Potion of might

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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.<ref>Template:Source ref</ref> 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.)

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Strategy

Might doesn't improve Ranged Weapons or magic, but it is a reasonably strong buff for all types of 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.

Might is relatively more valuable for characters who attack quickly and/or have multiple auxiliary attacks, as every attack receives the same +1d10 boost.

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

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