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pot1-343.txt Last edited 2004-02-16 for NetHack 3.4.3
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Potions and their direct effects in NetHack 3.4
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Compiled for 3.2.2 by Kevin Hugo.
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Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
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POTION COST WGT PROB APPEARANCE
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~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~~~~~~~
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booze (sake) : $ 50 20 42 :
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fruit juice : 50 20 42 :
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see invisible : 50 20 42 :
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confusion : 100 20 42 :
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extra healing : 100 20 47 :
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hallucination : 100 20 40 :
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restore ability : 100 20 40 :
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sleeping : 100 20 42 :
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water : 100 20 92 : clear
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blindness : 150 20 40 :
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gain energy : 150 20 42 :
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invisibility : 150 20 40 :
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monster detection : 150 20 40 :
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object detection : 150 20 42 :
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enlightenment : 200 20 20 :
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full healing : 200 20 10 :
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levitation : 200 20 42 :
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polymorph : 200 20 10 :
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gain ability : 300 20 42 :
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gain level : 300 20 20 :
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paralysis : 300 20 42 :
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Potions are listed above by increasing cost, then alphabetically.
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Alternative Japanese names for items are given in parentheses (). The
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COST field denotes the base price of each item. WGT specifies the weight
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(100 zorkmids weighs 1).
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Potions comprise 16% of all randomly-generated items in the main dungeon,
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18% in containers, 22% on the Rogue level, and 1% in hell. PROB is
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the relative probability of each subtype. They appear 1/8 cursed,
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3/4 uncursed, and 1/8 blessed.
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Some types of potions have the same APPEARANCE when unidentified. The
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appearance of the remaining potions are are randomized from the following
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ruby pink orange yellow emerald
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dark green cyan sky blue brilliant blue magenta
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purple-red puce milky swirly bubbly
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smoky cloudy effervescent black golden
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brown fizzy dark white murky
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Potion messages and effects
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(Adapted from the WCST spoiler "spoil803".)
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What happens when you (q)uaff a potion usually depends on whether the
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potion was blessed, uncursed, or cursed. If a monster can quaff a potion,
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the effects upon the monster are documented below; all other potions won't
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be quaffed by monsters.
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When a potion hits a monster, the monster will be awoken and has an 80%
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chance of losing one hit point (but not killed), and then suffers the
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effects described below. If you didn't see the monster get hit, you will
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be told, "Crash!". Monsters are not angered by potions of (extra|full)
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healing, (gain|restore) ability, speed, invisibility, water thrown at
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gremlins, or unholy water thrown at werecreatures, demons or undead; other
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potions will cause peaceful monsters to become hostile if you were the
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If a potion hits you, you lose 1 to 2 hit points and get the effects of
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breathing vapors described below unless the potion has a specific effect
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for hitting you. You may also breathe vapors if you are near a potion
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when it breaks (e.g., it hit a monster, was hit by a wand of striking, or
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was kicked). If you are polymorphed into an unbreathing monster, the
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vapours will get into your eyes for the same effect. If you are polymorphed
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into a monster that neither breaths nor has eyes, vapours will have no
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If you are acid resistant, no effect.
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"This tastes sour." (not hallucinating)
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"This tastes tangy." (hallucinating)
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You lose 1 to 4 hit points, and abuse your constitution.
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"This burns a little!"
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You lose 1 to 8 hit points, and abuse your constitution.
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"This burns like acid!"
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You lose 2 to 16 hit points, and abuse your constitution.
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The monster loses the same number of hit points as you would on
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quaffing the potion. Some monsters may resist.
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"<monster> shrieks in pain!"
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"<monster> writhes in pain!" (silent monster)
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May be thrown by monsters.
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If you are acid resistant, no effect. Otherwise, same effect as
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Abuses your constitution.
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You are blinded for 125 to 324 (more) turns.
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"A cloud of darkness falls upon you." (was unblind, not hallucinating)
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"Oh, bummer! Everything is dark! Help!" (was unblind, hallucinating)
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"You have a peculiar feeling for a moment, then it passes."
