pot1-330.txt Update version 2 for
NetHack 3.3.0
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.3.0 by Dylan O'Donnell Converted to
html by Payne Simpson
| Potion | Cost ($) | Wgt | Prob | Appearance |
|---|---|---|---|---|
| booze | 50 | 20 | 42 | |
| fruit juice | 50 | 20 | 42 | |
| see invisible | 50 | 20 | 42 | |
| sickness | 50 | 20 | 42 | |
| confusion | 100 | 20 | 42 | |
| extra healing | 100 | 20 | 47 | |
| hallucination | 100 | 20 | 40 | |
| healing | 100 | 20 | 57 | |
| restore ability | 100 | 20 | 40 | |
| sleeping | 100 | 20 | 42 | |
| water | 100 | 20 | 92 | clear |
| blindness | 150 | 20 | 40 | |
| gain energy | 150 | 20 | 42 | |
| invisibility | 150 | 20 | 40 | |
| monster detection | 150 | 20 | 40 | |
| object detection | 150 | 20 | 42 | |
| enlightenment | 200 | 20 | 20 | |
| full healing | 200 | 20 | 10 | |
| levitation | 200 | 20 | 42 | |
| polymorph | 200 | 20 | 10 | |
| speed | 200 | 20 | 42 | |
| acid | 250 | 20 | 10 | |
| oil | 250 | 20 | 30 | |
| gain ability | 300 | 20 | 42 | |
| gain level | 300 | 20 | 20 | |
| paralysis | 300 | 20 | 42 |
Potions are listed above by increasing cost, then alphabetically. The Cost field denotes the base price of each item. Wgt specifies the weight (100 zorkmids weighs 1).
Potions comprise 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% in Rogue level, and 1% in hell. Prob is the relative probability of each subtype. They appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed.
Some types of potions have the same Appearance when unidentified. The appearance of the remaining potions are are randomized from the following descriptions:
| ruby | pink | orange | yellow | emerald |
| dark green | cyan | sky blue | brilliant blue | magenta |
| purple-red | puce | milky | swirly | bubbly |
| smoky | cloudy | effervescent | black | golden |
| brown | fizzy | dark | white | murky |
(Adapted from the WCST spoiler "spoil803")
What happens when you quaff a potion usually depends on whether the potion was blessed, uncursed, or cursed. If a monster can quaff a potion, the effects upon the monster are documented below; all other potions won't be quaffed by monsters.
When a potion hits a monster, the monster will be awoken and has an 80% chance of losing one hit point (but not killed), and then suffers the effects described below. If you didn't see the monster get hit, you will be told, "Crash!". Potions of <extra|full> healing and <gain|restore> ability do not anger monsters; other potions will cause peaceful monsters to become hostile if you were the thrower.
If a potion hits you, you lose 1 to 2 hit points and get the effects of breathing vapors described below unless the potion has a specific effect for hitting you. You may also breathe vapors if you are near a potion when it breaks (e.g., it hit a monster, was hit by a wand of striking, or was kicked).
Cures stoning.
If you are acid resistant, no effect.
"This tastes sour." (not hallucinating)
"This tastes tangy." (hallucinating)
You lose 1 to 4 hit points, and abuse your constitution.
"This burns a little!"
You lose 1 to 8 hit points, and abuse your constitution.
"This burns!"
You lose 2 to 16 hit points, and abuse your constitution.
"This burns a lot!"
The monster loses the same number of hit points as you would on quaffing the potion.
Some monsters may resist.
"<monster> shrieks in pain!"
May be thrown by monsters.
Abuses your constitution.
You are blinded for 125 to 324 (more) turns.
"A cloud of darkness falls upon you." (was unblind, not hallucinating)
"Oh, bummer! Everything is dark! Help!" (was unblind, hallucinating)
"You have a peculiar feeling for a moment, then it passes." (was blind, not
hallucinating)
"You have a normal feeling for a moment, then it passes." (was blind,
hallucinating)
You are blinded for 250 to 449 (more) turns.
(Same messages as above)
You are blinded for 375 to 574 (more) turns.
