Potion of water
! ![]() | |
---|---|
Name | water |
Appearance | clear potion |
Base price | 0 zm |
Weight | 20 |
Monster use | Will not be used by monsters. |
A potion of water is a type of non-magical potion that appears in NetHack. It always appears as a clear potion when unindentified.[1]
Blessing or cursing a potion of water produces holy water and unholy water respectively, which function much differently from normal potions of water.
Contents
Generation
Priests start each game with knowledge of the potion of water's appearance.[2] Wizards may be given an uncursed potion of water as any of the three random potions in their starting inventory.[3]
3⁄4 of all potions of water will be generated uncursed, so potions of water make up 69⁄1000 (6.9%) of all randomly generated potions. General stores, liquor emporiums and delicatessens can sell potions of water.
Diluting any non-acid potion twice will turn it into uncursed water.
Mixing one of a potion of healing, extra healing, or full healing with one of a potion of blindness, confusion, or hallucination will produce uncursed water. Mixing a pair of non-acidic potions that does not have an alchemy recipe will produce uncursed water 1⁄8 of the time, and dipping diluted potions into other potions will always produce uncursed water.[4][5]
Applying a charged and uncursed horn of plenty has a 31⁄1000 chance (3.1%) of generating 1-2 uncursed potions of water.[6]
Dipping a unicorn horn into a potion of blindness, confusion or hallucination will turn it into uncursed water.[7]
Cancellation of most potions will turn them into uncursed water, with some exceptions: potions of see invisible and potions of sickness become uncursed fruit juice, while potions of booze, fruit juice and oil only have their beatitude set to uncursed.
Description
A hero quaffing an uncursed potion of water gains d10 nutrition. Formally identifying a clear potion of any beatitude will identify the potion of water's appearance.
Dipping an object or stack of objects into an uncursed potion of water will wet it and use up the potion: iron items will rust, potions of acid will explode, other potions will dilute, scrolls and spellbooks will become blank, towels will become more wet, and light sources will be extinguished.[8] Containers that are not waterproof and are dipped into a potion of water will have some or all of their contents made wet. Other items that cannot become wet, or else have no other effects from contact with water, will not use up the potion(s) when dipped into it.
Successful prayer on an altar belonging to the hero's deity will bless any potions of water currently on that altar's square, while doing so for a cross-aligned deity will instead curse those potions.
Gremlins hit by an uncursed potion of water or subjected to its vapors will divide, and are not angered if the potion was thrown by the hero.[9][10] Iron golems hit by an uncursed potion of water will rust for up to six points of damage.[11] Monsters will not use this potion.
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit 1bd966f8, dipping a container into a potion of water that wets its contents while the hero is not hallucinating will auto-identify the potion.Strategy
It is common practice to accumulate potions of water in order to produce holy water or unholy water for various purposes—most experienced players will not quaff or dip into the potions unless very unusual circumstances arise, since fountains, moats and pools can be used for dipping purposes and the nutrition gain from water is negligible at best with the possible exception of foodless conduct.
Uncursed water can easily be distinguished from holy and unholy water, since it will always use the default base cost of 5 zm for "worthless" items where (un)holy water has a base cost of 100zm.
History
The potion of water first appears in NetHack 3.0.0. From NetHack 1.3d to NetHack 2.3e, the potion of holy water is present as a separate item, and has a randomized appearance like other potions. NetHack 3.0.0 introduces uncursed and unholy water and ties all three potions to the same appearance.
Messages
- This tastes like water.
- You quaffed an uncursed potion of water.
Variants
Some variants of NetHack make it so that all heroes start with knowledge of the potion of water, since it always has the same appearance.
NetHack: The Next Generation
In NetHack: The Next Generation, potions of water can be created by dipping an empty bottle into a body of water.
SLASH'EM
In SLASH'EM, Yeomen start the game with 3 potions of water.[12] Flame Mages, Ice Mages and Necromancers may be given a potion of water as any of the random potions in their starting inventories.[13][14][15]
A potion of amnesia dipped into any water source other than the moat of the Castle immediately becomes a potion of water of the same beatitude, i.e. it will be uncursed if the initial potion was uncursed.
Dipping a unicorn horn into a potion of blood or potion of vampire blood will turn it into a potion of water.
A non-cursed potion of water can be used to untrap and disarm fire traps, which uses up the potion, identifies the potion type and generates 1-4 potions of oil, with the amount influenced by luck.[16][17][18]
SporkHack
In SporkHack, dissolving a salt chunk in an uncursed potion of water will produce a potion of salt water.
UnNetHack
In UnNetHack, dipping a unicorn horn into a potion of blood or potion of vampire blood will turn it into a potion of water.
SlashTHEM
In SlashTHEM, in addition to SLASH'EM details, potions of water can be created by dipping an empty bottle into any body of water as in NetHack: The Next Generation.
EvilHack
In EvilHack, all heroes start with knowledge of the potion of water's appearance.
Hack'EM
In Hack'EM, all heroes start with knowledge of the potion of water's appearance, and potions of water can be used to disarm fire traps as in SLASH'EM. Polymorphing a potion of water only has a 1⁄100 chance of producing a magical potion.
Dipping weapons with certain offensive object properties into water can identify those properties.
References
- ↑ Jump up to: 1.0 1.1 src/objects.c in NetHack 3.6.7, line 820
- Jump up ↑ src/u_init.c in NetHack 3.6.7, line 733
- Jump up ↑ src/u_init.c in NetHack 3.6.7, line 166
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 2054
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 2073
- Jump up ↑ src/mkobj.c in NetHack 3.6.7, line 2212: chooses a random potion, discarding magical potions; rnd_class(POT_BOOZE, POT_WATER) chooses from all non-magical potions in objects.c[1]
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 1824
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 2108
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 1534
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 1752
- Jump up ↑ src/potion.c in NetHack 3.6.7, line 1537
- Jump up ↑ potion.c in SLASH'EM 0.0.7E7F2, line 263
- Jump up ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 66
- Jump up ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 96
- Jump up ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 137
- Jump up ↑ trap.c in SLASH'EM 0.0.7E7F2, line 3507
- Jump up ↑ trap.c in SLASH'EM 0.0.7E7F2, line 3520
- Jump up ↑ trap.c in SLASH'EM 0.0.7E7F2, line 3525