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(was blind, not hallucinating)
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"You have a normal feeling for a moment, then it passes."
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(was blind, hallucinating)
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"Your vision seems to dim for a moment but is normal now."
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(blindness overcome by Eyes of the Overworld, not hallucinating)
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"Your vision seems to dim for a moment but is happier now."
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(blindness overcome by Eyes of the Overworld, hallucinating)
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You are blinded for 250 to 449 (more) turns.
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(Same messages as above)
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You are blinded for 375 to 574 (more) turns.
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(Same messages as above)
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The monster is blinded for 64 to 126 (more) turns, or 64 to 95 if the
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monster resists. Monster blindness does not last longer than 127
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turns, and (of course) the monster must have eyes.
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May be thrown by monsters.
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You become blind for 1 to 5 (more) turns.
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"It suddenly gets dark." (were unblind and not asleep)
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You gain 30 nutrition.
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You heal one hit point (if necessary; undiluted only).
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You abuse your wisdom.
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"Ooph! This tastes like liquid fire!" (undiluted, not hallucinating)
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"Ooph! This tastes like dandelion wine!" (undiluted, hallucinating)
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"Ooph! This tastes like watered down liquid fire!"
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(diluted, not hallucinating)
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"Ooph! This tastes like watered down dandelion wine!"
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(diluted, hallucinating)
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You gain 20 nutrition.
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You heal one hit point (if necessary; undiluted only).
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You are confused for 3 to 24 (more) turns.
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You abuse your wisdom.
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(Same messages as above)
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You gain 10 nutrition.
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You heal one hit point (if necessary; undiluted only).
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You are confused for 3 to 24 (more) turns.
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You pass out for 1 to 15 turns.
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You abuse your wisdom.
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(Same messages as above)
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The monster becomes confused. Some monsters may resist.
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You become confused for 1 to 5 (more) turns.
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"You feel somewhat dizzy."
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You are confused for 8 to 14 (more) turns.
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"Huh, What? Where am I?" (not hallucinating, not already confused)
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"What a trippy feeling!" (hallucinating, not already confused)
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"You have a peculiar feeling for a moment, then it passes."
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(not hallucinating, already confused))
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"You have a normal feeling for a moment, then it passes."
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(hallucinating, already confused))
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You are confused for 16 to 22 (more) turns.
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(Same messages as above)
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You are confused for 24 to 30 (more) turns.
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(Same messages as above)
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The monster becomes confused. Some monsters may resist.
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May be thrown by monsters.
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You become confused for 1 to 5 (more) turns.
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"You feel somewhat dizzy."
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You gain one point of intelligence and one point of wisdom.
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You see your attributes and exercise your wisdom.
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"You feel self-knowledgeable..."
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"The feeling subsides."
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You see your attributes and exercise your wisdom.
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"You feel self-knowledgeable..."
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"The feeling subsides."
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You abuse your wisdom.
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"You have an uneasy feeling..."
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You gain 8 to 64 hit points. If this would put you above your
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maximum hit points, then your maximum is increased by 5 and your hit
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points become this new maximum.
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Cures sickness, blindness, and hallucination.
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Exercises constitution and strength.
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"You feel much better."
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You gain 6 to 48 hit points. If this would put you above your
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maximum hit points, then your maximum is increased by 2 and your hit
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points become this new maximum.
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Cures sickness, blindness, and hallucination.
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Exercises constitution and strength.
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"You feel much better."
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You gain 4 to 32 hit points, up to your maximum.
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Cures blindness and hallucination.
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Exercises constitution and strength.
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"You feel much better."
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The monster gains the same number of hit points as if you quaffed it.
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If this would put the monster above its maximum hit points, its
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maximum is increased by 2 (even if cursed, 5 if blessed) and its hit
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points become this new maximum.
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The monster is unblinded.
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"<monster> looks much better." (if seen)
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If Pestilence, its current and maximum hit points are halved. May
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"Pestilence looks rather ill." (if seen)
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Otherwise, the monster is restored to maximum hit points.
