potions.txt  Final version for NetHack 3.2.3
Compiled from Kevin Hugo's "pot1-322.txt" and "pot2-322.txt":
both files are unchanged.

(1) List of potions, potion appearance and generation.
(2) Messages and effects of quaffing potions, throwing them at
    monsters, and potion vapor effects.
(3) Smoky and milky potions - djinn and ghosts.
(4) Potions holy and unholy water.
(5) Cancelling, diluting, dipping and mixing potions.

(1) List of potions, potion appearance and generation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

POTION              COST  WGT  PROB   APPEARANCE
~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~~~~~~~
booze             : $ 50   20   45  :
fruit juice       :   50   20   45  :
see invisible     :   50   20   45  :
sickness          :   50   20   45  :
confusion         :  100   20   45  :
extra healing     :  100   20   50  :
hallucination     :  100   20   45  :
healing           :  100   20   65  :
restore ability   :  100   20   45  :
water             :  100   20   95  :  clear
blindness         :  150   20   45  :
gain energy       :  150   20   45  :
invisibility      :  150   20   45  :
monster detection :  150   20   45  :
object detection  :  150   20   45  :
enlightenment     :  200   20   20  :
levitation        :  200   20   45  :
speed             :  200   20   45  :
oil               :  250   20   30  :
gain ability      :  300   20   45  :
gain level        :  300   20   20  :
paralysis         :  300   20   45  :

Potions are listed above by increasing cost, then alphabetically.  The
COST field denotes the base price of each item.  WGT specifies the weight
(100 zorkmids weighs 1).

Potions comprise 16% of all randomly-generated items in the main dungeon,
18% in containers, 22% in Roguelike bones piles, and 1% in hell.  PROB is
the relative probability of each subtype.  They appear 1/8 cursed,
3/4 uncursed, and 1/8 blessed.

Some types of potions have the same APPEARANCE when unidentified.  The
appearance of the remaining potions are are randomized from the following
descriptions:
    ruby        pink        orange      yellow          emerald
    dark green  cyan        sky blue    brilliant blue  magenta
    purple-red  puce        milky       swirly          bubbly
    smoky       cloudy      brown       fizzy           dark
    murky


(2) Potion messages and effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

What happens when you (q)uaff a potion depends on whether the potion was
blessed, uncursed, or cursed.  If a monster can quaff a potion, the
effects upon the monster are documented below; all other potions won't be
quaffed by monsters.  When a potion hits a monster, the monster is awoken,
has an 80% chance of losing one hit point (but not killed), and then
suffers the effects described below.  If you didn't see the monster get
hit, you will be told, "Crash!"  If a potion hits you, you lose 1 to 2
hit points and get the effects of breathing vapors decribed below.  You
may also breathe vapors if you are near a potion when it breaks (e.g., it
hit a monster, was hit by a wand of striking, or was kicked).

blindness
  blessed
    You are blinded for 125 to 324 (more) turns.
    "A cloud of darkness falls upon you."
    (was unblind, not hallucinating)
    "Oh, bummer!  Everything is dark!  Help!"
    (was unblind, hallucinating)
    "You have a peculiar feeling for a moment, then it passes."
    (was blind, not hallucinating)
    "You have a normal feeling for a moment, then it passes."
    (was blind, hallucinating)
  uncursed
    You are blinded for 250 to 449 (more) turns.
    (Same messages as above)
  cursed
    You are blinded for 375 to 574 (more) turns.
    (Same messages as above)
  hits monster
    The monster is blinded for 64 to 126 (more) turns, or 64 to 95 if the
    monster resists.  Monster blindness does not last longer than 127
    turns, and (of course) the monster must have eyes.
  vapors
    May be thrown by monsters.
    You become blind for 1 to 5 (more) turns.
    "It suddenly gets dark."  (were unblind and not asleep)