(Same messages as above)
The monster is blinded for 64 to 126 (more) turns, or 64 to 95 if the monster resists. Monster blindness does not last longer than 127 turns, and (of course) the monster must have eyes.
May be thrown by monsters.
You become blind for 1 to 5 (more) turns.
"It suddenly gets dark." (were unblind and not asleep)
You gain 30 nutrition.
You heal one hit point (if necessary; undiluted only).
You abuse your wisdom.
"Ooph! This tastes like liquid fire!" (undiluted, not hallucinating)
"Ooph! This tastes like dandelion wine!" (undiluted, hallucinating)
"Ooph! This tastes like watered down liquid fire!" (diluted, not hallucinating)
"Ooph! This tastes like watered down dandelion wine!" (diluted, hallucinating)
You gain 20 nutrition.
You heal one hit point (if necessary; undiluted only).
You are confused for 3 to 24 (more) turns.
You abuse your wisdom.
(Same messages as above)
You gain 10 nutrition. You heal one hit point (if necessary; undiluted only).
You are confused for 3 to 24 (more) turns.
You pass out for 1 to 15 turns.
You abuse your wisdom.
(Same messages as above)
The monster becomes confused. Some monsters may resist.
You become confused for 1 to 5 (more) turns.
"You feel somewhat dizzy."
You are confused for 8 to 14 (more) turns.
"Huh, What? Where am I?" (not hallucinating, not already confused)
"What a trippy feeling!" (hallucinating, not already confused)
"You have a peculiar feeling for a moment, then it passes." (not hallucinating,
already confused)
"You have a normal feeling for a moment, then it passes." (hallucinating,
already confused)
You are confused for 16 to 22 (more) turns.
(Same messages as above)
You are confused for 24 to 30 (more) turns.
(Same messages as above)
The monster becomes confused. Some monsters may resist.
May be thrown by monsters.
You become confused for 1 to 5 (more) turns.
"You feel somewhat dizzy."
You gain one point of intelligence and one point of wisdom.
You see your attributes and exercise your wisdom.
"You feel self-knowledgeable..."
"The feeling subsides."
You see your attributes and exercise your wisdom.
"You feel self-knowledgeable..."
"The feeling subsides."
You abuse your wisdom.
"You have an uneasy feeling..."
No effect.
No effect.
"You feel much better."
You gain 8 to 64 hit points. If this would put you above your maximum hit points, then
your maximum is increased by 5 and your hit points become this new maximum.
Cures sickness, blindness, and hallucination.
Exercises constitution and strength.
"You feel much better."
You gain 6 to 48 hit points. If this would put you above your maximum hit points, then
your maximum is increased by 2 and your hit points become this new maximum.
Cures sickness, blindness, and hallucination.
Exercises constitution and strength.
"You feel much better."
You gain 4 to 32 hit points, up to your maximum.
Cures blindness and hallucination.
Exercises constitution and strength.
The monster gains the same number of hit points as if you quaffed it. If this would put
the monster above its maximum hit points, its maximum is increased by 2 (even if cursed, 5
if blessed) and its hit points become this new maximum.
The monster is unblinded.
"
The monster is restored to maximum hit points.
"
You heal up to 2 hit points, and exercise your constitution.
No message.
You gain 30 nutrition (15 if diluted).
"This tastes like
"This tastes like 10% real
"This tastes like reconstituted
"This tastes like 10% real reconstituted
You gain 20 nutrition (10 if diluted).
(Same messages as above)
You gain 10 nutrition (5 if diluted).
"Yecch! This tastes rotten." (not hallucinating)
"Yecch! This tastes overripe." (hallucinating)
No effect.
No effect.
"You feel completely healed."
You gain 400 hit points. If this would put you above your maximum hit points, then your
maximum is increased by 8 and your hit points become this new maximum.
If you have lost any experience levels, one level is restored.
Cures sickness, blindness, and hallucination.
Exercises constitution and strength.
"You feel completely healed."
You gain 400 hit points. If this would put you above your maximum hit points, then your
maximum is increased by 4 and your hit points become this new maximum.