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"<monster> looks sound and hale again." (if seen)
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You heal up to 2 hit points, and exercise your constitution.
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You gain 30 nutrition (15 if diluted).
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"This tastes like <fruit> juice." (undiluted, not hallucinating)
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"This tastes like 10% real <fruit> juice all-natural beverage."
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(undiluted, hallucinating)
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"This tastes like reconstituted <fruit> juice."
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(diluted, not hallucinating)
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"This tastes like 10% real reconstituted <fruit> juice all-natural
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beverage." (diluted, hallucinating)
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You gain 20 nutrition (10 if diluted).
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(Same messages as above)
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You gain 10 nutrition (5 if diluted).
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"Yecch! This tastes rotten." (not hallucinating)
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"Yecch! This tastes overripe." (hallucinating)
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You gain 400 hit points. If this would put you above your maximum
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hit points, then your maximum is increased by 8 and your hit points
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become this new maximum.
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If you have lost any experience levels, one level is restored, to
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a maximum of half the levels you have lost.
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Cures sickness, blindness, and hallucination.
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Exercises constitution and strength.
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"You feel completely healed."
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You gain 400 hit points. If this would put you above your maximum
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hit points, then your maximum is increased by 4 and your hit points
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become this new maximum.
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Cures sickness, blindness, and hallucination.
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Exercises constitution and strength.
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"You feel completely healed."
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You gain 400 hit points, up to your maximum.
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Cures blindness and hallucination.
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Exercises constitution and strength.
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"You feel completely healed."
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The monster's maximum hit points are increased by 4 (even if cursed,
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8 if blessed) and its hit points become this new maximum.
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The monster is unblinded.
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"<monster> looks completely healed." (if seen)
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If Pestilence, its current and maximum hit points are halved. May
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"Pestilence looks rather ill." (if seen)
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Otherwise, the monster is restored to maximum hit points.
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"<monster> looks sound and hale again." (if seen)
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You heal up to 3 hit points, and exercise your constitution.
304
If you have sustain ability, no effect.
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"You have a peculiar feeling for a moment, then it passes."
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"You have a normal feeling for a moment, then it passes."
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Otherwise, all statistics are increased by one (up to maximum).
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"You feel strong!" (strength)
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"You feel smart!" (intelligence)
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"You feel wise!" (wisdom)
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"You feel agile!" (dexterity)
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"You feel tough!" (constitution)
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"You feel charismatic!" (charisma)
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"Your cap constricts briefly, then relaxes again."
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(you can't change wisdom or intelligence with dunce cap)
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"You're already as <statistic> as you can get." (if already maximum)
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If you have sustain ability, no effect.
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Otherwise, one random statistic not at maximum is increased by one.
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Up to six tries to pick a statistic are made. If only one stat was
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raisable, there is a 33.49% chance that it will do nothing!
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(Same messages as above)
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"Ulch! That potion tasted foul!"
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The monster is restored to maximum hit points.
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"<monster> looks sound and hale again." (if seen)
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If cursed, no effect.
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"Ulch! That potion smells terrible!"
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"Your eyes sting." (unbreathing)
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If uncursed, one random statistic is RESTORED by one. No message.
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If blessed, all statistics are RESTORED by one. No message.
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Your energy and maximum energy are increased by 7 to 11.
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Your wisdom is exercised.
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"Magical energies course through your body."
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Your energy and maximum energy are increased by 2 to 6.
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Your wisdom is exercised.
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"Magical energies course through your body."
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Your energy and maximum energy are decreased by 2 to 6, but not
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Your wisdom is exercised.
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"You feel lackluster."
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You get more hit points and energy.
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"You feel more experienced."
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If less than level 30, you gain one experience level and skill
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"Welcome to experience level <number>."
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Your experience is set to a random amount midway to the next level (or
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increased by what that would have been, if you're already at XL 30).
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You get more hit points and energy.
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"You feel more experienced."
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If less than level 30, you gain one experience level and skill
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"Welcome to experience level <number>."
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If you have the Amulet and are on dungeon level 1, you go to the
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"You rise up, through the <ceiling>!"