booze
  blessed
    You gain 30 nutrition.
    You heal one hit point (if necessary; undiluted only).
    You abuse your wisdom.
    "Ooph!  This tastes like liquid fire!"  (undiluted, not hallucinating)
    "Ooph!  This tastes like dandelion wine!"  (undiluted, hallucinating)
    "Ooph!  This tastes like watered down liquid fire!"
    (diluted, not hallucinating)
    "Ooph!  This tastes like watered down dandelion wine!"
    (diluted, hallucinating)
  uncursed
    You gain 20 nutrition.
    You heal one hit point (if necessary; undiluted only).
    You are confused for 3 to 24 (more) turns.
    You abuse your wisdom.
    (Same messages as above)
  cursed
    You gain 10 nutrition.
    You heal one hit point (if necessary; undiluted only).
    You are confused for 3 to 24 (more) turns.
    You pass out for 1 to 15 turns.
    You abuse your wisdom.
    (Same messages as above)
  hits monster
    The monster becomes confused.  Some monsters may resist.
  vapors
    You become confused for 1 to 5 (more) turns.
    "You feel somewhat dizzy."

confusion
  blessed
    You are confused for 8 to 14 (more) turns.
    "Huh, What?  Where am I?"  (not hallucinating, not already confused)
    "What a trippy feeling!"  (hallucinating, not already confused)
    "You have a peculiar feeling for a moment, then it passes."
    (not hallucinating, already confused))
    "You have a normal feeling for a moment, then it passes."
    (hallucinating, already confused))
  uncursed
    You are confused for 16 to 22 (more) turns.
    (Same messages as above)
  cursed
    You are confused for 24 to 30 (more) turns.
    (Same messages as above)
  hits monster
    The monster becomes confused.  Some monsters may resist.
  vapors
    May be thrown by monsters.
    You become confused for 1 to 5 (more) turns.
    "You feel somewhat dizzy."

enlightenment
  blessed
    You gain one point of intelligence and one point of wisdom.
    You see your attributes.
    "You feel self-knowledgeable..."
  uncursed
    You see your attributes.
    "You feel self-knowledgeable..."
  cursed
    You abuse your wisdom.
    "You have an uneasy feeling..."
  hits monster
    No effect.
  vapors
    No effect.

extra healing
  blessed
    "You feel much better."
    You gain 8 to 64 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 5 and your hit
    points become this new maximum.
    Cures sickness, blindness, and hallucination.
    Exercises constitution and strength.
  uncursed
    "You feel much better."
    You gain 6 to 48 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 2 and your hit
    points become this new maximum.
    Cures sickness, blindness, and hallucination.
    Exercises constitution and strength.
  cursed
    "You feel much better."
    You gain 4 to 32 hit points, up to your maximum.
    Cures blindness and hallucination.
    Exercises constitution and strength.
  quaffed by monster
    The monster gains the same number of hit points as if you quaffed it.
    If this would put the monster above its maximum hit points, its
    maximum is increased by 2 (even if cursed, 5 if blessed) and its hit
    points become this new maximum.
    "<monster> looks much better."  (if seen)
  hits monster
    The monster is restored to maximum hit points.
    "<monster> looks sound and hale again."  (if seen)
  vapors
    You heal up to 2 hit points, and exercise your constitution.
    No message.

fruit juice
  blessed
    You gain 30 nutrition (15 if diluted).
    "This tastes like <fruit> juice."  (undiluted, not hallucinating)
    "This tastes like 10% real <fruit> juice all-natural beverage."
    (undiluted, hallucinating)
    "This tastes like reconstituted <fruit> juice."
    (diluted, not hallucinating)
    "This tastes like 10% real reconstituted <fruit> juice all-natural
    beverage."  (diluted, hallucinating)
  uncursed
    You gain 20 nutrition (10 if diluted).
    (Same messages as above)
  cursed
    You gain 10 nutrition (5 if diluted).
    "Yecch!  This tastes rotten."  (not hallucinating)
    "Yecch!  This tastes overripe."  (hallucinating)
  hits monster
    No effect.
  vapors
    No effect.

