion Cost Weight Relative probability[1] Appearance
water (uncursed) 0 20 6.9% clear
booze 50 20 4.2% random
fruit juice 50 20 4.2% random
see invisible 50 20 4.2% random
sickness 50 20 4.2% random
confusion 100 20 4.2% random
extra healing 100 20 4.7% random
hallucination 100 20 4% random
healing 100 20 5.7% random
holy water 100 20 1.15% clear
unholy water 100 20 1.15% clear
restore ability 100 20 4% random
sleeping 100 20 4.2% random
blindness 150 20 4% random
gain energy 150 20 4.2% random
invisibility 150 20 4% random
monster detection 150 20 4% random
object detection 150 20 4.2% random
enlightenment 200 20 2% random
full healing 200 20 1% random
levitation 200 20 4.2% random
polymorph 200 20 1% random
speed 200 20 4.2% random
acid 250 20 1% random
oil 250 20 3% random
gain ability 300 20 4.2% random
gain level 300 20 2% random
paralysis 300 20 4.2% random

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

As of commit 62fb8759, potion probabilities are changed, and the base price of the potion of healing becomes 20.

Generation

Potions constitute 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom.[2] Potion BUC distribution is as follows: 18 cursed, 34 uncursed, and 18 blessed.[3]

On top of random generation, potions can be found in shops, and various monsters are generated with certain potions.

Identification

There are many ways to identify potions, without resorting to the obvious methods. Clear potions are always potions of water, and potions of oil are automatically identified for players starting with an oil lamp.

Monsters

Most monsters will only use, pick up, or be created carrying the following potions:

Nymphs will pick up anything, and are created with a potion of object detection half of the time.

Monsters drink useful potions occasionally; if they are in line of sight when quaffing, you will observe any changes to their condition, which can formally or informally identify the potion. Monsters will never quaff harmful potions, but are likely to throw them at you.

A user has suggested improving this page or section as follows:

"Do monsters with the Likes_magic attribute pick up unusable potions? Yes, most potions are magical (sickness, fruit juice, booze, acid, oil and water are not). likes_magic covers wizards, dragons, winged gargoyles, salamanders, archons and numerous named monsters"

Dip identification

The following table summarizes the effects of #dipping items into potions (excluding alchemy). In most cases, dipping will consume your potion, but on occasion it will change the potion instead; both are listed where applicable in the "Resulting potion" column.

Dipped object Initial potion Resulting potion Message/Notes
Unicorn horn Potion of oil (Potion consumed)
Your unicorn horn gleams with an oily sheen.
Potion of sickness Potion of fruit juice
Potion of blindness Potion of water
Potion of confusion
Potion of hallucination
Poisoned projectiles Potion of healing (Potion consumed) The projectiles become unpoisoned.
A coating wears off the poisoned <weapons>.
Potion of extra healing
Potion of full healing
Unpoisoned projectiles Potion of sickness (Potion consumed) The projectiles become poisoned. (Eligible projectiles are arrows, crossbow bolts, darts, and shuriken.)
The <potion> forms a coating on the <weapons>.
Any polymorphable item Potion of polymorph (Potion consumed) Most items will be polymorphed, but have a chance of resisting. If the item polymorphs into itself, you get the message "Nothing seems to happen."
Any non-polymorphable item
Nothing happens.
Amethyst Potion of booze Potion of fruit juice This is also useful for identifying the amethyst.
Lichen corpse Potion of acid
The lichen corpse turns red around the edges.

("orange" if the potion is diluted)

Any iron or copper item (Potion consumed) The item will corrode.
Any erodeproof iron or copper item.
Somehow, your <item> is not affected by the corrosion. Interesting...
Any rusty or corroded weapon Potion of oil (Potion consumed) The weapon loses one level of each erosion damage.
Your <weapon> is less <corroded (and) rusty>.
Any other item Any other potion
Interesting...

Unicorn horns are incredibly useful for identifying potions. If dipping a unicorn horn into a potion produced no effect, then the potion is probably safe to drink, although some harmful potions (notably paralysis and sleeping) are not neutralized by a unicorn horn. Potions of booze will not be neutralized, but the negative effects can be dealt with as long as the potion is not cursed. Creating fruit juice using a unicorn horn or amethyst can also be useful when trying to identify the potion of see invisible; both produce the same message when quaffed.