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If there is no level directly above you, or you are in Sokoban or
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inside the top level of the Wizard's Tower, nothing happens.
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"You have an uneasy feeling."
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Otherwise, you go to the next higher dungeon level.
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"You rise up, through the <ceiling>!"
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Same effect (and limits) to monster as if you quaffed it, except that
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monsters with the Amulet can't ascend to the Plane of Earth. Monsters
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gaining experience may grow into a more powerful class of monster; if
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the new class is genocided, the monster is killed!
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You hallucinate for 300 to 499 (more) turns unless you have
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hallucination resistance from wielding Grayswandir.
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"You have a normal feeling for a moment, then it passes."
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(already hallucinating)
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"You have a peculiar feeling for a moment, then it passes."
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(not already hallucinating, hallucination resistance)
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"Oh wow! Everything looks so cosmic!"
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(not already hallucinating, no hallucination resistance, not blind)
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"Oh wow! Everything feels so cosmic!"
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(not already hallucinating, no hallucination resistance, blind)
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You hallucinate for 600 to 799 (more) turns.
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(Same messages as above)
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You hallucinate for 900 to 1099 (more) turns.
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(Same messages as above)
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"You have a momentary vision."
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You gain 8 to 32 hit points. If this would put you above your
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maximum hit points, then your maximum is increased by 1 and your hit
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points become this new maximum.
420
Cures sickness and blindness, and exercises constitution.
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You gain 6 to 24 hit points. If this would put you above your
424
maximum hit points, then your maximum is increased by 1 and your hit
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points become this new maximum.
426
Cures blindness, and exercises constitution.
429
You gain 4 to 16 hit points, up to your maximum.
430
Exercises constitution.
433
The monster gains the same number of hit points as if you quaffed it.
434
If this would put the monster above its maximum hit points, its
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maximum is increased by 1 (even if cursed) and its hit points become
437
The monster is unblinded.
438
"<monster> looks better." (if seen)
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If Pestilence, its current and maximum hit points are halved. May
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"Pestilence looks rather ill." (if seen)
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Otherwise, the monster is restored to maximum hit points.
444
"<monster> looks sound and hale again." (if seen)
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You heal up to 1 hit point, and exercise your constitution.
451
You become permanently invisible.
452
"You have a peculiar feeling for a moment, then it passes."
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(already invisible, blind or wearing a mummy wrapping, and not
455
"You have a normal feeling for a moment, then it passes."
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(already invisible or blind or wearing a mummy wrapping, and
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"Gee! All of a sudden, you can't see yourself." (not hallucinating)
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"Gee! All of a sudden, you can see right through yourself."
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(not hallucinating, see invisible)
461
"Far out, man! You can't see yourself." (hallucinating)
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"Far out, man! You can see right through yourself." (hallucinating,
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You become invisible for 31 to 45 (more) turns.
466
(Same messages as above)
468
You become invisible for 31 to 45 (more) turns.
469
(Same messages as above)
470
You aggravate monsters for a moment.
471
"For some reason, you feel your presence is known."
473
The monster becomes invisible unless wearing a mummy wrapping.
474
"Suddenly you cannot see <monster>." (can't see invisible)
475
"<monster's> body takes on a strange transparency."
476
(see invisible and not hallucinating)
477
"<monster's> body takes on a normal transparency."
478
(see invisible and hallucinating)
479
If cursed, you are awoken and told the monster's position.
480
"For some reason, <monster's> presence is known to you."
481
"You feel aggravated at <monster>." (already awake)
482
"Aggravated, you are jolted into full consciousness."
485
The monster becomes invisible unless wearing a mummy wrapping.
488
"For an instant you couldn't see yourself!"
489
(not already invisible, not blind)
490
"For an instant you could see right through yourself!"
491
(not already invisible, not blind, see invisible)
495
You levitate for 250 to 299 (more) turns.
496
"You start to float in the air!" (not hallucinating)
497
"Up, up, and awaaaay! You're walking on air!" (hallucinating)
498
"You float up, out of the pit!" (were trapped in pit)
499
"You float up, only your <leg> is still stuck."