gain ability
  blessed
    All statistics are increased by one (up to maximum).
    "You feel strong!"  (strength)
    "You feel smart!"  (intelligence)
    "You feel wise!"  (wisdom)
    "You feel agile!"  (dexterity)
    "You feel tough!"  (constitution)
    "You feel charismatic!"  (charisma)
    "Your cap constricts briefly, then relaxes again."
    (you can't change wisdom or intelligence with dunce cap)
    "You are already as <statistic> as you can get."  (if already maximum)
  uncursed
    One random statistic not at maximum is increased by one.
    Up to six tries to pick a statistic are made.  If only one stat was
    raisable, there is a 33.49% chance that it will do nothing!
    (Same messages as above)
  cursed
    No effect.
    "Ulch!  That potion tasted foul!"
  hits monster
    The monster is restored to maximum hit points.
    "<monster> looks sound and hale again."  (if seen)
  vapors
    If cursed, no effect.
      "Ulch!  That potion smells terrible!"
    If uncursed, on random statistic is RESTORED by one.  No message.
    If blessed, all statistics are RESTORED by one.  No message.

gain energy
  blessed
    Your energy and maximum energy are increased by 7 to 11.
    Your wisdom is exercised.
    "Magical energies course through your body."
  uncursed
    Your energy and maximum energy are increased by 2 to 6.
    Your wisdom is exercised.
    "Magical energies course through your body."
  cursed
    Your energy and maximum energy are decreased by 2 to 6, but not
    below zero.
    Your wisdom is exercised.
    "You feel lackluster."
  hits monster
    No effect.
  vapors
    No effect.

gain level
  blessed
    You get more hit points, energy, and weapon skill.
      "You feel more experienced."
    If less than level 30, you gain one experience level.
      "Welcome to experience level <number>."
    Your experience is set to a random amount midway to the next level.
  uncursed
    You get more hit points, energy, and weapon skill.
      "You feel more experienced."
    If less than level 30, you gain one experience level.
      "Welcome to experience level <number>."
  cursed
    If you have the Amulet,
      If you're on dungeon level 1, you go to the Plane of Earth.
        "You rise up, through the <ceiling>!"
      Otherwise, nothing happens.
        "You have an uneasy feeling."
    If you can't go up one dungeon level, nothing happens.
      "It tasted bad."
    Otherwise, you go to the next higher dungeon level.
      "You rise up, through the <ceiling>!"
  quaffed by monster
    Same effect (and limits) to monster as if you quaffed it, except that
    monsters with the Amulet can't ascend to the Plane of Earth.  Monsters
    gaining experience may grow into a more powerful class of monster; if
    the new class is genocided, the monster is killed!
  hits monster
    No effect.
  vapors
    No effect.

hallucination
  blessed
    You hallucinate for 300 to 499 (more) turns.
    "Oh wow!  Everything seems so cosmic!"  (not already hallucinating)
  uncursed
    You hallucinate for 600 to 799 (more) turns.
    "Oh wow!  Everything seems so cosmic!"  (not already hallucinating)
  cursed
    You hallucinate for 900 to 1099 (more) turns.
    "Oh wow!  Everything seems so cosmic!"  (not already hallucinating)
  hits monster
    No effect.
  vapors
    No effect.
    "You have a momentary vision."

healing
  blessed
    "You feel better."
    You gain 8 to 32 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 1 and your hit
    points become this new maximum.
    Cures sickness and blindness, and exercises constitution.
  uncursed
    "You feel better."
    You gain 6 to 24 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 1 and your hit
    points become this new maximum.
    Cures blindness, and exercises constitution.
  cursed
    "You feel better."
    You gain 4 to 16 hit points, up to your maximum.
    Exercises constitution.
  quaffed by monster
    The monster gains the same number of hit points as if you quaffed it.
    If this would put the monster above its maximum hit points, its
    maximum is increased by 1 (even if cursed) and its hit points become
    this new maximum.
    "<monster> looks better."  (if seen)
  hits monster
    The monster is restored to maximum hit points.
    "<monster> looks sound and hale again."  (if seen)
  vapors
    You heal up to 1 hit point, and exercise your constitution.
    No message.