Cures sickness, blindness, and hallucination.
Exercises constitution and strength.
"You feel completely healed."
You gain 400 hit points, up to your maximum.
Cures blindness and hallucination.
Exercises constitution and strength.
The monster's maximum hit points are increased by 4 (even if cursed, 8 if blessed) and
its hit points become this new maximum.
The monster is unblinded.
"
The monster is restored to maximum hit points.
"
You heal up to 3 hit points, and exercise your constitution.
No message.
If you have sustain ability, no effect.
Otherwise, all statistics are increased by one (up to maximum).
"You feel strong!" (strength)
"You feel smart!" (intelligence)
"You feel wise!" (wisdom)
"You feel agile!" (dexterity)
"You feel tough!" (constitution)
"You feel charismatic!" (charisma)
"Your cap constricts briefly, then relaxes again." (you can't change wisdom or
intelligence with dunce cap)
"You're already as <statistic> as you can get." (if already maximum)
If you have sustain ability, no effect.
Otherwise, one random statistic not at maximum is increased by one.
Up to six tries to pick a statistic are made. If only one stat was raisable, there is a
33.49% chance that it will do nothing!
(Same messages as above)
No effect.
"Ulch! That potion tasted foul!"
The monster is restored to maximum hit points.
"<monster> looks sound and hale again." (if seen)
If cursed, no effect.
"Ulch! That potion smells terrible!"
If uncursed, one random statistic is restored by one. No message.
If blessed, all statistics are restored by one. No message.
Your energy and maximum energy are increased by 7 to 11.
Your wisdom is exercised.
"Magical energies course through your body."
Your energy and maximum energy are increased by 2 to 6.
Your wisdom is exercised.
"Magical energies course through your body."
Your energy and maximum energy are decreased by 2 to 6, but not below zero.
Your wisdom is exercised.
"You feel lackluster."
No effect.
No effect.
You get more hit points, energy, and weapon skill.
"You feel more experienced."
If less than level 30, you gain one experience level.
"Welcome to experience level <number>."
Your experience is set to a random amount midway to the next level.
You get more hit points, energy, and weapon skill.
"You feel more experienced."
If less than level 30, you gain one experience level.
"Welcome to experience level <number>."
If you have the Amulet and are on dungeon level 1, you go to the Plane of Earth.
"You rise up, through the <ceiling>!"
If you have the Amulet on any other level, or there is no level directly above you,
nothing happens.
"You have an uneasy feeling."
Otherwise, you go to the next higher dungeon level.
"You rise up, through the <ceiling>!"
Same effect (and limits) to monster as if you quaffed it, except that monsters with the Amulet can't ascend to the Plane of Earth. Monsters gaining experience may grow into a more powerful class of monster; if the new class is genocided, the monster is killed!
No effect.
No effect.
You hallucinate for 300 to 499 (more) turns unless you have hallucination resistance
from wielding Grayswandir.
"You have a normal feeling for a moment, then it passes." (already
hallucinating)
"You have a peculiar feeling for a moment, then it passes." (not already
hallucinating, hallucination resistance)
"Oh wow! Everything seems so cosmic!" (not already hallucinating, no
hallucination resistance)
You hallucinate for 600 to 799 (more) turns.
(Same messages as above)
You hallucinate for 900 to 1099 (more) turns.
(Same messages as above)
No effect.
No effect. "You have a momentary vision."
"You feel better."
You gain 8 to 32 hit points. If this would put you above your maximum hit points, then
your maximum is increased by 1 and your hit points become this new maximum.
Cures sickness and blindness, and exercises constitution.
"You feel better."
You gain 6 to 24 hit points. If this would put you above your maximum hit points, then
your maximum is increased by 1 and your hit points become this new maximum.
Cures blindness, and exercises constitution.
"You feel better."
You gain 4 to 16 hit points, up to your maximum.
Exercises constitution.
The monster gains the same number of hit points as if you quaffed it.
If this would put the monster above its maximum hit points, its maximum is increased by 1
(even if cursed) and its hit points become this new maximum.
