Potions
A potion (!) is a draught in a glass flask. To drink one, press e to consume, the same
command that eats (see Food). The list titled “Consume what?” shows your
food and your potions together, grouped by kind: first what lies where you stand
(“lying here”), then what you carry. Press a letter, or Enter on the marked row, to drink.
Drinking takes one turn, uses the potion up, and works at once: “You drink the potion of healing. You feel your wounds close.” You can drink a potion lying on the floor without picking it up (in a shop, that means you have bought it). You can drink whether or not you are hungry, and even while raging.
| Potion | Kind | What drinking it does | Thrown | Colour | Marks | Found from | Value |
|---|---|---|---|---|---|---|---|
Blasting flask ! | harm | 1 degree of Stunned | shatters into Shatter (rung 0): radius 1, 4d6 force, heard as an explosion at loudness 100; range 6 | slate (#607080) | none | item level 7, frequency 6 | 200 gold |
Brewer’s blunder ! | gamble | One outcome drawn: good, nothing, or bad (see its table) | spills uselessly; range 3 | iridescent (#c0a0e0) | none | item level 6, frequency 8 | 100 gold |
Draught of chance ! | gamble | One outcome drawn: good, nothing, or bad (see its table) | spills uselessly; range 3 | iridescent (#c0a0e0) | none | item level 2, frequency 20 | 30 gold |
Elixir of grace ! | elixir | Dexterity +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Dexterity | item level 8, frequency 2 | 2000 gold |
Elixir of might ! | elixir | Strength +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Strength | item level 8, frequency 2 | 2000 gold |
Elixir of presence ! | elixir | Presence +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Presence | item level 8, frequency 2 | 2000 gold |
Elixir of vigour ! | elixir | Toughness +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Toughness | item level 8, frequency 2 | 2000 gold |
Elixir of will ! | elixir | Willpower +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Willpower | item level 8, frequency 2 | 2000 gold |
Elixir of wit ! | elixir | Intelligence +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Intelligence | item level 8, frequency 2 | 2000 gold |
Flask of brilliance ! | status | Lit, 1 degree; lasts 30 minutes | shatters into Flare (rung 0): radius 1, Stunned 1; range 6 | silver (#c8ccd4) | 15 Willpower | item level 2, frequency 20 | 40 gold |
Flask of darkness ! | harm | 2 degrees of Hexed | shatters into Mirk (rung 0): radius 2, a dark zone for 30 turns; range 6 | black (#303038) | none | item level 5, frequency 10 | 90 gold |
Flask of enfeeblement ! | harm | 2 degrees of Weakened | shatters into Hex of weakness (rung 0): Weakened 1; range 6 | indigo (#4830a0) | none | item level 4, frequency 10 | 70 gold |
Flask of fire ! | harm | 1 degree of Burning | shatters into Fireball (rung 0): radius 2, 4d6 fire; range 6 | scarlet (#e04020) | none | item level 6, frequency 10 | 120 gold |
Flask of frost ! | harm | 2 degrees of Sluggish | shatters into Frost (rung 0): radius 2, 4d6 cold; range 6 | white (#e8ecf0) | none | item level 6, frequency 10 | 120 gold |
Flask of holy water ! | cure | Ends Branded and Hexed at once | shatters into Rebuke (rung 0): radius 2, 4d6 fire, Frightened 3, only the undead; range 6 | silver (#c8ccd4) | 15 Willpower | item level 5, frequency 8 | 100 gold |
Flask of oil ! | harm | 1 degree of Poisoned | shatters into Slick (rung 0): radius 1, a slick zone for 20 turns; range 6 | colourless (#c0c8cc) | none | item level 2, frequency 20 | 25 gold |
Flask of sloth ! | harm | 2 degrees of Sluggish | shatters into Curse of sloth (rung 0): Sluggish 1; range 6 | indigo (#4830a0) | none | item level 4, frequency 10 | 70 gold |
Flask of smoke ! | harm | 1 degree of Stunned | shatters into Fume (rung 0): radius 2, a smoke zone for 15 turns; range 6 | ash grey (#9a9a94) | none | item level 2, frequency 20 | 40 gold |
Flask of tar ! | harm | 1 degree of Poisoned | shatters into Web (rung 0): radius 1, Webbed 3; range 6 | amber (#d0a020) | none | item level 4, frequency 10 | 60 gold |