However, carelessly dipping a unicorn horn into every unidentified potion might present difficulties if it is transformed by a potion of polymorph. While unicorn horns are not too hard to come across, this is still best avoided if you only have one at the moment; this also breaks polypileless conduct, and players adhering to it will want to refrain from dip-testing with anything but a wand of polymorph until they have potions of polymorph identified. Conversely, players with spare unicorn horns may want to do this for the chance of producing a useful (and possibly magical) tool, such as a magic marker.

Dip-testing with ammunition, such as a single dart or arrow, can safely detect potions of polymorph, and has the added benefit of identifying potions of sickness, since they will poison the item; if dipping projectiles that you intend to use, you should dip test for polymorph and acid first.

Price identification

Main article: Price identification

Most price categories have at least one good potion and one bad potion, so price identification needs to be combined with other methods to be useful. Price categories with just one harmful potion can be quaff-tested with very little preparation: for example if you have a carrot to cure blindness, you can quaff-test any 150 zm potion.

Base cost Potion types Notes
0 Useful to differentiate from holy and unholy water
50

In this category:

  • Sickness is harmful
  • Booze is inconvenient
  • Delicatessens only buy or sell booze and fruit juice
100

In this category:

  • (Un)holy water will be clear potions, and can be ruled out instantly
  • Hallucination is harmful
  • Confusion and sleeping are troublesome if enemies are nearby
150

In this category:

  • Only blindness is harmful, and can be easily cured with a carrot
  • Invisibility will make it hard to leave a shop
200

In this category:

  • Polymorph is harmful, but can easily be identified with a junk item
  • Levitation is a nuisance
250

In this category:

  • Oil is very easy to identify by applying.
  • Neither of these are good to quaff
300

In this category:

  • About 40% of potions will be gain ability, which benefit from blessing
  • Cursed gain level can cause you to rise out of a shop with unpaid items
  • Paralysis is dangerous

Applying

Try to apply every new potion you find. If the potion lights, it will auto-identify as a potion of oil. Do not do this with an unpaid potion is owned by a shop, or you will be charged a Yendorian Fuel Tax. It is possible to avoid the charge by dropping everything else that can be applied besides the suspected potion, then hit a. If the potion is oil, you will be asked what to apply; if it isn't, you will be told that you have nothing that can be applied. This may be a bug.

Quaffing

When you have tried the above methods and all else fails, you can always quaff an unknown potion. However, this will not always identify it, and there are dangers. See potion quaffing effects for a comprehensive list of potion effects when quaffed.

Before you start quaffing, curse-test the potion, as quaffing a cursed potion is unwise—although you will still be able to identify it, you will miss out on some benefits of useful potions and suffer increased damage from harmful ones.

You should wait for your health to completely heal before quaffing. That way, should you quaff a potion of healing, extra healing, or full healing, your maximum health will increase. In addition, should you quaff a potion of acid or sickness, it will be much less likely to kill you outright.

Surviving harmful potions

Before drinking a potentially harmful potion, there are some things you can do to prevent or at least minimize the risks. Additionally, after drinking a harmful potion, there are ways to cure the bad effects. These are summarized in the table below.

Potion Risk minimizers Cures
sickness
  • potion is blessed, or
  • you are a Healer
blindness
hallucination
confusion, booze
  • potion is blessed
  • prayer
  • blessed scroll of confuse monster
  • eating a lizard corpse (reduces timeout to 2 turns)
  • non-cursed unicorn horn
polymorph
paralysis, sleeping

Perhaps, a Healer with a lizard corpse and ring of free action who is also wielding Grayswandir while wearing the Eyes of the Overworld and an amulet of unchanging would be in a good position to quaff-identify potions without fear. However, most players manage to find a unicorn horn before any of those other items.

Interpreting messages

If the potion is not automatically identified, the message is often helpful to identify it.

Message Possible potions
You feel great, good, or mediocre restore ability
You feel better either restore ability ("Wow! This makes you feel better!"), or healing ("You feel better")
tastes like "liquid fire" or "dandelion wine" (maybe "watered down") booze
you have an "uneasy feeling"

you either

it tastes "rotten", "overripe", or its taste has something to do with slime mold or your favorite fruit potion of either see invisible or fruit juice (aka slime mold juice). However, if you were invisible, could not see invisible already, and were not blind, it must be a fruit juice.
it tastes "foul" cursed potion of gain ability
you feel "threatened", "lonely", or you "get the heebie jeebies" potion of monster detection without monsters on the level
it is something about your leg or legs (they "feel somehow better", or "get a new energy") potion of speed
your eyes itch, or your eye itches either a potion of blindness or a potion of hallucination
"you have a strange feeling for a moment, then it passes" potion of blindness or a potion of hallucination, and you are an eyeless monster
you "rise up, through the ceiling" cursed potion of gain level
it "burns", or the potion feels sour or tangy if it was not water (a clear potion), then it was acid

If you have a "peculiar feeling for a moment, then it passes", it can be several cases:

If you have a "normal feeling for a moment, then it passes", it can be the same as peculiar feeling while hallucinating, or it can be a potion of blindness or hallucination while you are an eyeless monster.

