Difference between revisions of "Potion of extra healing"

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(Generation: mention shopkeepers, healers, tourists)
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{{potion|name=extra healing|cost=100|muse=def}}
 
{{potion|name=extra healing|cost=100|muse=def}}
  
A '''potion of extra healing''' will [[healing|heal]] you.
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A '''potion of extra healing''' is a type of potion that appears in ''[[NetHack]]''.  
  
== Generation ==
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==Generation==
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All [[Tourist]]s start the game with 2 non-cursed potions of extra healing, while all [[Healer]]s start the game with 4 non-cursed potions.
  
The potion of extra healing can be generated as a [[defensive item]]. Therefore it will be seen in the [[Monster starting inventory|starting inventories]] of many monsters, who know very well how to use it.
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[[Intelligent]] monsters may [[Monster starting inventory|generate with]] a potion of extra healing as a [[defensive item]]. [[Shopkeeper]]s have a {{frac|2}} chance of starting with potions of extra healing.{{refsrc|src/makemon.c|675|version=NetHack 3.6.6}}
  
[[Shopkeeper]]s have a chance of starting with potions of extra healing.
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You can make potions of extra healing via [[alchemy]] by dipping a [[potion of healing]] into a potion of {{! of|gain energy|gain level|or=1||speed}}.
 
 
[[Healer]]s and [[Tourist]]s are guaranteed to start with some potions of extra healing.
 
  
 
==Description==
 
==Description==
A blessed one heals 8d8 HP when quaffed, an uncursed one 6d8 HP, and a cursed one 4d8 HP. If this would bring your HP above its maximum, your maximum will increase by 2 for an uncursed potion, or 5 for a blessed potion. The potion will also cure [[hallucination]] and [[blindness]], [[exercise]] [[constitution]] and [[strength]],{{refsrc|potion.c|958|version=NetHack 3.6.1}} and, if noncursed, cure [[sickness]].
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[[Quaff]]ing a potion of extra healing will [[healing|heal]] you for more than a standard [[potion of healing]], with the effect's strength dependent on [[beatitude]]. A blessed one heals 8d8 HP when quaffed, an uncursed one 6d8 HP, and a cursed one 4d8 HP; additionally, if this would bring your HP above its maximum, your maximum will increase by 2 for an uncursed potion, or 5 for a blessed potion. The potion will also cure [[hallucination]] and [[blindness]], and [[exercise]]s [[constitution]] and [[strength]]; if noncursed, it will also cure [[sickness]].{{refsrc|potion.c|999|version=NetHack 3.6.6}}  
  
Inhaling [[vapors]] (of potion of any [[beatitude]]) will heal you 2 HP, up to your maxHP, and exercise constitution.{{refsrc|potion.c|1607|version=NetHack 3.6.1}} If you're polymorphed, health of your base form is adjusted as well.
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Inhaling [[vapors]] from a potion of extra healing of any [[beatitude]] will heal you 2 HP (up to your maximum HP), cure blindness if it was non-cursed, and exercise constitution; if you are [[polymorph]]ed, the health of your base form is adjusted as well.{{refsrc|potion.c|1659|version=NetHack 3.6.6}}  
  
You can [[Alchemy|alchemize]] potions of extra healing with [[potion of gain level|gain level]] or [[potion of gain energy|gain energy]] to get a [[potion of full healing|full healing]]. Conversely, one can make potions of extra healing by dipping a [[potion of healing]] in a potion of gain energy, gain level, or [[potion of speed|speed]].
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You can alchemize potions of extra healing by dipping (or dipping into) potions of {{! of|gain level|or=1|gain energy}} to get a [[potion of full healing]]. Dipping a [[poison]]ed weapon into the potion of extra healing will neutralize the poison and use it up.
  
 
==Strategy==
 
==Strategy==
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The potion of extra healing is generally more than useful enough for restoring HP (especially in emergencies), up to and partly through the midgame; in the later stages, they are more often used in alchemy to produce full healing potions. Weaker characters, typically including [[pacifist]]s or [[protection racket]] players, might quaff their stating potions right away for the maximum HP boost, or else quaff any they discover as soon as possible; other players can save it for emergencies or alchemy as necessary. In any event, blessing potions prior to quaffing if possible may also be preferable.
  
===Boosting maximum HP===
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Below is a table describing the amount of max HP gained from drinking potions of extra healing:
Some players, especially pacifists or protection runners, might quaff this potion right away for the maximum HP boost.  For players who don't immediately need the HP boost, it is better for them to wait until they can alchemize it to full healing.  Even those who don't have the time or ability to alchemize the potion should try to bless it first, since it gives over twice as much maximum HP that way.
 
 
 
===Alchemy===
 
With the [[Alchemy#Stacking|new alchemy stacking rules]] introduced in [[3.6.0]], turning this potion into [[full healing]] may not always be desirable.  Dipping a (sufficiently large) stack of extra healing potions will alchemize only 5.5 of them on average; there's further 10% chance of them exploding, losing any potential HP boost, and 90% chance of obtaining full healing, which gives you 3 more max HP per potion.  That means, on average, you only get extra 12.1 max HP per dip, compared to just drinking extra healing directly.  As each dip uses up either a [[gain energy]] or a [[gain level]] potion, these 12.1 HP need to be weighted against 10.5 average max energy boost from blessed gain energy or various useful effects from gain level (which gives less than 12 max HP on average, but increases max energy as well, and also has other uses).  For spellcasting roles, or those characters who already have decent HP but are lacking in energy, the trade-off may be undesirable now.
 
