Potion strategy

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Revision as of 17:23, 2 November 2007 by Ray Chason (talk | contribs) (Table of potions: A couple more uses for some potions.)
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Which potions are valuable and which are not depends very greatly on your place within the game. When you first enter the dungeons, most potions provide some substantially useful effect. As you gain intrinsics or abilities, most become redundant or only marginally useful.

Recommended potions, in approximate order of desirability:

Table of potions

Always useful

Potion Notes
full healing When blessed, fully heals you and raises your max hp by 8. Ascending with 6 or so provides a safe number of emergency outs, but save these for when you need them.
gain level When cursed, teleports you up one level. Useful for Moloch's Sanctum, Gehennom and emergency escapes.
holy water Increments BUC status of #dipped objects. This provides the most reliable way to bless an object, or spot uncursing during the ascension run.
smoky (can be any type) Save, bless and quaff for the chance of a wish. A unicorn horn may be necessary to deal with ill effects.

Usually useful

Potion Notes
extra healing Mid-game emergency heal, otherwise save and alchemize to full healing.
healing Early-game emergency heal, otherwise save and alchemize to extra healing.
speed Without speed boots, useful for difficult combat. Otherwise, alchemize with healing potions to make extra healing.
gain energy Alchemize with extra healing potions to make full healing potions. Extras can be quaffed for a slight maximum energy gain.
gain ability Bless to raise all attributes by one point when quaffed.
enlightenment Bless to raise intelligence and wisdom by one point when quaffed. Also useful for verifying current intrinsics.
water #dip a stack into holy or unholy water to create more.
booze/confusion Useful for confusing yourself, then reading a scroll of gold detection to locate portals on the four Elemental Planes. More than four, or an alternate source of confusion render these unnecessary.
paralysis Toss at powerful (sleep-resistant) enemies, then kill them before they recover.

Sometimes Useful

Potion Notes
see invisible If you do not already have the see invisible intrinsic, or in an emergency if blind.
invisibility If you do not already have the invisibility intrinsic. Quaff one before eating a stalker to receive permanent invisibility and see invisible intrinsics.
unholy water Decrements BUC status of a #dipped item. Useful for cursing scrolls of genocide and destroy armor.
sickness #dipped weapons will become poisoned. Lawful characters are penalized for striking with a poisoned weapon. Very useful with stacks of arrows and darts.
restore ability Superseded by a unicorn horn, but guaranteed to work.
monster detection Superseded by telepathy. Useful for finding where that nymph teleported to. If blessed, lasts several turns and detects mindless monsters as well.
object detection Useful when searching for vaults.
levitation Can be used to cross Medusa's level if found in sufficient quantities.
polymorph Can polypile a single stack of items.
oil Repairs weapon damage, recharges oil lamps and brass lanterns, untraps squeaky boards. Apply for a dim light source. Throw lit oil for a Molotov cocktail.
sleeping Superseded by wands of sleep.

Rarely Useful

Potion Notes
fruit juice Can be quaffed for a small amount of nutrition.
hallucination Hey. Hey, guy. Try this, 'sgood. 'Sfree. Cause I like you. You got a good face. (But can be used to resist a touch of death.)
blindness Throw at monsters to give them a small to-hit penalty and negate some gaze effects. Quaff it yourself if you need to avoid a gaze and don't have a blindfold handy.
acid Throw at monsters for slight damage.