Flask of thunder ! | harm | 1 degree of Stunned | shatters into Thunderclap (rung 0): radius 1, 2d6 force, Stunned 1, heard as a thunderclap at loudness 150; range 6 | slate (#607080) | none | item level 5, frequency 8 | 100 gold |
Greater potion of grace ! | boost | +4 Dexterity (Nimble, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Dexterity | item level 8, frequency 8 | 400 gold |
Greater potion of might ! | boost | +4 Strength (Fortified, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Strength | item level 8, frequency 8 | 400 gold |
Greater potion of presence ! | boost | +4 Presence (Imposing, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Presence | item level 8, frequency 8 | 400 gold |
Greater potion of vigour ! | boost | +4 Toughness (Hale, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Toughness | item level 8, frequency 8 | 400 gold |
Greater potion of will ! | boost | +4 Willpower (Steadfast, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Willpower | item level 8, frequency 8 | 400 gold |
Greater potion of wit ! | boost | +4 Intelligence (Keen, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Intelligence | item level 8, frequency 8 | 400 gold |
Murky draught ! | harm | 2 degrees of Poisoned | spills uselessly; range 3 | brown (#5a4030) | none | item level 1, frequency 20 | 10 gold |
Pitch fire ! | harm | 2 degrees of Burning | shatters into Pitch fire (rung 0): radius 1, 2d6 fire, a fire zone for 6 turns; range 4 | scarlet (#e04020) | none | item level 9, frequency 6 | 250 gold |
Potion of antidote ! | cure | Ends Poisoned at once | spills uselessly; range 3 | green (#3ca050) | 15 Toughness | item level 2, frequency 40 | 60 gold |
Potion of barkskin ! | status | Barkskin, 2 degrees; lasts 2 minutes, a degree lost every 60 seconds | spills uselessly; range 3 | bronze (#b07838) | 15 Toughness | item level 3, frequency 15 | 100 gold |
Potion of blinking ! | blink | You are moved at once to a random free cell of the level, as a teleport trap moves you; nothing on the overworld | spills uselessly; range 3 | opal (#b8d0e0) | none | item level 4, frequency 12 | 80 gold |
Potion of cat’s eyes ! | vision | Low-light eyes (Cat-eyed); lasts 30 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 3, frequency 15 | 100 gold |
Potion of clear head ! | cure | Ends Staggered and Stunned and Transfixed and Sluggish and Drowsy and Frightened at once | spills uselessly; range 3 | pale green (#78c080) | 15 Willpower | item level 3, frequency 15 | 80 gold |
Potion of cure disease ! | cure | Ends every disease at once | spills uselessly; range 3 | pale green (#78c080) | 15 Toughness | item level 4, frequency 25 | 150 gold |
Potion of earthing ! | resistance | resists 50 % electricity (Earthed, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of frost ! | resistance | resists 50 % cold (Chill-proof, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of full healing ! | heal | 8d8 hit points back at once, never past your maximum; ends Bleeding and Poisoned | spills uselessly; range 3 | deep russet (#985038) | 30 Toughness | item level 10, frequency 10 | 300 gold |
Potion of glamour ! | status | Glamoured, 2 degrees; lasts 2 minutes, a degree lost every 60 seconds | spills uselessly; range 3 | bronze (#b07838) | 15 Presence | item level 5, frequency 12 | 150 gold |
Potion of grace ! | boost | +2 Dexterity (Nimble, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Dexterity | item level 3, frequency 20 | 150 gold |
Potion of greater healing ! | heal | 4d8 hit points back at once, never past your maximum; ends Bleeding | spills uselessly; range 3 | russet (#a8503a) | 30 Toughness | item level 4, frequency 30 | 120 gold |
Potion of healing ! | heal | 2d8 hit points back at once, never past your maximum | spills uselessly; range 3 | red (#c83c3c) | 15 Toughness | item level 1, frequency 60 | 40 gold |
Potion of mana ! | mana | 3d8 mana back at once, never past your maximum | spills uselessly; range 3 | blue (#3c6ec8) | 15 Willpower | item level 3, frequency 30 | 100 gold |