invisibility
  blessed
    You become permanently invisible.
      "You have a peculiar feeling for a moment, then it passes."
      (already invisible or see invisible, and not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (already invisible or see invisible, and hallucinating)
      "You feel rather airy."  (blind or wearing mummy wrapping)
      "Gee!  All of a sudden, you can't see yourself." (not hallucinating)
      "Far out, man!  You can see right through yourself!" (hallucinating)
  uncursed
    You become invisible for 31 to 45 (more) turns.
      (Same messages as above)
  cursed
    You become invisible for 15 to 45 (more) turns.
      (Same messages as above)
    You aggravate monsters for a moment.
      "For some reason, you feel your presence is known."
  quaffed by monster
    The monster becomes invisible.
      "Suddenly you cannot see <monster>."  (can't see invisible)
      "<monster's> body takes on a strange transparency."
      (see invisible and not hallucinating)
      "<monster's> body takes on a normal transparency."
      (see invisible and hallucinating)
    If cursed, you are awoken and told the monster's position.
      "For some reason, <monster's> presence is known to you."
      "You feel aggravated at <monster>."  (already awake)
      "Aggravated, you are jolted into full consciousness."
      (was unconscious)
  hits monster
    The monster becomes invisible.
  vapors
    No effect.
    "For an instant you could see through yourself!"
    (not already invisible and can't see invisible)

levitation
  blessed
    You levitate for 250 to 299 (more) turns.
      "You start to float in the air!"  (not hallucinating)
      "Up, up, and awaaaay!  You're walking on air!"  (hallucinating)
      "You float up, out of the pit!"  (were trapped in pit)
      "You float up, only your <leg> is still stuck."
      (still in beartrap)
      "It feels as though you'd lost some weight."  (Water Plane)
      "You gain control over your movements."  (Air Plane)
    You can land at will.
  uncursed
    You levitate for 10 to 149 (more) turns.
      (Same messages as above)
  cursed
    You levitate for 10 to 149 (more) turns.
      (Same messages as above)
    You lose the ability to land at will.
    If you were already levitating or on the water level,
      "You have a peculiar feeling for a moment, then it passes."
      (not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (hallucinating)
    Else if you are on a up staircase or up ladder, the < command is
    attempted.  It might not succeed (e.g., stressed).
    Otherwise, you suffer 1 to 10 points of damage (1 if wearing any hat).
      "You hit your <head> on the <ceiling>."
  hits monster
    No effect.
  vapors
    No effect.

monster detection
  If no monsters on the level (other than you), no effect.
    "You have a strange feeling for a moment, then it passes."
    (beginner not hallucinating)
    "You have a normal feeling for a moment, then it passes."
    (beginner hallucinating)
    "You feel threatened."  (not hallucinating)
    "You get the heebie jeebies."  (hallucinating)
  blessed or uncursed
    You briefly see monsters on that level and exercise your wisdom.
      "You sense the presence of monsters."
  cursed
    You briefly see monsters on that level and exercise your wisdom.
      "You sense the presence of monsters."
    Any monsters that are asleep or paralyzed are awoken.
      "Monsters sense the presence of you."
  hits monster
    No effect.
  vapors
    No effect.

object detection
  If no objects on level and none had appeared on the map, no effect.
    "You have a strange feeling for a moment, then it passes."
    (beginner not hallucinating)
    "You have a normal feeling for a moment, then it passes."
    (beginner hallucinating)
    "You feel a lack of something."  (otherwise)
  If there are only objects in your inventory, you exercise your wisdom.
    "You sense objects nearby."  (not hallucinating)
    "You sense something nearby."  (hallucinating)
  blessed
    You detect objects on that level and exercise your wisdom.
      "You sense the presence of objects."  (not hallucinating)
      "You sense the presence of something."  (hallucinating)
      "You sense the absence of objects."  (not hallucinating)
      "You sense the absence of something."  (hallucinating)
    You know the appearance of all objects on that level (and in your
    inventory) as if you had seen them.
  uncursed
    You detect objects on that level and exercise your wisdom.
      (Same messages as above)
  cursed
    You detect objects on that level and exercise your wisdom.
      (Same messages as above)
    Mimics will appear as objects.
  hits monster
    No effect.
  vapors
    No effect.