The monster is unblinded.
"<monster> looks better." (if seen)
The monster is restored to maximum hit points.
"<monster> looks sound and hale again." (if seen)
You heal up to 1 hit point, and exercise your constitution.
No message.
You become permanently invisible.
"You have a peculiar feeling for a moment, then it passes." (already invisible,
blind or wearing a mummy wrapping, and not hallucinating)
"You have a normal feeling for a moment, then it passes." (already invisible or
blind or wearing a mummy wrapping, and hallucinating)
"Gee! All of a sudden, you can't see yourself." (not hallucinating)
"Gee! All of a sudden, you can see right through yourself." (not hallucinating,
see invisible)
"Far out, man! You can't see yourself." (hallucinating)
"Far out, man! You can see right through yourself." (hallucinating, see
invisible)
You become invisible for 31 to 45 (more) turns.
(Same messages as above)
You become invisible for 31 to 45 (more) turns.
(Same messages as above)
You aggravate monsters for a moment.
"For some reason, you feel your presence is known."
The monster becomes invisible unless wearing a mummy wrapping.
"Suddenly you cannot see <monster>." (can't see invisible)
"<monster's> body takes on a strange transparency." (see invisible and not
hallucinating)
"<monster's> body takes on a normal transparency." (see invisible and
hallucinating)
If cursed, you are awoken and told the monster's position.
"For some reason, <monster's> presence is known to you."
"You feel aggravated at <monster>." (already awake)
"Aggravated, you are jolted into full consciousness." (was unconscious)
The monster becomes invisible unless wearing a mummy wrapping.
No effect.
"For an instant you couldn't see yourself!" (not already invisible, not blind)
"For an instant you could see right through yourself!" (not already invisible,
not blind, see invisible)
You levitate for 250 to 299 (more) turns.
"You start to float in the air!" (not hallucinating)
"Up, up, and awaaaay! You're walking on air!" (hallucinating)
"You float up, out of the pit!" (were trapped in pit)
"You float up, only your <leg> is still stuck." (still in beartrap)
"It feels as though you'd lost some weight." (Water Plane)
"You gain control over your movements." (Air Plane)
You can land at will.
You levitate for 10 to 149 (more) turns.
(Same messages as above)
You levitate for 10 to 149 (more) turns.
(Same messages as above)
You lose any ability to land at will.
If you were already levitating or on the water level,
"You have a peculiar feeling for a moment, then it passes." (not hallucinating)
"You have a normal feeling for a moment, then it passes." (hallucinating)
Else if you are on a up staircase or up ladder, the < command is attempted. It might
not succeed (e.g., stressed). Otherwise, you suffer 1 to 10 points of damage (1 if wearing
any hat).
"You hit your <head> on the <ceiling>."
No effect.
No effect.
You detect monsters for 21 to 60 turns and exercise your wisdom.
No message if not already detecting monsters.
"You have a strange feeling for a moment, then it passes." (already detecting
monsters, not hallucinating)
"You have a normal feeling for a moment, then it passes." (already detecting
monsters and hallucinating)
You briefly see monsters on that level and exercise your wisdom.
"You sense the presence of monsters."
If no monsters on the level (other than you), no visible effect.
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"You feel threatened." (not hallucinating)
"You get the heebie jeebies." (hallucinating)
You briefly see monsters on that level and exercise your wisdom.
(Same messages as above)
Any monsters that are asleep or paralyzed are awoken.
"Monsters sense the presence of you."
No effect.
No effect.
If no objects on level and none had appeared on the map, no effect.
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"You feel a lack of something." (otherwise)
If there are only objects in your inventory, you exercise your wisdom.
"You sense objects nearby." (not hallucinating)
"You sense something nearby." (hallucinating)
You detect objects on that level and exercise your wisdom.
"You sense the presence of objects." (not hallucinating)
"You sense the presence of something." (hallucinating)
"You sense the absence of objects." (not hallucinating)
"You sense the absence of something." (hallucinating)
You know the appearance of all objects on that level (and in your inventory) as if you had
seen them.