Potion of might ! | boost | +2 Strength (Fortified, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Strength | item level 3, frequency 20 | 150 gold |
Potion of moth’s eyes ! | vision | UV sight eyes (Moth-eyed); lasts 30 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 3, frequency 15 | 100 gold |
Potion of owl’s eyes ! | vision | Darkvision eyes (Owl-eyed); lasts 30 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 3, frequency 15 | 100 gold |
Potion of presence ! | boost | +2 Presence (Imposing, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Presence | item level 3, frequency 20 | 150 gold |
Potion of proofing ! | resistance | resists 50 % poison (Proof against poison, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of quickness ! | haste | Hasted, 1 degree: every action takes 75 % of its time; lasts 1 minute | spills uselessly; range 3 | yellow (#e0d040) | 15 Dexterity | item level 6, frequency 10 | 250 gold |
Potion of renewal ! | status | Renewing, 2 degrees; lasts 4 minutes, a degree lost every 120 seconds | spills uselessly; range 3 | rose (#e07890) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of restoration ! | restore | Every point of stat damage mended and every drained point back at once, and Stiffening ended: the scroll of restoration’s cleanse | spills uselessly; range 3 | mint (#90e0b0) | 15 Willpower | item level 6, frequency 8 | 250 gold |
Potion of sea legs ! | status | Water-borne, 3 degrees; lasts 6 minutes, a degree lost every 120 seconds | spills uselessly; range 3 | sky blue (#70b0e0) | 15 Dexterity | item level 4, frequency 10 | 100 gold |
Potion of seeing ! | vision | Seeing (Seeing); lasts 5 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 8, frequency 8 | 150 gold |
Potion of sustenance ! | nourish | 1500 nutrition at once, as a meal gives, but never into Bloated (no overeating) | spills uselessly; range 3 | sky blue (#70b0e0) | 15 Toughness | item level 2, frequency 20 | 50 gold |
Potion of the quick ! | status | Quick-sensed, 3 degrees; lasts 3 minutes, a degree lost every 60 seconds | spills uselessly; range 3 | opal (#b8d0e0) | 15 Willpower | item level 5, frequency 10 | 150 gold |
Potion of the unseen ! | status | Invisible, 1 degree; lasts 2 minutes | spills uselessly; range 3 | opal (#b8d0e0) | 15 Dexterity | item level 7, frequency 6 | 300 gold |
Potion of vigour ! | boost | +2 Toughness (Hale, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Toughness | item level 3, frequency 20 | 150 gold |
Potion of warmth ! | resistance | resists 50 % fire (Warmed, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of will ! | boost | +2 Willpower (Steadfast, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Willpower | item level 3, frequency 20 | 150 gold |
Potion of wit ! | boost | +2 Intelligence (Keen, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Intelligence | item level 3, frequency 20 | 150 gold |
Sleeping draught ! | harm | 3 degrees of Drowsy | shatters into Sleep (rung 0): radius 1, Drowsy 2; range 6 | pink (#e890b8) | none | item level 3, frequency 15 | 60 gold |
Stinking flask ! | harm | 3 degrees of Poisoned | shatters into Reek (rung 0): radius 2, 2d4 poison, a fouled zone for 10 turns; range 6 | olive (#787830) | none | item level 4, frequency 12 | 60 gold |
Vial of acid ! | harm | 2 degrees of Corroded | shatters into Acid splash (rung 0): radius 1, 2d4 acid; range 6 | lime (#a8e040) | none | item level 4, frequency 12 | 80 gold |
Vial of nightmares ! | harm | 2 degrees of Frightened | shatters into Fear (rung 0): radius 1, Frightened 2; range 6 | indigo (#4830a0) | none | item level 5, frequency 8 | 90 gold |
Vial of silence ! | harm | 1 degree of Silenced | shatters into Silence (rung 0): radius 1, Silenced 1; range 6 | black (#303038) | none | item level 5, frequency 8 | 90 gold |
Vial of troll’s blood ! | gamble | One outcome drawn: good, nothing, or bad (see its table) | spills uselessly; range 3 | iridescent (#c0a0e0) | 15 Toughness | item level 5, frequency 10 | 120 gold |
Hit points and mana never go past your maximum.
