User:Cathartes/potion table

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Potion[1] Quaff effect[2][3] Vapor effect[4][7] Hit effect[8][9]
restore ability Does not auto-identify.

Blessed: Restore all points of lost attributes and all lost levels

Wow! This makes you feel better/great!

Uncursed: Restore one lost attribute to its former maximum, and one lost level

Wow! This makes you feel good!

Cursed: No effect

Ulch! This makes you feel mediocre!

Blessed: Restore one point of all lost attributes

Uncursed: Restore one point of one lost attribute

Cursed: No effect

Ulch! That potion smells terrible!
Heal monster to maximum hp.
(monster) looks sound and hale again.
hallucination Hallucinate for 300-499/600-799/900-1099 (B/U/C) more turns. No effect
You have a momentary vision.
No effect
water Does not auto-identify.

Holy water:

If polymorphed into a demon or undead, or as a chaotic character: take 2d6 damage subject to half physical damage, abuse constitution
This burns like acid!
Otherwise: cure sickness, exercise wisdom and constitution, cure lycanthropy.
You feel full of awe.

Uncursed: Gain 1d10 nutrition

Unholy water:

Trigger werecreature transformation.
If polymorphed into a demon or undead, or as a chaotic character: heal 2d6 hp. Exercise constitution.
You feel quite proud of yourself.
Otherwise, if lawful: take 2d6 damage subject to half physical damage, abuse constitution
This burns like acid!
If neutral: abuse constitution
You feel full of dread.
Splits you if you are a gremlin.

Holy water: Reverts you from werecreature to human form, but does not cure it.

Unholy water: Triggers werecreature transformation.

If the hit monster is a gremlin, splits the gremlin.

If the hit monster is an iron golem, 1d6 damage.

(monster) rusts.

If the monster is undead, demon, or werecreature:

Holy water: 2d6 damage; reverts werecreatures to human form.
(monster) (writhes/shrieks) in pain!
Unholy water: Heals 2d6 hp; triggers werecreature transformation if you don't have protection from shape changers.
(monster) looks healthier.
booze Does not auto-identify.

You gain 30/20/10 (B/U/C) nutrition and abuse wisdom.

If not diluted: you are healed by 1 hp.

If not blessed: you become confused for 3d8 more turns.

If cursed: you pass out for 1d15 turns.

Confusion for 1d5 turns Confuse the monster, subject to monster magic resistance.
enlightenment

If cursed: the potion does not auto-identify, and you abuse wisdom.

You have an uneasy feeling...

Otherwise: enlightenment, exercise wisdom.

You feel self-knowledgeable...

If blessed, also increase intelligence and wisdom.

No effect No effect
invisibilityq If already invisible, blind, or wearing a mummy wrapping, does not auto-identify.

If blessed: makes you permanently invisible.

If non-blessed: makes you invisible for 31-45 more turns.

If cursed: also aggravates monsters.


Monster usage: The monster becomes invisible.

If cursed: you are made aware of the monster.

Potion is identified if you are not already invisible. No effect otherwise.
For an instant you (could see right through/couldn't see) yourself!
Monster becomes invisible.
see invisible Does not auto-identify.

If not cursed: you are cured of blindness.

If blessed: you gain permanent see invisible.

else: you gain see invisible for 750-849 more turns.

No effect No effect
fruit juice Does not auto-identify. Gain 30/20/10 (B/U/C) nutrition, halved if diluted. No effect No effect
paralysist Without free action, you are paralyzed for 13-22/25-34/37-46 (B/U/C) turns. Abuse dexterity. Potion is identified.

Without free action: Helpless for 1d5 turns. Abuse dexterity.

Something seems to be holding you.

Otherwise: No effect

You stiffen momentarily.
Monster can't move for 1d25 turns. No effect if monster already can't move.
sleepingt With neither free action nor sleep resistance, fall asleep for 13-22/25-34/37-46 (B/U/C) turns. Potion is identified.