 
 
===Emergencies===
 
The potion of extra healing is decent as an emergency item, but again, the potion of full healing is preferable for this task.  Not only does it heal many more HP, but even used when low on HP it is quite likely to still give extra max HP, unlike the potion of extra healing.
 
 
 
If using extra healing potions when hurt, whenever possible be sure that you will heal past full, so the maximum HP boost is not wasted.
 
  
 
{|class="prettytable"
 
{|class="prettytable"
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In practice, this means that for a blessed potion of extra healing, you are likely to heal at least 27 HP (19 HP for uncursed), and virtually guaranteed to heal at least 15 HP (9 HP for uncursed).
 
In practice, this means that for a blessed potion of extra healing, you are likely to heal at least 27 HP (19 HP for uncursed), and virtually guaranteed to heal at least 15 HP (9 HP for uncursed).
  
===Unpoisoning weapons===
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==History==
If you happen to want to unpoison a poisoned weapon, dipping it in this potion will neutralize the poison and use up the potion, just like the other healing potions.
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The potion of extra healing has been present in the game since Hack 1.21, a variant of [[Jay Fenlason's Hack]].
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 +
===Alchemy===
 +
With the [[Alchemy#Stacking|new alchemy stacking rules]] introduced in [[NetHack 3.6.0]], dipping a (sufficiently large) stack of extra healing potions will alchemize only 5.5 of them on average; there is a further 10% chance of them exploding, losing any potential HP boosts from obtaining full healing. On average, you gain an extra 12.1 max HP per dip, compared to just drinking extra healing directly. As each dip uses up either a [[gain energy]] or a [[gain level]] potion, these 12.1 HP need to be weighted against 10.5 average max energy boost from blessed gain energy or various useful effects from gain level (which gives less than 12 max HP on average, but increases max energy as well, and also has other uses). This may make alchemizing less desirable for spellcasting roles and/or characters who already have decent HP but are lacking in energy, in comparison to [[3.4.3]].
  
 
==References==
 
==References==
 
<references />
 
<references />
 
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{{nethack-361}}
 
[[Category:Potions|Extra healing]]
 
[[Category:Potions|Extra healing]]
{{nethack-361}}
 

Revision as of 23:37, 27 March 2022

! Pink potion.png
Name extra healing
Appearance random
Base price 100 zm
Weight 20
Monster use May be used defensively by monsters.

A potion of extra healing is a type of potion that appears in NetHack.

Generation

All Tourists start the game with 2 non-cursed potions of extra healing, while all Healers start the game with 4 non-cursed potions.

Intelligent monsters may generate with a potion of extra healing as a defensive item. Shopkeepers have a 12 chance of starting with potions of extra healing.[1]

You can make potions of extra healing via alchemy by dipping a potion of healing into a potion of gain energy, gain level, [[potion of |]], or speed.

Description

Quaffing a potion of extra healing will heal you for more than a standard potion of healing, with the effect's strength dependent on beatitude. A blessed one heals 8d8 HP when quaffed, an uncursed one 6d8 HP, and a cursed one 4d8 HP; additionally, if this would bring your HP above its maximum, your maximum will increase by 2 for an uncursed potion, or 5 for a blessed potion. The potion will also cure hallucination and blindness, and exercises constitution and strength; if noncursed, it will also cure sickness.[2]

Inhaling vapors from a potion of extra healing of any beatitude will heal you 2 HP (up to your maximum HP), cure blindness if it was non-cursed, and exercise constitution; if you are polymorphed, the health of your base form is adjusted as well.[3]

You can alchemize potions of extra healing by dipping (or dipping into) potions of gain level or gain energy to get a potion of full healing. Dipping a poisoned weapon into the potion of extra healing will neutralize the poison and use it up.

Strategy

The potion of extra healing is generally more than useful enough for restoring HP (especially in emergencies), up to and partly through the midgame; in the later stages, they are more often used in alchemy to produce full healing potions. Weaker characters, typically including pacifists or protection racket players, might quaff their stating potions right away for the maximum HP boost, or else quaff any they discover as soon as possible; other players can save it for emergencies or alchemy as necessary. In any event, blessing potions prior to quaffing if possible may also be preferable.

Below is a table describing the amount of max HP gained from drinking potions of extra healing:

BUC Range Mean Std. Dev. (zσ) 90% Confidence (>-1.28155σ) 99% Confidence (>-2.32635σ) 99.9% Confidence (>-3.09023σ)
Blessed 8-64 HP 36 HP 6.481 HP 27.69427445 HP 20.92292565 HP 15.97221937 HP
Uncursed 6-48 HP 27 HP 5.612 HP 19.8079414 HP 13.9445238 HP 9.65762924 HP

In practice, this means that for a blessed potion of extra healing, you are likely to heal at least 27 HP (19 HP for uncursed), and virtually guaranteed to heal at least 15 HP (9 HP for uncursed).

History

The potion of extra healing has been present in the game since Hack 1.21, a variant of Jay Fenlason's Hack.

Alchemy

With the new alchemy stacking rules introduced in NetHack 3.6.0, dipping a (sufficiently large) stack of extra healing potions will alchemize only 5.5 of them on average; there is a further 10% chance of them exploding, losing any potential HP boosts from obtaining full healing. On average, you gain an extra 12.1 max HP per dip, compared to just drinking extra healing directly. As each dip uses up either a gain energy or a gain level potion, these 12.1 HP need to be weighted against 10.5 average max energy boost from blessed gain energy or various useful effects from gain level (which gives less than 12 max HP on average, but increases max energy as well, and also has other uses). This may make alchemizing less desirable for spellcasting roles and/or characters who already have decent HP but are lacking in energy, in comparison to 3.4.3.

References

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

It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.