501
"It feels as though you'd lost some weight." (Water Plane)
502
"You gain control over your movements." (Air Plane)
503
You can stop levitating with '>' at will.
505
You levitate for 10 to 149 (more) turns.
506
(Same messages as above)
508
You levitate for 10 to 149 (more) turns.
509
(Same messages as above)
510
You lose any ability to land at will.
511
If you were already levitating or on the water level,
512
"You have a peculiar feeling for a moment, then it passes."
514
"You have a normal feeling for a moment, then it passes."
516
Else if you are on a up staircase or up ladder, the < command is
517
attempted. It might not succeed (e.g., stressed).
518
Otherwise, you suffer 1 to 10 points of damage (1 if wearing any hat).
519
"You hit your <head> on the <ceiling>."
527
You detect monsters for 21 to 60 (more) turns (if already at least 300
528
turns, just one more turn) and exercise your wisdom.
529
No message if not already detecting monsters.
530
"You feel lonely." (no monsters on level)
531
"You have a peculiar feeling for a moment, then it passes."
532
(already detecting monsters, not hallucinating)
533
"You have a normal feeling for a moment, then it passes."
534
(already detecting monsters and hallucinating)
536
You briefly see monsters on that level and exercise your wisdom.
537
"You sense the presence of monsters."
538
If no monsters on the level (other than you), no visible effect.
539
"You have a strange feeling for a moment, then it passes."
540
(beginner not hallucinating)
541
"You have a normal feeling for a moment, then it passes."
542
(beginner hallucinating)
543
"You feel threatened." (not hallucinating)
544
"You get the heebie jeebies." (hallucinating)
546
You briefly see monsters on that level and exercise your wisdom.
547
(Same messages as above)
548
Any monsters that are asleep or paralyzed are awoken.
549
"Monsters sense the presence of you."
556
If no objects on level and none had appeared on the map, no effect.
557
"You have a strange feeling for a moment, then it passes."
558
(beginner not hallucinating)
559
"You have a normal feeling for a moment, then it passes."
560
(beginner hallucinating)
561
"You feel a lack of something." (otherwise)
562
If there are only objects in your inventory, you exercise your wisdom.
563
"You sense objects nearby." (not hallucinating)
564
"You sense something nearby." (hallucinating)
566
You detect objects on that level and exercise your wisdom.
567
"You sense the presence of objects." (not hallucinating)
568
"You sense the presence of something." (hallucinating)
569
"You sense the absence of objects." (not hallucinating)
570
"You sense the absence of something." (hallucinating)
571
You know the appearance of all objects on that level (and in your
572
inventory) as if you had seen them.
574
You detect objects on that level and exercise your wisdom.
575
(Same messages as above)
577
You detect objects on that level and exercise your wisdom.
578
(Same messages as above)
579
Mimics will appear as objects.
586
You can #untrap a squeaky board with a potion of oil or can of grease.
587
Potions of oil can be lit by (a)pplying them.
588
If quaffing a lit potion:
589
If you are a monster that likes fire, you exercise your wisdom.
590
"Ahh, a refreshing drink."
591
Otherwise, you lose 3 to 12 hit points (1 to 4 if fire resistant),
592
and abuse your wisdom.
593
"You burn your <face>."
595
You abuse your wisdom.
598
You abuse your wisdom.
599
"This tastes like castor oil."
602
If lit, splatters oil, causing an explosion of fire with 4 to 16 damage.
608
If you have free action, no effect.
609
"You stiffen momentarily."
610
Otherwise, you are paralyzed for 13 to 22 turns and abuse your dexterity.
611
"You are motionlessly suspended." (levitating or on Air or Water Planes)
612
"You are frozen in place!" (riding)
613
"Your <feet> are frozen to the <floor>!" (otherwise)
615
If you have free action, no effect; otherwise, you are paralyzed for 25
616
to 34 turns and abuse your dexterity.
617
(Same messages as above)
619
If you have free action, no effect; otherwise, you are paralyzed for 37
620
to 46 turns and abuse your dexterity.
