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Potion of might: Difference between revisions

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Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], adding +1d10 damage to your melee attacks for <code>34 + 1d40</code> (more) turns, with a hard maximum of 80 turns.<ref>{{source ref|0.32.1|potion.cc|272}}</ref> It does not stack with [[berserk]], which already gives might.
Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], adding +1d10 damage to your melee attacks for <code>34 + 1d40</code> (more) turns, with a hard maximum of 80 turns.<ref>{{source ref|0.32.1|potion.cc|272}}</ref> It does not stack with [[berserk]], which already gives might.


Might is roughly equivalent to +10 [[slaying]] without any [[to-hit]] bonus. (However, might is not considered a source of slaying, and stacks independently.)
Might is roughly equivalent to +10 [[slaying]] without any [[to-hit]] bonus. (It stacks independently from slaying.)


{{crawlquote|''Quaff normally:'' You feel very mighty all of a sudden.<br>
{{crawlquote|''Quaff normally:'' You feel very mighty all of a sudden.<br>

Revision as of 23:23, 15 March 2025

Version 0.32: This article may not be up to date for the latest stable release of Crawl.
Type Potion
Name Potion of Might
Icon
A potion which greatly increases the power of the drinker's melee attacks.

Quaffing a potion of might grants your character the might status effect, adding +1d10 damage to your melee attacks for 34 + 1d40 (more) turns, with a hard maximum of 80 turns.[1] It does not stack with berserk, which already gives might.

Might is roughly equivalent to +10 slaying without any to-hit bonus. (It stacks independently from slaying.)

Quaff normally: You feel very mighty all of a sudden.
Quaff while Mighty: You feel mightier all of a sudden.

Strategy

Does nothing for Ranged Weapons or magic, but a reasonably strong buff in melee. Use this before things get too hairy; you are more likely to win if you use the potion at 100% health rather than 50% health. Casters will want to carry them around, for emergencies where they can't use spells.

History

  • Prior to 0.25, potions of might gave the player a +5 bonus to Strength.
  • Prior to 0.12, quaffing a potion of might while already mighty would give a point of magic contamination.

References