Monday, 3rd February 2014, 08:21 by duvessa
normally generated potions are 23.3% curing, 11.5% heal wounds, 6.5% restore abilities, 5.3% poison, 5.3% might, 5.3% agility, 5.3% brilliance, 5% speed, 2.8% invisibility, 2.8% flight, 2.8% resistance, 2.8% magic, 2.8% berserk rage, 2.65% mutation, 2.65% lignification (slowing), 2.65% paralysis, 2.65% confusion, 2.3% degeneration, 1.8% cure mutation, 1.25% strong poison, 0.9% beneficial mutation, 0.85% blood, 0.6% porridge, 0.1% experience, 0.1% decay. these figures are exact, however, poison, berserk rage, and strong poison will be rerolled if the item level is low enough (unless it was just rerolled 500 times in a row, in which case it will generate). also, any of these can be turned into a stack of two or three, except for beneficial mutation, experience, and restore abilities (wtf), so that makes those three rarer.
these are also retarded by uniques, gnoll sergeants, and vaults. in particular sewers and ossuaries appear in a lot of games and usually have tons of scrolls/potions with completely different weights. ossuaries have a tradition of giving out like 5 paralysis/confusion/degeneration/slowification potions every time; this is one reason why they seem so common.
- For this message the author duvessa has received thanks:
- Sprucery