Potions that last
Some potions work for a while instead of at once:
- A boost raises a stat by 2 for ten minutes. A greater boost raises it by 4, eases to 2 after ten minutes, and is gone ten minutes after that.
- A vision potion lends you other eyes for half an hour. The potion of seeing lasts five minutes.
- The potion of quickness hastes you for a minute, as the Haste spell does.
- A resistance potion makes you resist an element by 50 % for half an hour. It counts the way armour’s resistance does, so together with what you wear it never reaches immunity: 75 % at most.
- A helpful draught lends you a status effect a spell could also give: the potion of barkskin Barkskin and the potion of glamour Glamoured (both harder to hit, two minutes), the potion of renewal Renewing (wounds close faster, four minutes), the potion of the quick Quick-sensed (you feel the living about you, three minutes), the potion of the unseen Invisible (creatures that need eyes do not see you, two minutes; When you are invisible), and the potion of sea legs Water-borne (you walk on water, six minutes). A second one of the same kind starts its time over.
Each of these shows by name on the status bar and the character screen: Fortified, Owl-eyed, Warmed, and so on (see Status effects). If you drink a second boost of the same stat while one lasts, you keep the stronger of the two, and the time does not start over. A second vision or resistance potion of the same kind starts its half hour over.
A potion’s marks are stat training marks that you always get when you drink it (see Stats): the body remembers the draught.
Utility potions
Four potions do one useful thing at once:
- The potion of sustenance feeds you as a food ration does, 1500 nutrition, but never leaves you Bloated: what would go past that is lost, and you never choke or vomit on it.
- The potion of restoration does what the scroll of restoration does: every point of stat damage is mended, every drained point comes back, and Stiffening ends. Unlike the scroll, it is drunk even when there is nothing to restore (“You feel whole.”).
- The potion of blinking moves you at once to a random free cell of the level, as a teleport trap does: anywhere, in sight or not, near danger or far from it. On the overworld it does nothing.
- The potion of clear head ends at once what clouds the mind or numbs the body: Frightened, Drowsy, Sluggish, Stunned, Staggered, and Transfixed.
Gambles
Three potions are a gamble even once you know them: each time you drink one, one outcome is drawn by chance from its own table, as at a healing spring. It may do good, nothing, or harm. The tables below give every outcome and its exact chance per draught; the game only tells you what happens, in words.
- The draught of chance mostly heals you, clears your head, or lends you a stat boost, but it may sicken you or make you drowsy.
- The vial of troll’s blood always does two things at once: your wounds close faster (Renewing) and you are Poisoned.
- The brewer’s blunder is a coin toss: a greater boost of one stat for a while, or a point of one stat drained for good. A potion of restoration gives a drained point back.
Brewer’s blunder
| Kind | Tier | Outcome | Per draught | What it does | Message |
|---|---|---|---|---|---|
| Boon | moderate | Greatly fortified | 7.5% | Fortified (2 degrees, easing a degree every 600 s) | “Strength floods your limbs.” |
| Boon | moderate | Greatly hale | 7.5% | Hale (2 degrees, easing a degree every 600 s) | “You feel hale as an ox.” |
| Boon | moderate | Greatly imposing | 7.5% | Imposing (2 degrees, easing a degree every 600 s) | “You feel you could command a hall.” |
| Boon | moderate | Greatly keen | 7.5% | Keen (2 degrees, easing a degree every 600 s) | “Your thoughts race, keen and bright.” |
| Boon | moderate | Greatly nimble | 7.5% | Nimble (2 degrees, easing a degree every 600 s) | “Your limbs feel light and quick.” |
| Boon | moderate | Greatly steadfast | 7.5% | Steadfast (2 degrees, easing a degree every 600 s) | “Your will sets hard as iron.” |
| Nothing | minor | Flat | 10% | nothing | “It tastes flat and stale.” |