oil
  You can #untrap a squeaky board with a potion of oil or can of grease.
  Potions of oil can be lit by (a)pplying them.
  If quaffing a lit potion
    If you are a monster that likes fire, you exercise your wisdom.
      "Ahh, a refreshing drink."
    Otherwise, you lose 3 to 12 hit points (1 to 4 if fire resistant),
    and abuse your wisdom.
      "You burn your <face>."
  blessed or uncursed
    You abuse your wisdom.
    "That was smooth!"
  cursed
    You abuse your wisdom.
    "This tastes like castor oil."
  hits monster or you
    No effect if unlit.
    If lit, splatters oil, causing an explosion of fire with 4 to 16 damage.
  vapors
    No effect.

paralysis
  blessed
    You are paralyzed for 13 to 22 turns and abuse your dexterity.
    "You are motionlessly suspended."
    (levitating or on Air or Water Planes)
    "Your <feet> are frozen to the <floor>!"  (otherwise)
  uncursed
    You are paralyzed for 25 to 34 turns and abuse your dexterity.
    "You are motionlessly suspended."
    (levitating or on Air or Water Planes)
    "Your <feet> are frozen to the <floor>!"  (otherwise)
  cursed
    You are paralyzed for 37 to 46 turns and abuse your dexterity.
    "You are motionlessly suspended."
    (levitating or on Air or Water Planes)
    "Your <feet> are frozen to the <floor>!"  (otherwise)
  hits monster
    If not already paralyzed, the monster is paralyzed for 1 to 25 turns.
    Otherwise, no effect.
  vapors
    May be thrown by monsters.
    You are paralyzed for 1 to 5 (more) turns, and your dexterity is
    abused.
    "Something seems to be holding you."

restore ability
  blessed
    Restores all lost statistics to their previous maximum amount.
    "Wow!  This makes you feel great!"
  uncursed
    Restores one random lost statistic to its previous maximum amount.
    "Wow!  This makes you feel good!"
  cursed
    No effect.
    "Ulch!  This makes you feel mediocre!"
  hits monster
    The monster is restored to maximum hit points.
    "<monster> looks sound and hale again."  (if seen)
  vapors
    If cursed, no effect.
      "Ulch!  That potion smells terrible!"
    If uncursed, on random statistic is restored by one.  No message.
    If blessed, all statistics are restored by one.  No message.

see invisible
  blessed
    You see invisible permanently and are unblinded.
    "This tastes like <fruit> juice."  (undiluted, not hallucinating)
    "This tastes like 10% real <fruit> juice all-natural beverage."
    (undiluted, hallucinating)
    "This tastes like reconstituted <fruit> juice."
    (diluted, not hallucinating)
    "This tastes like 10% real reconstituted <fruit> juice all-natural
    beverage."  (diluted, hallucinating)
  uncursed
    You see invisible for 750 to 849 (more) turns and are unblinded.
    (Same messages as above)
  cursed
    You see invisible for 750 to 849 (more) turns.
    "Yecch!  This tastes rotten."  (not hallucinating)
    "Yecch!  This tastes overripe."  (hallucinating)
  hits monster
    No effect.
  vapors
    No effect.

sickness
  blessed
    "Yecch!  This stuff tastes like poison."
    "(But in fact it was mildly stale <fruit> juice.)"
    If you are not a Healer, you lose one hit point, even if poison-
    resistant.
    You no longer hallucinate.
      "You are shocked back to your senses!"
  uncursed
    "Yecch!  This stuff tastes like poison."
    If you are a Healer, no effect.
      "Fortunately, you have been immunized."
    If you are poison-resistant, one randomly-chosen statistic drops by
    one, and your constitution is abused.
      "(But in fact it was biologically contaminated <fruit> juice.)"
    Otherwise, one randomly-chosen statistic drops by 3 to 6, you lose
    1 to 10 hit points, and you abuse your constitution.
    You no longer hallucinate.
      "You are shocked back to your senses!"      
  cursed
    "Yecch!  This stuff tastes like poison."
    If you are a Healer, no effect.
      "Fortunately, you have been immunized."
    If you are poison-resistant, one randomly-chosen statistic drops by
    one, and your constitution is abused.
      "(But in fact it was biologically contaminated <fruit> juice.)"
    Otherwise, one randomly-chosen statistic drops by 3 to 6, you lose
    6 to 15 hit points, and you abuse your constitution.
    You no longer hallucinate.
      "You are shocked back to your senses!"      
  hits monster
    The monster's current and maximum hit points are halved.  Some
    monsters may resist.
    "<monster> looks rather ill."  (if seen)
  vapors
    If you are a Healer, no effect.
    You lose 5 hit points (but not below 1) and abuse your constitution.
    No message.

