All Potions

Potions are carefully prepared magical tonics which any character can use at any time; quaffing a potion requires no particular skill. Potions may have permanent effects such as stat gain or an experience bonus, give temporary benefits such as increased speed or the ability to see invisible monsters, or have an immediate effect that heals or restores the player. Potions are generally intended to affect the player, but if thrown or shattered they can in some cases also affect monsters. Since potions have no fail rates and can be reliably used even while blinded, confused or stunned, a healing potion is often the safest option in an emergency.

Potions with bad effects are rare in today’s Vanilla Angband; most of the original bad potions were removed in Angband 3.1.0, and the practical necessity of identifying potions by use-ID in Angband 4.1.0 and up makes it very unlikely that new bad potions will be added. (Sangband manages to accommodate both bad potions and use-ID by modifying the effects of potions when they’re drunk unidentified.) Bad potions were fairly common in earlier versions of Angband, especially during the early game, and many variants retain more of them than Vanilla Angband does.

Potions are consumables; with rare exceptions in some variants, a potion is fully consumed when quaffed and will disappear from the inventory.

*Enlightenment*
*Enlightenment*

Has the powers of the Potions of Enlightenment, Intelligence, Wisdom, and Self Knowledge; also identifies all items the character is carrying, and detects all treasure, objects, secret doors, stairs, and traps in the immediate area.

*Healing*
*Healing*

Cures 1200 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion.

Apple Juice
Apple Juice

Has no effect apart from providing nourishment. (Note: These are always Light Brown Potions.)

Augmentation
Augmentation

First restores to maximum any stats below maximum, then permanently increases all stats.

Berserk Strength
Berserk Strength

Grants the character berserk strength (30 temporary hit points, resistance to fear, a bonus of +24 to-hit, and a penalty of -10 to AC) for 25+1d25 turns.

Blindness
Blindness

Induces blindness for 99+1d100 turns, unless the character has resist blindness.

Boldness
Boldness

Removes fear.

Charisma
Charisma

First acts as a Potion of Restore Charisma, then permanently increases charisma.

Clumsiness
Clumsiness

Reduces dexterity (unless the character has sustain dexterity).

Confusion
Confusion

Induces confusion for 14+1d20 turns, unless the character has either resist confusion or resist chaos.

Constitution
Constitution

First acts as a Potion of Restore Constitution, then permanently increases constitution.

Cure Critical Wounds
Cure Critical Wounds

Cures 6d8 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion.

Cure Light Wounds
Cure Light Wounds

Cures 2d8 points of damage, heals 10 points worth of cuts, and cures blindness.

Cure Serious Wounds
Cure Serious Wounds

Cures 4d8 points of damage, heals half of all cut damage plus another 50 points, and cures blindness and confusion.

Death
Death

Inflicts 5000 points of damage. Death can only be avoided if the character has magical invulnerability.

Detect Invisible
Detect Invisible

Enables the character to see invisible creatures for 12+1d12 turns.

Detonations
Detonations

Inflicts 50d20 points of damage from massive explosions, severe cuts (+5000 to the cut counter), and stunning (+75 to the stun counter). Can also be thrown for 25d25 points of damage.

Dexterity
Dexterity

First acts as a Potion of Restore Dexterity, then permanently increases dexterity.

Enlightenment
Enlightenment

Completely lights up and magically maps the current dungeon level.

Experience
Experience

Grants either 100000 experience points, or half the current experience point total plus 10, whichever is less.

Healing
Healing

Cures 300 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion.

Heroism
Heroism

Grants the character heroism (10 temporary hit points, resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns.

Infra-vision
Infra-vision

Extends the radius of the character's infra-vision by 10 feet for 100+1d100 turns.

Intelligence
Intelligence

First acts as a Potion of Restore Intelligence, then permanently increases intelligence.

Life
Life

Restores experience and all stats to maximum, cures 5000 points of damage, cures all stunning, heals all cut damage, neutralizes poison, stops hallucination, and cures blindness and confusion.

Lose Memories
Lose Memories

Drains 25% of the character's experience total, unless the character has hold life.

Naivety
Naivety

Reduces wisdom (unless the character has sustain wisdom).

Neutralize Poison
Neutralize Poison

Removes all poison currently present in the character (i.e. the poison counter is set to zero).

Poison
Poison

Poisons the character (adding 9+1d15 points to the poison counter), unless the character has resistance to poison.

Resist Cold
Resist Cold

Grants the character temporary resistance to cold for 10+1d10 turns; the duration is cumulative with other magic providing temporary cold resistance.

Resist Heat
Resist Heat

Grants the character temporary resistance to fire for 10+1d10 turns; the duration is cumulative with other magic providing temporary fire resistance.

Restore Charisma
Restore Charisma

Restores charisma to maximum if it is currently below maximum.

Restore Constitution
Restore Constitution

Restores constution to maximum if it is currently below maximum; also neutralizes poison and cures confusion.

Restore Dexterity
Restore Dexterity

Restores dexterity to maximum if it is currently below maximum.

Restore Intelligence
Restore Intelligence

Restores intelligence to maximum if it is currently below maximum.

Restore Life Levels
Restore Life Levels

Restores experience to maximum if it is currently below maximum.

Restore Mana
Restore Mana

Restores mana points to maximum if it is currently below maximum.

Restore Strength
Restore Strength

Restores strength to maximum if it is currently below maximum.

Restore Wisdom
Restore Wisdom

Restores wisdom to maximum if it is currently below maximum.

Ruination
Ruination

Inflicts 10d10 points of damage and permanently decreases all stats (regardless of whether the character has any stat sustains).

Salt Water
Salt Water

Induces vomiting, which will result in severe hunger but will also clear away all poison. This will also cause 4 turns of paralysis (even if the character has free action).

Self Knowledge
Self Knowledge

Grants knowledge of all special powers (whether intrinsic, temporary, or provided by a magical item) currently possessed by the character.

Sickliness
Sickliness

Reduces constitution (unless the character has sustain constitution).

Sleep
Sleep

Induces paralysis for 3+1d4 turns, unless the character has free action.

Slime Mold Juice
Slime Mold Juice

Has no effect apart from providing nourishment. (Note: These are always Icky Green Potions.)

Slow Poison
Slow Poison

Halves the severity of any current poisoning.

Slowness
Slowness

Slows the character (-10 to speed) for 15+1d25 turns; this duration is cumulative with other temporary slowing enchantments.

Speed
Speed

Hastes the character (+10 to speed) for 15+1d25 turns (or 5 additional turns if the character already is under the effect of another temporary haste enchantment).

Strength
Strength

First acts as a Potion of Restore Strength, then permanently increases strength.

Stupidity
Stupidity

Reduces intelligence (unless the character has sustain intelligence).

Ugliness
Ugliness

Reduces charisma (unless the character has sustain charisma).

Water
Water

Has no effect apart from providing nourishment. (Note: These are always Clear Potions.)

Weakness
Weakness

Reduces strength (unless the character has sustain strength).

Wisdom
Wisdom

First acts as a Potion of Restore Wisdom, then permanently increases wisdom.