Draft:Potion of monster detection: Difference between revisions
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OmegaAdmin (talk | contribs) 为已保存草稿补齐章节目录、条件表格与可见源码 References,保留 Draft 状态 |
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{{Version box|version=0.90.4}} | {{Version box|version=0.90.4}} | ||
{{Consumable infobox|name=Potion of monster detection|kind=Potion|glyph=!|color=light-green|value=10|level=1|weight=20|appearance=Random container|cursed=Potion of monster detection}} | {{Consumable infobox|name=Potion of monster detection|kind=Potion|glyph=!|color=light-green|value=10|level=1|weight=20|appearance=Random container|cursed=Potion of monster detection}} | ||
A '''potion of monster detection''' briefly displays living creatures on the current map without the ordinary line-of-sight and invisibility restrictions. It is reconnaissance, not a persistent ability to track everything afterward. | A '''potion of monster detection''' briefly displays living creatures on the current map without the ordinary line-of-sight and invisibility restrictions. It is reconnaissance, not a persistent ability to track everything afterward.<ref name="iinit-h-144">{{Source|iinit.h|144}}.</ref> | ||
__TOC__ | |||
== Generation == | == Generation == | ||
Monster detection is an item-level-1 ordinary [[Draft:Potion|potion]], obtainable from random loot, [[Draft:Knight's Pawn Shop|pawn-shop stock]] and [[Draft:Scroll of acquirement|acquirement]]. | Monster detection is an item-level-1 ordinary [[Draft:Potion|potion]], obtainable from random loot, [[Draft:Knight's Pawn Shop|pawn-shop stock]] and [[Draft:Scroll of acquirement|acquirement]].<ref name="item-c-create_object">{{Source|item.c|7}} (<code>create_object</code>).</ref><ref name="site1-c-l_pawn_shop">{{Source|site1.c|1022}} (<code>l_pawn_shop</code>).</ref><ref name="effect1-c-acquire">{{Source|effect1.c|647}} (<code>acquire</code>).</ref><ref name="item-c-make_potion">{{Source|item.c|179}} (<code>make_potion</code>).</ref> | ||
== Description == | == Description == | ||
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A cursed potion draws a randomly chosen monster glyph at random coordinates for each living creature instead. It does not summon those apparent creatures. The temporary display ends after acknowledgement and the normal screen returns. Positive blessing and enchantment do not improve its scope or duration. | A cursed potion draws a randomly chosen monster glyph at random coordinates for each living creature instead. It does not summon those apparent creatures. The temporary display ends after acknowledgement and the normal screen returns. Positive blessing and enchantment do not improve its scope or duration. | ||
Noncursed use automatically records the potion type. Cursed use does not. With no living creatures in the level list, either version may provide little visible evidence, so lack of a useful display is not proof of an inert potion. | Noncursed use automatically records the potion type. Cursed use does not. With no living creatures in the level list, either version may provide little visible evidence, so lack of a useful display is not proof of an inert potion.<ref name="itemf1-c-i_mondet">{{Source|itemf1.c|192}} (<code>i_mondet</code>).</ref><ref name="effect1-c-mondet">{{Source|effect1.c|459}} (<code>mondet</code>).</ref><ref name="scr-c-plotmon">{{Source|scr.c|833}} (<code>plotmon</code>).</ref> | ||
== Strategy == | == Strategy == | ||
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[[Draft:Potion of object detection|Object detection]] locates floor loot rather than opponents, and [[Draft:Scroll of clairvoyance|clairvoyance]] reveals terrain. Together they answer different parts of a scouting problem. Do not treat a glyph as a guarantee of a creature's exact identity or capabilities, especially when the potion's curse status is uncertain. | [[Draft:Potion of object detection|Object detection]] locates floor loot rather than opponents, and [[Draft:Scroll of clairvoyance|clairvoyance]] reveals terrain. Together they answer different parts of a scouting problem. Do not treat a glyph as a guarantee of a creature's exact identity or capabilities, especially when the potion's curse status is uncertain. | ||
== References == | |||
<references /> | |||
[[Category:Potions]] | |||
<!-- Omega 0.90.4; source 009707d17482b977061a6223b9de63eac4d368c3: iinit.h:144; itemf1.c:192-199; effect1.c:459-474; scr.c:833-849; aux1.c:603. Research: wiki/research/consumables-0.90.4.md. --> | <!-- Omega 0.90.4; source 009707d17482b977061a6223b9de63eac4d368c3: iinit.h:144; itemf1.c:192-199; effect1.c:459-474; scr.c:833-849; aux1.c:603. Research: wiki/research/consumables-0.90.4.md. --> | ||
Revision as of 06:59, 9 September 2026
| ! | |
| Type | Potion |
|---|---|
| Base value (Au) | 10 |
| Item level | 1 |
| Weight | 20 |
| Unidentified appearance | Random container |
| Cursed name | Potion of monster detection |
A potion of monster detection briefly displays living creatures on the current map without the ordinary line-of-sight and invisibility restrictions. It is reconnaissance, not a persistent ability to track everything afterward.[1]
Generation
Monster detection is an item-level-1 ordinary potion, obtainable from random loot, pawn-shop stock and acquirement.[2][3][4][5]
Description
A noncursed potion visits the current level's living creatures and plots their glyphs regardless of line of sight. Invisible creatures are included. The drawing routine still skips creatures outside the current vertical viewport, so drinking on a large map does not guarantee seeing every distant part at once.
A cursed potion draws a randomly chosen monster glyph at random coordinates for each living creature instead. It does not summon those apparent creatures. The temporary display ends after acknowledgement and the normal screen returns. Positive blessing and enchantment do not improve its scope or duration.
Noncursed use automatically records the potion type. Cursed use does not. With no living creatures in the level list, either version may provide little visible evidence, so lack of a useful display is not proof of an inert potion.[6][7][8]
Strategy
Use it before approaching a suspected ambush or searching for a particular encounter. Remember the positions and investigate the route before advancing. For fighting an invisible target after the display ends, true sight is more useful because it addresses continuing visibility and the attack penalty.
Object detection locates floor loot rather than opponents, and clairvoyance reveals terrain. Together they answer different parts of a scouting problem. Do not treat a glyph as a guarantee of a creature's exact identity or capabilities, especially when the potion's curse status is uncertain.
References
- ↑ iinit.h in Omega 0.90.4, line 144.
- ↑ item.c in Omega 0.90.4, line 7 (
create_object). - ↑ site1.c in Omega 0.90.4, line 1022 (
l_pawn_shop). - ↑ effect1.c in Omega 0.90.4, line 647 (
acquire). - ↑ item.c in Omega 0.90.4, line 179 (
make_potion). - ↑ itemf1.c in Omega 0.90.4, line 192 (
i_mondet). - ↑ effect1.c in Omega 0.90.4, line 459 (
mondet). - ↑ scr.c in Omega 0.90.4, line 833 (
plotmon).