Damage

Fire and cold attacks can cause potions in your main inventory or on the ground to boil or freeze and be destroyed. This does not happen to potions in a container, so it is generally advisable to stash potions in one when possible. Potions boiled by fire attacks are vaporized, which can subject you to the effects of the vapors; potions frozen by cold attacks will not release any vapors.

Dilution

Most potions will become diluted when they get wet, either through immersion in open water, or dipping into open water, a fountain, or another potion. This will not happen when dipping into holy water or unholy water—those potions change the beatitude of the dipped item without actually getting it wet, and are consumed in the process; potions of water also cannot be diluted.

Diluted potions are listed as such in your inventory, and they will not stack with non-diluted potions, but function largely the same as their undiluted counterparts. This can be a minor hassle if your intention is to bless a group of potions with holy water, or if you have no container and inventory slots are at a premium. There are also some exceptions, mostly minor:

  • A diluted potion of booze will not cure 1HP of damage, as a non-diluted one will.
  • A diluted potion of see invisible will give somewhat different messages, though the effect is the same.
  • A diluted potion of fruit juice gives half the nutrition of a non-diluted one.

If a diluted potion is diluted a second time, it will lose any blessed or cursed status, and become an uncursed potion of water. This is often used for making holy water, and provides a reason for most characters to hold on to otherwise useless or harmful potions.

There are some exceptions to the above principles:

  • A potion of acid will not dilute, but instead cause an explosion that does damage to the character. If your character dies as a result of this, the cause of death will be listed as "elementary chemistry."
  • A potion of water can not be diluted, which is not surprising, but this means that holy water and unholy water are also immune to dilution, as they are simply blessed or cursed potions of water, and losing beatitude is a consequence of dilution.
  • Alchemy will not dilute an already-diluted potion, so it is safe to convert a potion of healing into a diluted potion of extra healing, and then into a diluted potion of full healing.

Alchemy is a somewhat complicated process which has a few wrinkles of its own; players are advised to study that article for more information before alchemizing, unless they enjoy picking imaginary shards of glass out of their faces.

Thrown potions

Potions may be wielded or thrown in combat by you or other monsters. A monster has an 80% chance of taking 1 HP of damage when hit, while you may receive 1 to 2 HP of damage. If you don't see the potion hit the monster, you will get the message "Crash!" A monster hit by a potion is subjected to its effects, but generally to a lesser extent than from quaffing it; however, a thrown potion has a chance of missing the target, in which case it will shatter without affecting them.

When a potion shatters, it is possible for the vapors to affect monsters in adjacent squares, including the player. For this reason, wielding a potion hand-to-hand can be riskier than throwing it from a distance, although in this case the potion will only shatter when it hits the monster. Circumstances will ultimately dictate which is more preferable for hitting a given monster, e.g. wearing a ring of free action and wielding a potion of paralysis.

Smoky and milky potions

Smoky and milky potions are special. Regardless of their other properties, quaffing a smoky potion has a chance of releasing a djinni, and quaffing a milky potion may release a hostile ghost.

Messages

You have a peculiar feeling for a moment, then it passes.
You quaffed a potion, but it had no noticeable effect, e.g. quaffing a potion of blindness while already blind.[4]
You have a normal feeling for a moment, then it passes.
As above, but you were hallucinating.[5]
That is a potion bottle, not a Klein bottle!
You tried to dip a potion into itself.[6]
<One of> Your <color> potions <of type> boils and explodes!
A source of fire damage caused one or more of your potions in open inventory to explode, subjecting you to its vapors.

References

External links

Encyclopedia entry

POTABLE, n. Suitable for drinking. Water is said to be potable; indeed, some declare it our natural beverage, although even they find it palatable only when suffering from the recurrent disorder known as thirst, for which it is a medicine. Upon nothing has so great and diligent ingenuity been brought to bear in all ages and in all countries, except the most uncivilized, as upon the invention of substitutes for water. To hold that this general aversion to that liquid has no basis in the preservative instinct of the race is to be unscientific -- and without science we are as the snakes and toads.

[ The Devil's Dictionary, by Ambrose Bierce ]

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.