| Bane | moderate | Drained dexterity | 7.5% | 1 Dexterity drained for good, with no check (never below the drain’s floor) | “You feel your dexterity drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained intelligence | 7.5% | 1 Intelligence drained for good, with no check (never below the drain’s floor) | “You feel your intelligence drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained presence | 7.5% | 1 Presence drained for good, with no check (never below the drain’s floor) | “You feel your presence drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained strength | 7.5% | 1 Strength drained for good, with no check (never below the drain’s floor) | “You feel your strength drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained toughness | 7.5% | 1 Toughness drained for good, with no check (never below the drain’s floor) | “You feel your toughness drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained willpower | 7.5% | 1 Willpower drained for good, with no check (never below the drain’s floor) | “You feel your willpower drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
Draught of chance
| Kind | Tier | Outcome | Per draught | What it does | Message |
|---|---|---|---|---|---|
| Boon | minor | Clear headed | 10% | Half the maximum of mana back | “Your head clears, and power wells up in you.” |
| Boon | minor | Fortified | 3.3% | Fortified (1 degree, easing a degree every 600 s) | “You feel stronger.” |
| Boon | minor | Hale | 3.3% | Hale (1 degree, easing a degree every 600 s) | “You feel hale.” |
| Boon | minor | Imposing | 3.3% | Imposing (1 degree, easing a degree every 600 s) | “You feel imposing.” |
| Boon | minor | Keen | 3.3% | Keen (1 degree, easing a degree every 600 s) | “Your thoughts run keen and clear.” |
| Boon | minor | Mended | 20% | 4d8 hit points back | “Warmth spreads through you, and your wounds close.” |
| Boon | minor | Nimble | 3.3% | Nimble (1 degree, easing a degree every 600 s) | “You feel nimble.” |
| Boon | minor | Steadfast | 3.3% | Steadfast (1 degree, easing a degree every 600 s) | “Your will feels steadfast.” |
| Nothing | minor | Nothing much | 20% | nothing | “It tastes of nothing much.” |
| Bane | minor | Drowsy | 10% | Drowsy (2 degrees, easing a degree every 12 s) | “A heavy drowsiness steals over you.” |
| Bane | minor | Sickened | 15% | Poisoned (2 degrees, easing a degree every 120 s) | “It tastes foul, and your stomach turns.” |
| Bane | minor | Weakened | 5% | Weakened (1 degree, easing a degree every 120 s) | “You feel weak.” |
Vial of troll’s blood
| Kind | Tier | Outcome | Per draught | What it does | Message |
|---|---|---|---|---|---|
| Boon | moderate | Troll blooded | 100% | Renewing (3 degrees, easing a degree every 120 s); Poisoned (2 degrees, easing a degree every 120 s) | “Your flesh begins to knit, but the blood sits ill in your stomach.” |
Unknown potions
A potion you have never drunk shows a word and a colour instead of its name: “a fizzy red potion”. Each kind of potion has its own word. The words are made up anew for each character and stay the same for their whole life, so two fizzy red potions are always the same kind.
The colour belongs to the kind and never changes. It follows one rule: each family of effects has a hue, and a potion with several effects mixes their hues.
| Family | Hue |
|---|---|
| Healing | red |
| Cures (poison, disease, a clouded mind) | green |
| Healing and cures together | russet, red mixed with green |
| Mana | blue |
| Stat boosts | orange (greater ones deep orange) |
| Vision | violet |
| Speed | yellow |
| Resistance | teal |
| Wards (Barkskin, Glamoured) | bronze |
| Renewal | rose |
| The unseen and the unplaced (Quick-sensed, Invisible, blinking) | opal |
| Utility (Water-borne, sustenance) | sky blue |
| Restoration | mint |
| Smoke (Fume) | ash grey |
| Light (Lit, a Flare) | silver |
| Acid | lime |
| Gambles | iridescent |
| Elixirs (a stat for good) | gold |
| Harm | brown |
So a red potion heals and a green one cures something. But two potions of one family may share exactly the same colour: the colour tells you the family, never which potion it is.
You learn what a kind of potion is, for good, in any of these ways:
- by drinking one (“It is a potion of healing.”);
- by reading the scroll of identify on it;
- by an appraisal (see Services);
- because it was in your starting kit.
Drinking an unknown potion is a gamble: the murky draught makes you sick. A shop charges its true price for an unknown potion.
Elixirs
An elixir is the rarest of potions. It raises one stat by 1 for good, just as training a stat up does. It also raises that stat’s potential, the ceiling training works toward (see Stats), by 1 or 2 more, with an even chance of each. If your score was already at its potential, the potential first rises with the score. So after an elixir there is always room for at least one more point of training, and half the time two.
