Potion of extra healing
|Base price||100 zm|
|Monster use||May be used defensively by monsters.|
A potion of extra healing will heal you.
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, and, if noncursed, cure sickness.
You can alchemize potions of extra healing with gain level or gain energy to get a 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 speed.
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.
With the 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.
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.
|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).
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.