621
(Same messages as above)
623
If not already paralyzed, the monster is paralyzed for 1 to 25 turns.
624
Otherwise, no effect.
626
May be thrown by monsters.
627
If you have free action, no effect.
628
"You stiffen momentarily."
629
Otherwise, you are paralyzed for 1 to 5 (more) turns, and your dexterity
631
"Something seems to be holding you."
635
You polymorph into a new monster unless you have unchanging.
636
"You feel a little strange." (not hallucinating)
637
"You feel a little normal." (hallucinating)
639
You polymorph into a new monster unless you have unchanging or magic
641
"You feel a little strange." (not hallucinating)
642
"You feel a little normal." (hallucinating)
644
Same effect as a wand of polymorph.
646
The monster polymorphs into a new monster.
647
"<monster> suddenly mutates!"
649
Abuses your constitution.
653
Restores all lost statistics to their previous maximum amount.
654
"Wow! This makes you feel great!"
655
"Wow! This makes you feel better!" (other things wrong with you)
657
Restores one random lost statistic to its previous maximum amount.
658
"Wow! This makes you feel good!"
661
"Ulch! This makes you feel mediocre!"
663
The monster is restored to maximum hit points.
664
"<monster> looks sound and hale again." (if seen)
666
If cursed, no effect.
667
"Ulch! That potion smells terrible!"
668
"Your eyes sting." (unbreathing)
669
If uncursed, one random statistic is restored by one. No message.
670
If blessed, all statistics are restored by one. No message.
674
You see invisible permanently and are unblinded.
675
"This tastes like <fruit> juice." (undiluted, not hallucinating)
676
"This tastes like 10% real <fruit> juice all-natural beverage."
677
(undiluted, hallucinating)
678
"This tastes like reconstituted <fruit> juice."
679
(diluted, not hallucinating)
680
"This tastes like 10% real reconstituted <fruit> juice all-natural
681
beverage." (diluted, hallucinating)
682
"You can see through yourself, but you are visible!"
683
(invisible without previous see invisible)
685
You see invisible for 750 to 849 (more) turns and are unblinded.
686
(Same messages as above)
688
You see invisible for 750 to 849 (more) turns.
689
"Yecch! This tastes rotten." (not hallucinating)
690
"Yecch! This tastes overripe." (hallucinating)
698
"Yecch! This stuff tastes like poison."
699
"(But in fact it was mildly stale <fruit> juice.)"
700
If you are not a Healer, you lose one hit point, even if poison-
702
You no longer hallucinate.
703
"You are shocked back to your senses!"
705
"Yecch! This stuff tastes like poison."
706
If you are a Healer, no effect.
707
"Fortunately, you have been immunized."
708
If you are poison-resistant, one randomly-chosen statistic drops by
709
one unless you have sustain ability, and your constitution is abused.
710
"(But in fact it was biologically contaminated <fruit> juice.)"
711
Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you
712
have sustain ability, you lose 1 to 10 hit points, and you abuse your
714
You no longer hallucinate.
715
"You are shocked back to your senses!"
717
"Yecch! This stuff tastes like poison."
718
If you are a Healer, no effect.
719
"Fortunately, you have been immunized."
720
If you are poison-resistant, one randomly-chosen statistic drops by
721
one unless you have sustain ability, and your constitution is abused.
722
"(But in fact it was biologically contaminated <fruit> juice.)"
723
Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you
724
have sustain ability, you lose 6 to 15 hit points, and you abuse your
726
You no longer hallucinate.
727
"You are shocked back to your senses!"
728
quaffed by Pestilence
729
Its maximum hit points are increased by 4 and its hit points become
732
"Pestilence looks completely healed." (if seen)
734
If Pestilence, restored to maximum hit points.
735
"Pestilence looks sound and hale again." (if seen)
736
If monster is poison-resistant, no effect.
737
"<monster> looks unharmed." (if seen)
738
Otherwise, the monster's current and maximum hit points are halved.
739
Some monsters may resist.
740
"<monster> looks rather ill." (if seen)
742
If you are a Healer, no effect.
