New ambrosia in trunk


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Abyss Ambulator

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Post Saturday, 6th December 2014, 17:15

New ambrosia in trunk

  Code:
I - a potion of ambrosia.

A strange substance, produced by ghost moths. Consuming it causes regeneration
of health and magic, along with total befuddlement. The two effects are
fundamentally linked - the regeneration ends the moment the confusion does.


I take it this means that if you use a source of clarity to prevent the confusion, then you cannot get the regeneration effect either.

So… useful or not?
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Tomb Titivator

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Post Saturday, 6th December 2014, 17:35

Re: New ambrosia in trunk

Idk man, Im befuddled on this one.
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Tomb Titivator

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Post Saturday, 6th December 2014, 17:54

Re: New ambrosia in trunk

The regen rate is really high...it's good early game. Saved my ass from an adder.
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Ziggurat Zagger

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Post Saturday, 6th December 2014, 18:09

Re: New ambrosia in trunk

It's highly situational, and probably not worth an item slot once you've accumulated enough regularly-useful consumables to use up most of them. I wouldn't recommend using it with monsters still on-screen, but if you've been shafted or teleported against your will you can blow your mp dealing with any immediate threats and still recover faster in the likely event that off-screen monsters start wandering. Going to a stairwell and resting normally in a secured area is probably going to be preferred in almost all circumstances where it is possible for it to work at all. There is also the occasional high-hp monster or unique that is not genuinely threatening but will outlast the player's mp bar, and using a marginal consumable to get rid of it permanently may be preferable to letting it continue to wander and potentially block a corridor or otherwise be a surprise nuisance when fighting an actually-dangerous opponent.

I've never actually had a situation where it was useful in an actual game, but these seem theoretically plausible and it hasn't really been around a long time. Unlike food ambrosia, this new potion ambrosia can actually spawn at a point in the game where it isn't already comically obsolete.

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Ziggurat Zagger

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Post Saturday, 6th December 2014, 19:31

Re: New ambrosia in trunk

It seems like it is unusable with Ash, which is sort of not what I expected based on how Berserk interacts with Ash (or clarity).

Slime Squisher

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Post Sunday, 7th December 2014, 02:14

Re: New ambrosia in trunk

Can you quaff a confuse pot to extend the duration?

Dungeon Master

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Post Sunday, 7th December 2014, 02:33

Re: New ambrosia in trunk

No.

Spider Stomper

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Post Sunday, 7th December 2014, 03:36

Re: New ambrosia in trunk

no, because ambrosia replaced confusion pots
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Slime Squisher

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Post Monday, 15th December 2014, 11:05

Re: New ambrosia in trunk

The only time I used it is staying entombed in Vaults:5. I was not sure about Tomb card duration and needed means to regain HP quickly.

Halls Hopper

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Post Monday, 15th December 2014, 13:49

Re: New ambrosia in trunk

I used every ambrosia potion I found as a deep dwarf, for obvious reasons. I also see it being very useful if you end up surrounded or facing down a single tough enemy. If you're always playing optimally, maybe you see it as unnecessary, but most players don't always play optimally. Like the other purple-text consumables, the utility is very limited and situational, so it depends on the player's playstyle whether it is worth picking them up or not, and that's fine.

Tartarus Sorceror

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Post Monday, 15th December 2014, 15:50

Re: New ambrosia in trunk

How does monster stabbing work these days?

"I can't attack or escape, but my hp are going up" is different from "I can't dodge, and every hit is extra strong."
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Barkeep

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Post Monday, 15th December 2014, 16:16

Re: New ambrosia in trunk

JFunk wrote:I also see it being very useful if you end up surrounded or facing down a single tough enemy.

Those are two situations where I'd normally think of spending a bunch of turns confused as "really bad." Am I missing something?
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Blades Runner

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Post Monday, 15th December 2014, 22:30

Re: New ambrosia in trunk

jejorda2 wrote:How does monster stabbing work these days?

"I can't attack or escape, but my hp are going up" is different from "I can't dodge, and every hit is extra strong."


I believe they can't stab, for the most part. I think only totally sleeping characters are eligible to be stabbed, but I don't know the details. Your evasion and AC is unaffected by confusion, but you won't be able to block.
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Spider Stomper

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Post Tuesday, 16th December 2014, 12:53

Re: New ambrosia in trunk

Ambrosia, if ID'd, is nontrivially useful for early game situations where you're stuck fighting something faster than you but not *that* threatening, and you're going to lose. It seems to regenerate 3-4 HP/turn or more, which isn't great but can certainly outpace an adder if you happen to be away from the stairs, low HP, and OOM.

Halls Hopper

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Post Tuesday, 16th December 2014, 16:31

Re: New ambrosia in trunk

I just made good use of it to finish off a powerful unique in Spider with my Kobold. Particularly useful for Kobolds too, because of their low hp. I've determined that I'm probably going to pick up every ambrosia I find.

Also, based on feedback from the interface. looks like confusion makes shields unusable, but EV is still in play.

Would be curious whether other sources of confusion can prolong the effect - wand, monster spell, tarantella, etc. Would make for an interesting if slightly reckless tactical option when getting mobbed by spiders and confused by tarantella, to leverage the situation by quaffing ambrosia.

Dungeon Master

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Post Tuesday, 16th December 2014, 17:15

Re: New ambrosia in trunk

Other sources of confusion cannot prolong the effect. Should probably modify the description to make that more clear.

Tomb Titivator

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Post Tuesday, 16th December 2014, 23:21

Re: New ambrosia in trunk

ebering wrote:Other sources of confusion cannot prolong the effect. Should probably modify the description to make that more clear.


  Code:
A strange substance, produced by ghost moths. Consuming it causes regeneration
of health and magic, along with total befuddlement. The two effects are
fundamentally linked - the regeneration ends the moment the confusion does. Also the regen will end whenever it was going to in the first place if you get confused again, so don't think you keep getting regen if an orc wizard shows up and does what orc wizards do, because that wouldn't make any sense, you silly person.

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Barkeep

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Post Tuesday, 16th December 2014, 23:48

Re: New ambrosia in trunk

Why would someone think that an Orc Wizard becoming invisible and casting magic dart at you will prolong your MP/HP regen from ambrosia?

ZipZipskins wrote:
  Code:
you silly person


Oh.

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Tomb Titivator

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Post Wednesday, 17th December 2014, 22:42

Re: New ambrosia in trunk

and into wrote:Why would someone think that an Orc Wizard becoming invisible and casting magic dart at you will prolong your MP/HP regen from ambrosia?


  Code:
The orc wizard's eyes start to glow. Your regeneration is extended.

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