With neither free action nor sleep resistance: Helpless for 1d5 turns. Abuse dexterity.

You feel rather tired.

Otherwise: No effect

You yawn.
If monster is not sleep resistant and monster magic resistance fails, monster can't move for 1d12 turns. No effect if monster already can't move.
monster detection If you already have intrinsic monster detection or no monsters were detected, the potion is not auto-identified.

If blessed, you gain monster detection for 21-60 more turns, but only 1 turn if you already have at least 300 turns of it.

Otherwise, you just detect monsters momentarily.

Wisdom is exercised if any monsters were detected.

No effect No effect
object detection You detect objects on the level. If you detected any objects, exercise wisdom. The potion does not auto-identify if no objects were detected. No effect No effect
sickness

You stop hallucinating.

No other effect if you're a Healer.

Otherwise:

If blessed: lose 1 hp.
Otherwise:
Not poison resistant: Abuse constitution, lose 1-10/1-15 (U/C) hp, and 3-6 of a random attribute.
Poison resistant: Abuse constitution, lose 1 hp, and 1 of a random attribute.
Lose 5 hp (down to a minimum of 1 hp) and abuse constitution, unless you are a Healer No effect against poison-resistant monsters, except Pestilence is healed to maximum hp.
(monster) looks unharmed.

For non-poison resistant monsters, independent chances of halving the monster's maximum hp and current hp, both subject to monster magic resistance. Regardless of if the monster was actually affected, the following message is printed:

(monster) looks rather ill.
confusiont Does not auto-identify if already confused or hallucinating.

You are confused for 8-14/16-22/24-31 (B/U/C) more turns.

Confusion for 1d5 turns Confuse the monster, subject to monster magic resistance.
gain ability If cursed or if you have sustain ability: no effect, and does not auto-identify.

If blessed: Raises all attributes by 1.

Otherwise: Raises a random attribute by 1.

Same as restore ability vapor effects Heal monster to maximum hp.
(monster) looks sound and hale again.
speedq Does not auto-identify if you are on a steed; cures wounded legs of your steed instead.

Exercise dexterity. Does not auto-identify if you are already very fast.

Makes you very fast for 160-169/100-109/40-49 (B/U/C) more turns.


Monster usage: The monster becomes fast.

Very fast for 1d5 more turns. Exercise dexterity. If not already fast, this message:
Your knees seem more flexible now.
Monster becomes fast.
blindnesst Does not auto-identify if already blind.

Makes you blind for 125-324/250-449/375-574 more turns.

Potion is identified if not already blind.

Blind for 1d5 more turns. If not already blind, this message:

It suddenly gets dark.
Monster is blinded for 64-95 more turns, plus 0-31 more turns if monster magic resistance fails, capped at 127 total turns.
gain levelq

If cursed: Does not auto-identify. Makes you go up one dungeon level.

Otherwise: Increases your experience level by 1. If blessed, gives you a random number of experience points within the level.


Monster usage: The monster goes up one dungeon level if potion is cursed. Otherwise, the monster gains one experience level.

No effect No effect
healingq Heal 8d4/6d4/4d4 (B/U/C) hp. If not cursed, increase maximum hp by 1 if you would heal over maximum hp. Exercise constitution. Cure sickness if blessed, cure blindness and deafness if not cursed.

Monster usage: Same effects as for you (except for exercise and sickness).

Heal 1 hp and exercise constitution; cure blindness and deafness if blessed Heal monster to maximum hp. Cure blindness if blessed.
(monster) looks sound and hale again.
extra healingq Heal 8d8/6d8/4d8 (B/U/C) hp. Increase maximum hp by 5/2/0 (B/U/C) if you would heal over maximum hp. Exercise constitution and strength. Cure sickness if not cursed, cure blindness, deafness, and hallucination always.

Monster usage: Same effects as for you (except for exercise, sickness, and hallucination).