The change takes effect at once. Your hit points follow a Toughness elixir, your mana an Intelligence or Willpower one, and your carrying limits a Strength one. “You feel stronger.” means the score rose. “You feel stronger, and that you could be stronger yet.” means the potential rose by 2. Each elixir also gives 60 training marks of its stat.
There are six elixirs, one for each stat, and all are gold:
| Elixir | Stat |
|---|---|
| might | Strength |
| grace | Dexterity |
| vigour | Toughness |
| wit | Intelligence |
| will | Willpower |
| presence | Presence |
They are found only deep (item level 8 and below), and seldom. A forgotten altar’s great boon may leave one, and an alchemist very rarely has one for 2000 gold. A general store or a provisioner never does.
Flasks
Any potion can be thrown: T lists your potions beside
your throwing weapons. A thrown potion never lands whole. It shatters where it comes down.
A flask is a potion made for throwing, such as the sleeping draught. Where it shatters, it works as a spell does: the sleeping draught breathes the Sleep spell over everyone around the cell. The table’s Thrown column gives each flask’s spell, its numbers, and its range in cells.
- Where it breaks: a flask breaks on the first creature in the line from you to the cell you aim at, or before a wall, or on that cell. There is no roll to hit and no miss: what matters is who stands where.
- How far: a flask flies its own range (6 cells for most), plus what talents and magic items add to your throws. Any other potion flies only 3 cells.
- What it does: the spell works as if you had cast it, but your stats and talents do not change it: a flask is always as strong as the table says. Its harm and its kills are yours, experience too. A burst that harms can catch you if you throw it too close, and the game asks first. A flask that lays a Drowsy cloud or another status spares you. Throwing a flask takes a throw’s time and trains no weapon skill.
- Learning it: if you see the cell where an unknown flask breaks, you learn what it was (“It was a sleeping draught.”). Thrown into the dark or round a corner, it is only heard, as “a crash of glass” (Hearing), and you learn nothing.
- A potion that is no flask spills uselessly: “The potion shatters; the draught soaks away.” You learn nothing from it either. It is a way to be rid of a potion you know is bad.
- Thrown at you: some creatures throw flasks (the bombers on Creature powers). Seeing where one breaks teaches you what it was, as when you throw it, and a bomber carries a flask or two of its kind that fall where it dies.
- Smoke: a flask of smoke leaves a cloud of smoke no eye sees into or through, yours and every creature’s: a way past archers, or out of a fight.
- Acid: a vial of acid burns, keeps eating, and eats at the armour of anyone it harms, yours too if you stand in it (Acid).
- Drinking a flask is a poor idea: the sleeping draught makes you drowsy, as the table says.
- A flask of holy water is a kind one: thrown, it casts Rebuke, which sears and frightens only the undead and harms nothing living; drunk, it washes a hex off (Hexed and Branded end at once).
- Thunder and blasting: a flask of thunder goes off as Thunderclap, heard over the whole level (Hearing); a blasting flask as Shatter, which breaks shut doors and chests. A general store or a provisioner never sells either: only an alchemist does.
- A flask of brilliance is the kind one among the drinkable: drunk, it makes you shed light about you a while (Lit).
Where to find them
Potions lie about as loot. The common ones (healing, antidote) turn up more often and from the first depths, the better ones deeper down. General stores and provisioners sell a few among their wares, but never the flasks of fire and frost or pitch fire. An alchemist sells only potions, always potions of healing first, and buys them too (see Shops). Some quests pay in potions.
If you know Alchemy, you can brew many of them yourself from herbs, and the battle flasks from an elemental’s essence (see Brewing potions). A potion you brew is known to you from then on, even if you had never seen one.
Talents
- Thrifty drinker (Delver): one potion in four is not used up, elixirs included. Items that keep potions add their percent to the talent’s chance, up to 50 % in all.
- Lasting draughts (Vigour, needs Toughness 13): boost and vision potions last half again as long: 15 minutes a degree for a boost, 45 minutes for cat’s, owl’s, or moth’s eyes.
See also: Brewing potions, Every status effect, and Scrolls.