743
You lose 5 hit points (but not below 1) and abuse your constitution.
748
If you have sleep resistance or free action, no effect.
750
Otherwise, you fall asleep for 13 to 22 turns.
751
"You suddenly fall asleep!"
753
If you have sleep resistance or free action, no effect.
755
Otherwise, you fall asleep for 25 to 34 turns.
756
"You suddenly fall asleep!"
758
If you have sleep resistance or free action, no effect.
760
Otherwise, you fall asleep for 37 to 46 turns.
761
"You suddenly fall asleep!"
763
The monster falls asleep for 1 to 12 turns. Some monsters may resist.
764
"<monster> falls asleep." (if not resisted)
766
May be thrown by monsters.
767
If you have free action or sleep resistance, no effect.
769
Otherwise, you are paralysed for 1 to 5 turns and your dexterity is
771
"You feel rather tired."
775
You become very fast (like speed boots) for 160 to 169 (more) turns
776
and exercise your dexterity.
777
"You are suddenly moving much faster." (was slow)
778
"You are suddenly moving faster." (was fast)
779
"Your <legs> get new energy." (was already very fast)
780
You heal your legs if wounded.
782
You become very fast (like speed boots) for 100 to 109 (more) turns
783
and exercise your dexterity.
784
"You are suddenly moving much faster." (was slow)
785
"You are suddenly moving faster." (was fast)
786
"Your <legs> get new energy." (was already very fast)
787
You heal your legs if wounded.
789
You become very fast (like speed boots) for 40 to 49 (more) turns
790
and exercise your dexterity.
791
"You are suddenly moving much faster." (was slow)
792
"You are suddenly moving faster." (was fast)
793
"Your <legs> get new energy." (was already very fast)
794
quaffed by or hits monster
795
If the monster was slow, it gets normal speed.
796
If the monster was normal speed, it becomes fast.
797
"<monster> is suddenly moving faster." (seen quaffing)
799
You become very fast for 1 to 5 (more) turns, and exercise your
801
"Your knees seem more flexible now." (not already fast)
804
Note: Water is usually used to dip things into, instead of quaffed.
806
If you are undead, a demon, or chaotic, you abuse your constitution
807
and lose 2 to 12 hit points.
808
"This burns like acid!"
809
Otherwise, all sicknesses are cured and you exercise your
810
constitution and wisdom.
811
"You feel full of awe!"
812
Lycanthropy is cured.
813
"Your affinity to <werecreatures> disappears!" (chaotic)
814
"You feel purified." (non-chaotic)
816
You get 1 to 10 nutrition.
817
"This tastes like water."
819
If you are undead, a demon, or chaotic, you heal 2 to 12 hitpoints
820
(but your maximum remains the same) and exercise your constitution.
821
"You feel quite proud of yourself."
822
Else if you are lawful, you lose 2 to 12 hit points and abuse your
824
"This burns like acid!"
825
Otherwise, you abuse your constitution.
826
"You feel full of dread."
828
Gremlins will multiply, with the new gremlin having half as many
830
Undead, demons and werecreatures will get 2 to 12 damage from holy
831
water, and are healed by 2 to 12 hit points by unholy water;
832
werecreatures will be forced into human form by holy water, or
833
beast form by unholy water.
834
"<monster> shrieks in pain!" (holy water)
835
"<monster> writhes in pain!" (holy water, silent monster)
836
"<monster> looks healthier." (unholy water)
837
Iron golems will take 1 to 6 damage.
838
"<monster> rusts." (if seen)
840
If you are a gremlin, you multiply with the new gremlin having half as
841
many maximum hit points as you.
843
If the potion is holy water and you are a lycanthrope in your wereform,
844
you will revert to your @ form.
845
If the potion is unholy water and you are a lycanthrope in your @ form,
846
you will change to your wereform.
851
Thanks to Bruce Cox for proofreading the original version of this file.
852
Further corrections and clarifications provided by Kirk, Philipp Lucas,
853
Chris Mears, Greg Nowak, and Joseph S. Myers.