You detect objects on that level and exercise your wisdom.
(Same messages as above)
You detect objects on that level and exercise your wisdom.
(Same messages as above)
Mimics will appear as objects.
No effect.
No effect.
You can #untrap a squeaky board with a potion of oil or can of grease.
Potions of oil can be lit by (a)pplying them.
If quaffing a lit potion
If you are a monster that likes fire, you exercise your wisdom.
"Ahh, a refreshing drink."
Otherwise, you lose 3 to 12 hit points (1 to 4 if fire resistant),
and abuse your wisdom.
"You burn your <face>."
You abuse your wisdom.
"That was smooth!"
You abuse your wisdom.
"This tastes like castor oil."
No effect if unlit.
If lit, splatters oil, causing an explosion of fire with 4 to 16 damage.
No effect.
If you have free action, no effect.
"You stiffen momentarily."
Otherwise, you are paralyzed for 13 to 22 turns and abuse your dexterity.
"You are motionlessly suspended."(levitating or on Air or Water Planes)
"Your <feet> are frozen to the <floor>!" (otherwise)
If you have free action, no effect.
"You stiffen momentarily."
Otherwise, you are paralyzed for 25 to 34 turns and abuse your dexterity.
"You are motionlessly suspended." (levitating or on Air or Water Planes)
"Your <feet> are frozen to the <floor>!" (otherwise)
If you have free action, no effect.
"You stiffen momentarily."
Otherwise, you are paralyzed for 37 to 46 turns and abuse your dexterity.
"You are motionlessly suspended." (levitating or on Air or Water Planes)
"Your <feet> are frozen to the <floor>!" (otherwise)
If not already paralyzed, the monster is paralyzed for 1 to 25 turns.
Otherwise, no effect.
May be thrown by monsters.
If you have free action, no effect.
"You stiffen momentarily."
Otherwise, you are paralyzed for 1 to 5 (more) turns, and your dexterity is abused.
"Something seems to be holding you."
You polymorph into a new monster unless you have unchanging.
"You feel a little strange." (not hallucinating)
"You feel a little normal." (hallucinating)
You polymorph into a new monster unless you have unchanging or magic resistance.
"You feel a little strange." (not hallucinating)
"You feel a little normal." (hallucinating)
Same effect as a wand of polymorph.
The monster polymorphs into a new monster.
"<monster> suddenly mutates!"
Abuses your constitution.
Restores all lost statistics to their previous maximum amount.
"Wow! This makes you feel great!"
Restores one random lost statistic to its previous maximum amount.
"Wow! This makes you feel good!"
No effect.
"Ulch! This makes you feel mediocre!"
The monster is restored to maximum hit points.
"<monster> looks sound and hale again." (if seen)
If cursed, no effect.
"Ulch! That potion smells terrible!"
If uncursed, on random statistic is restored by one. No message.
If blessed, all statistics are restored by one. No message.
You see invisible permanently and are unblinded.
"This tastes like <fruit> juice." (undiluted, not hallucinating)
"This tastes like 10% real <fruit> juice all-natural beverage."
(undiluted, hallucinating)
"This tastes like reconstituted <fruit> juice." (diluted, not
hallucinating)
"This tastes like 10% real reconstituted <fruit> juice all-natural
beverage." (diluted, hallucinating)
"You can see through yourself, but you are visible!" (invisible without previous
see invisible)
You see invisible for 750 to 849 (more) turns and are unblinded.
(Same messages as above)
You see invisible for 750 to 849 (more) turns.
"Yecch! This tastes rotten." (not hallucinating)
"Yecch! This tastes overripe." (hallucinating)
No effect.
No effect.
"Yecch! This stuff tastes like poison." "(But in fact it was mildly
stale <fruit> juice.)"
If you are not a Healer, you lose one hit point, even if poison-resistant.
You no longer hallucinate.
"You are shocked back to your senses!"
"Yecch! This stuff tastes like poison."
If you are a Healer, no effect.
"Fortunately, you have been immunized."
If you are poison-resistant, one randomly-chosen statistic drops by one unless you have
sustain ability, and your constitution is abused.
