Talk:Dungeons of Doom potion

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Don't these reset every time you ascend? I think I remember Jick saying that they figured out a way to make them reset, but I'm not near ascending again, so I can't check... --Payback 10:37, 22 Jul 2005 (Central Daylight Time)

  • I also remember Jick stating that, but haven't checked if it's true or not. --Pcentella 10:43, 22 Jul 2005 (Central Daylight Time)

What's this nonsense about Chocobo's Dungeon 2? It's clearly yet another NetHack reference, just like all the other aspects of the Dungeons of Doom. All the styles of potion (dark, swirly, effervescent, etc) are in NetHack, and so is the phrase "This tastes like liquid fire!" for drinking a potion of booze. "Teleportitis" is not actually used in NetHack, but is a phrase commonly used on the rec.games.roguelike.nethack newsgroup to describe the effect in NetHack of randomly teleporting about the dungeon in an annoying way. Finally, every time you play the game all the potion appearances get remapped to different effects. --Rhebus 03:30, 8 Nov 2005 (MST)

Updated link: http://nethackwiki.com/wiki/Teleportitis Tjr 01:08, 5 November 2010 (UTC)

This may seem a silly question to some, but why are they called bang potions?

  • because "bang" is a common programmer (geek?) name for the exclamation mark. --Evilkolbot 17:33, 5 June 2006 (CDT)
  • I'd like to know if anybody had the same experience as me. My bang potions weren't randomized from my previous ascension. (First time this has happened). -Holler 23:31, 1 November 2006 (CST)
Maybe you randomly got the same bang set. See the Hardcore Oxygenation link in the article for more info.FlawlessWalrus 08:37, 30 November 2006 (CST)

Confirmation of predictability?

Jick: Oh, you guys will be please to know that with NS-13, the bang potions will be fully randomized and their will be no spadable patterns like there are now. Lawl.
Xenophobe: Internets.
http://forums.kingdomofloathing.com/viewtopic.php?t=74184 --Raijinili 06:24, 23 December 2006 (CST)

Table of the 25 combinations

The full table of combinations, taken from the HCO thread linked to, is:

Bubbly Cloudy Dark Effer Fizzy Milky Murky Smoky Swirly
1 Sleepy HP/MP Object Confused Myst Drunk Moxie Teleport Muscle
2 Sleepy Teleport Object Myst HP/MP Drunk Moxie Confused Muscle
3 HP/MP Confused Myst Drunk Teleport Sleepy Moxie Object Muscle
4 HP/MP Teleport Sleepy Moxie Muscle Myst Object Confused Drunk
5 Object Myst Sleepy Teleport Drunk Confused HP/MP Muscle Moxie
6 Object Teleport Moxie Drunk HP/MP Muscle Confused Sleepy Myst
7 Object Muscle Sleepy Confused Moxie HP/MP Drunk Myst Teleport
8 Confused HP/MP Sleepy Muscle Drunk Teleport Object Moxie Myst
9 Confused HP/MP Drunk Sleepy Teleport Myst Muscle Object Moxie
10 Confused HP/MP Drunk Object Muscle Moxie Teleport Myst Sleepy
11 Confused Moxie HP/MP Sleepy Teleport Drunk Object Myst Muscle
12 Myst HP/MP Muscle Object Drunk Moxie Teleport Sleepy Confused
13 Myst Drunk Sleepy HP/MP Teleport Muscle Confused Moxie Object
14 Drunk Confused Moxie Myst Muscle Object Sleepy HP/MP Teleport
15 Drunk Myst Moxie Teleport Muscle HP/MP Object Sleepy Confused
16 Drunk Moxie Sleepy Object Teleport Muscle Confused HP/MP Myst
17 Drunk Moxie HP/MP Teleport Muscle Sleepy Confused Object Myst
18 Drunk Teleport Muscle HP/MP Sleepy Myst Confused Moxie Object
19 Moxie Sleepy Confused Object Muscle Myst HP/MP Teleport Drunk
20 Moxie HP/MP Sleepy Object Confused Teleport Drunk Muscle Myst
21 Moxie HP/MP Object Confused Drunk Myst Muscle Sleepy Teleport
22 Moxie Object Teleport Drunk Sleepy HP/MP Myst Confused Muscle
23 Moxie Drunk Sleepy Confused Myst Teleport Object HP/MP Muscle
24 Moxie Drunk Object Sleepy Muscle Teleport HP/MP Confused Myst
25 Teleport Moxie Drunk Confused Muscle Sleepy HP/MP Object Myst

I'm not sure this table is nice enough looking to just insert into the page, though. There's a nice table here, but I'm not sure that it's quite right to simply copy all that html into the wiki w/o permission. Thoughts?--Starwed 21:59, 22 January 2007 (CST)

Ask permission. :P
User:Hellion's a member here. --Raijinili 19:00, 28 January 2007 (CST)

I really think "! potion(s)" should direct here. just a thought. --Applejordan 21:27, 17 March 2007 (CDT)

Anyone started using these in combat yet? I did once, but forgot to note the results before I ran out of adventures. --Sparksol 17:57, 25 June 2007 (CDT)

  • I've used a couple in combat. They state "You throw the [type] potion at [target]" which is good to know in case you, like me, are trying to use the HP/MP potion-it heals the target, not you. The Confusion potion I also used, with a message "[target] is confused," but it killed me on that round so no idea what subsequent effect it may have had.--Regnar 22:32, 25 June 2007 (CDT)