Heal 2 hp and exercise constitution; cure blindness and deafness if not cursed Heal monster to maximum hp. Cure blindness if not cursed.
(monster) looks sound and hale again.
full healingq Heal 400 hp. Increase maximum hp by 8/4/0 (B/U/C) if you would heal over maximum hp. Exercise constitution and strength. Cure sickness if not cursed, cure blindness, deafness, and hallucination always. Restore 1 lost experience level at the cost of 1 maximum experience level.

Monster usage: increase maximum hp by 8/4/0 (B/U/C), and set hp to the new maximum. Cure blindness.

Heal 3 hp and exercise constitution; cure blindness and deafness Heal monster to maximum hp. Cure blindness.
(monster) looks sound and hale again.
levitation Does not auto-identify if you are already levitating or you can't levitate.

You levitate for 250–299/10–149/0 (B/U/C) more turns (+1 if not already levitating); if blessed you can stop levitating at will with >; if cursed, this ability is removed if you had it. A cursed potion may also make you hit your head on the ceiling.

No effect No effect
gain energy Exercise wisdom.

Cursed: Lose 1d6 max energy, and 3 times that of energy.

Non-cursed: Gain 3d6/2d6 (B/U) max energy, and 3 times that of energy.

No effect No effect
oil If lit, abuse wisdom and take 3d4 damage (not fire resistant) or 1d4 damage (fire resistant), unless polymorphed into a monster that likes fire, in which case exercise wisdom.

Otherwise, abuse wisdom.

No effect (but a broken lit potion will still produce an explosion, same as the hit effect) No effect if not lit.

Lit potion of oil produces a fiery explosion for 4d4 damage (3d4 if diluted), covering 9 squares (target and adjacent locations).

As is typical of explosions, damage from the explosion is zeroed for fire-resistant monsters, doubled for cold-resistant monsters, and halved if monster magic resistance is successful.

acidt Does not auto-identify.

Take 1d4/1d8/2d8 damage and abuse constitution unless acid resistant, subject to half physical damage.

You stop turning to stone.

Abuse constitution 1d4/1d8/2d8 (B/U/C) damage against non-acid resistant targets (including you, subject to half physical damage). Monsters can also resist the effects with monster magic resistance.

If hitting you, and you do not have acid resistance (message depends on BUC):

This burns( a little// a lot)!

If hitting a monster, which did not resist damage:

(monster) (writhes/shrieks) in pain!
polymorphq You polymorph unless you have unchanging.

Monster usage: The monster polymorphs.

Abuse constitution If the potion hits you, and you have neither unchanging nor magic resistance: you are polymorphed.

If the potion hits a monster, the monster does not have magic resistance and it fails its monster magic resistance check: the monster is polymorphed (125 chance of system shock).

The potion is identified if you see a monster experience the potion effects.[10][11]

  1. q: monsters may quaff; t: monsters may throw
  2. src/potion.c in NetHack 3.6.6, line 589: peffects()
  3. Potion effects apply to you unless otherwise specified. Quaffed potions auto-identify unless otherwise stated.
  4. src/potion.c in NetHack 3.6.6, line 1613: potionbreathe()
  5. src/potion.c in NetHack 3.6.6, line 1587: in potionhit(). Note that distance is the square of the Euclidean distance
  6. src/dothrow.c in NetHack 3.6.6, line 1982: in breakobj()
  7. Vapors only affect you, and can do so with 80% probability if you are adjacent to the potion hitting a monster,[5] or 100% if the potion broke at or adjacent to your location and it didn't hit a monster.[6] Vapor effects do not auto-identify the potion unless otherwise stated.
  8. src/potion.c in NetHack 3.6.6, line 1311: potionhit()
  9. Effects are for monsters only unless otherwise specified. Hit effects do not auto-identify the potion unless otherwise stated.
  10. src/zap.c in NetHack 3.6.6, line 116
  11. src/zap.c in NetHack 3.6.6, line 131