"(But in fact it was biologically contaminated <fruit> juice.)"
Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you have sustain ability,
you lose 1 to 10 hit points, and you abuse your constitution.
You no longer hallucinate
"You are shocked back to your senses!"
"Yecch! This stuff tastes like poison."
If you are a Healer, no effect.
"Fortunately, you have been immunized."
If you are poison-resistant, one randomly-chosen statistic drops by one unless you have
sustain ability, and your constitution is abused.
"(But in fact it was biologically contaminated <fruit> juice.)"
Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you have sustain ability,
you lose 6 to 15 hit points, and you abuse your constitution.
You no longer hallucinate.
"You are shocked back to your senses!"
The monster's current and maximum hit points are halved. Some monsters may resist.
"<monster> looks rather ill." (if seen)
If you are a Healer, no effect.
You lose 5 hit points (but not below 1) and abuse your constitution.
No message.
If you have sleep resistance or free action, no effect.
"You yawn."
Otherwise, you fall asleep for 13 to 22 turns.
"You suddenly fall asleep!"
If you have sleep resistance or free action, no effect.
"You yawn."
Otherwise, you fall asleep for 25 to 34 turns.
"You suddenly fall asleep!"
If you have sleep resistance or free action, no effect.
"You yawn."
Otherwise, you fall asleep for 37 to 46 turns.
"You suddenly fall asleep!"
The monster falls asleep for 1 to 12 turns. Some monsters may resist.
"<monster> falls asleep." (if not resisted)
May be thrown by monsters.
No effect.
"You yawn."
You become very fast (like speed boots) for 160 to 169 (more) turns and exercise your
dexterity.
"You are suddenly moving much faster." (was slow)
"You are suddenly moving faster." (was fast)
"Your
You heal wounded legs.
You become very fast (like speed boots) for 100 to 109 (more) turns and exercise your
dexterity.
"You are suddenly moving much faster." (was slow)
"You are suddenly moving faster." (was fast)
"Your <legs> get new energy." (was already very fast)
You heal wounded legs.
You become very fast (like speed boots) for 40 to 49 (more) turns and exercise your
dexterity.
"You are suddenly moving much faster." (was slow)
"You are suddenly moving faster." (was fast)
"Your <legs> get new energy." (was already very fast)
If the monster was slow, it gets normal speed.
If the monster was normal speed, it becomes fast.
"<monster> is suddenly moving faster." (seen quaffing)
You become very fast for 1 to 5 (more) turns, and exercise your dexterity.
"Your knees seem more flexible now." (not already fast)
Note: Water is usually used to dip things into, instead of quaffed.
If you are undead, a demon, or chaotic, you abuse your constitution and lose 2 to 12
hit points.
"This burns like acid!"
Otherwise, all sicknesses are cured and you exercise your constitution and wisdom.
"You feel full of awe!"
Lycanthropy is cured.
"Your affinity to <werecreatures> disappears!" (chaotic)
"You feel purified." (non-chaotic)
You get 1 to 10 nutrition.
"This tastes like water."
If you are undead, a demon, or chaotic, you heal 2 to 12 hitpoints (but your maximum
remains the same) and exercise your constitution.
"You feel quite proud of yourself."
Else if you are lawful, you lose 2 to 12 hit points and abuse your constitution.
"This burns like acid!"
Otherwise, you abuse your constitution.
"You feel full of dread."
Gremlins will multiply, with the new gremlin having half as many maximum hit points.
Undead and demons will get 2 to 12 damage from holy water, and are healed by 2 to 12 hit
points by unholy water.
If you are a gremlin, you multiply with the new gremlin having half as many maximum hit
points as you.
"You multiply."
If the potion is holy water and you are a lycanthrope in your wereform, you will revert to
your @ form.
If the potion is unholy water and you are a lycanthrope in your @ form, you will change to
your wereform.
Thanks to Bruce Cox for proofreading the original version of this file.
Last changed: March 22, 2000
Nethack spoilers: potions (part 1) / Boudewijn Waijers / kroisos@win.tue.nl