Fixed effects

First I thought that the effects were changed during the NS-13 implementation, because my bang potion identifier didn't apply anymore. However,now that I look at it, I think the effects are no longer random. The names make sense to the effects they now give. What I have so far:

  • Smoky: Sleepy
  • Milky: Object (Milk someone for what he's worth)
  • Cloudy: Drunk
  • Effervescent: Moxie (lively, sparkling)
  • Dark: Mysticality
  • Bubbly: Teleportis

--MoreCurious 06:57, 30 June 2007 (CDT)

No, you are not right. I got different effects:

  • Smoky: Teleport
  • Fizzy: Muscle
  • Bubbly: Object
  • Effervescent: Mysticality

--Nord 09:44, 30 June 2007 (CDT)

My $.02:

  • Bubbly: Muscle
  • Cloudy: Mysticality
  • Dark: Confuse
  • Effervescent: Object
  • Fuzzy: Drunk
  • Milky: Sleep
  • Murky: Teleport
  • Smoky: HP/MP
  • Swirly: Moxie

--Raorn 04:17, 2 July 2007 (CDT)

My set:

  • Bubbly: Teleport
  • Cloudy: Confused
  • Dark: Muscle
  • Effervescent: Mysticality
  • Fizzy: Sleep
  • Milky: Object
  • Murky: Drunk
  • Smoky: Moxie
  • Swirly: HP/MP

--Okona 14:03, 3 July 2007 (CDT)

Here's my experience:

  • Bubbly: Drunk
  • Cloudy: Teleport
  • Dark: Muscle
  • Effervescent: HP/MP
  • Fizzy: Object
  • Milky: Confused
  • Murky: Moxie
  • Smoky: Mysticality
  • Swirly: Sleepy

-- DynSkeet 13:13, 8 July 2007 (CDT)

Another data point:

  • smoky: hp/mp
  • milky: sleepy
  • bubbly: myst
  • cloudy: confused
  • dark: object
  • effervescent: mox

--Kazim 07:00, 12 July 2007 (CDT)

I, too, got fixed effects when I last used the potions, but they were not the same as anyone who's listed them here. Maybe it has to do with the phase of moons? Maybe it's different for everyone? --FireLily 15:02, 16 July 2007 (EST)


Jeez guys, haven't you ever played NetHack? In that game, they're randomized from ascension to ascension. Same here. ...Although in NetHack, once you know what a <description> potion is, it'll henceforth be referred to by its function: Bottle of water, potion of gain level, potion of smoke, potion of healing... I really wish they did that in this game, it'd cut down on the headache of trying to memorize them each time. --Missingno 21:09, 1 September 2007 (CDT)

  • It's because pre-NS13, there was a pre-set arrangement of potions, so they're randomized per ascension, but it would follow the same pattern. which is what we're trying to find here. --CG1:t,c,e 21:25, 1 September 2007 (CDT)
    • I believe they said on the radio that it's now pure random. 9 * 8 * 7 * 6 * 5 * 4 * 3 * 2 possible combinations, all equally likely. Just like... NetHack (Including how they change from ascension to ascension, although that refers to a completely different thing in that game). --Missingno 16:24, 2 September 2007 (CDT)

Why is it that nowhere on this page does it mention that the potions come from boxes dropped in the Dungeons of Doom, and not from the Dungeons directly? It seems a rather important piece of information to just leave out. --Fredward 14:10, 20 August 2007 (CDT)

Combat effects

So I've been trying to figure out what the combat potions do in combat, and some have a pretty clear effect in combat. For deleveling, I used the unarmed trick I've used elsewhere to determine monster de-leveling. I didn't think that much of the process, until I hit the Teleportation potion, which clearly made the monster harder to hit, but wasn't showing a clear difference in attack strength. That led me to try the potions against the gremlins, which always hit. I used the gremlins to validate a monster attack bonus for the muscle and mental booster, but, and here's the catch, I'm not sure how I go about determining how much of an attack boost it is. (My guess is, that like Moxie, Muscle boosts MA 20-30, while Myst splits the difference 10-15 each.) Any suggestions on spading techniques to use here? (I'm thinking I'll adventure with a much lower moxie than usual, to ensure I get hit a lot, and be a bunching bag for a low enough level monster that the 20% to 25% difference won't matter.)--Foggy 10:27, 11 October 2007 (CDT)

Right now, there are combat effects listed for all the potions except the Object Detection one. Are we thinking probably no effect? Also, now that deleveling skills and items give combat messages, I noticed something interesting. The confusion potion reduced attack and defense by 3--within the range of what the article says now. But I didn't get any message like that for the sleep potion; the monster just yawned. Some more spading would be helpful. --Ackyri 20:49, 5 November 2010 (UTC)

  • See the bug over at Monster Level. I'm guessing the spades got the sleepy potion right, but combat items that delevel seem to not work, whereas combat items specifically affecting attack and defense are working. It's a meaningless distinction, but for now it exists. We should wait a week or so to see if Jick responds to the non-working delevelers mentioned in this forum thread --SilentKnight 20:59, 5 November 2010 (UTC)
  • I'm guessing combat items that increase ML doesn't show up. Don't know whether this is intended or not. Booze and Sleep potions don't show anything, and if it's really supposed to delevel, then I guess they actually don't. Removed them for now.--JohnAnon 21:21, 9 November 2010 (UTC)