speed
  blessed
    You become very fast (like speed boots) for 160 to 169 (more) turns
    and exercise your dexterity.
      "You are suddenly moving much faster."  (was slow)
      "You are suddenly moving faster."  (was fast)
      "Your <legs> get new energy."  (was already very fast)
    You heal wounded legs.
  uncursed
    You become very fast (like speed boots) for 100 to 109 (more) turns
    and exercise your dexterity.
      "You are suddenly moving much faster."  (was slow)
      "You are suddenly moving faster."  (was fast)
      "Your <legs> get new energy."  (was already very fast)
    You heal wounded legs.
  cursed
    You become very fast (like speed boots) for 40 to 49 (more) turns
    and exercise your dexterity.
      "You are suddenly moving much faster."  (was slow)
      "You are suddenly moving faster."  (was fast)
      "Your <legs> get new energy."  (was already very fast)
  quaffed by or hits monster
    If the monster was slow, it gets normal speed.
    If the monster was normal speed, it becomes fast.
    "<monster> is suddenly moving much faster."  (seen quaffing)
  vapors
    You become very fast for 1 to 5 (more) turns, and exercise your
    dexterity.
    "Your knees seem more flexible now."  (not already fast)

water
  Note: Water is usually used to dip things into, instead of quaffed.
  blessed
    If you are undead, a demon, or chaotic, you abuse your constitution
    and lose 2 to 12 hit points.
      "This burns like acid!"
    Otherwise, all sicknesses are cured and you exercise your
    constitution and wisdom.
      "You feel full of awe!"
    Lycanthropy is cured.
      "Your affinity to <werecreatures> disappears!"  (chaotic)
      "You feel purified."  (non-chaotic)
  uncursed
    You get 1 to 10 nutrition.
    "This tastes like water."
  cursed
    If you are undead, a demon, or chaotic, you heal 2 to 12 hitpoints
    (but your maximum remains the same) and exercise your constitution.
      "You feel quite proud of yourself."
    Else if you are lawful, you lose 2 to 12 hit points and abuse your
    constitution.
      "This burns like acid!"
    Otherwise, you abuse your constitution.
      "You feel full of dread."
  hits monster
    Gremlins will multiply, with the new gremlin having half as many
    maximum hit points.
    Undead and demons will get 2 to 12 damage from holy water, and are
    healed by 2 to 12 hit points by unholy water.
  vapors
    If you are a gremlin, you multipy with the new gremlin having half as
    many maximum hit points as you.
    "You multiply."

(3) Smoky and milky potions
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Those potions with the "smoky" appearance may summon a djinni and lead to 
a wish.  Each time you or another monster quaff a smoky potion, there is 
a chance of creating a djinni, depending on the number of djinn that have
already been created:
  DJINN:  0     1     2     3     4     5        n       >=120
  PROB:  1/13  1/15  1/17  1/19  1/21  1/25  1/(13+2*n)    0

When the djinni appears, the potion is used up and one of five outcomes
can occur.  The relative chance of these outcomes depends on whether the
smoky potion was blessed, uncursed, or cursed:
  BLESSED  UNCURSED  CURSED  OUTCOME
  ~~~~~~~  ~~~~~~~~  ~~~~~~  ~~~~~~~
    80%       20%       5%   Grants one wish, then dissappears.
                             "I am in your debt.  I will grant one wish!"
     5%       20%       5%   Remains as a pet.
                             "Thank you for freeing me!"
     5%       20%       5%   Remains as a peaceful monster.
                             "You freed me!"
     5%       20%       5%   Speaks, then vanishes.
                             "It is about time!"
     5%       20%      80%   Remains as a hostile monster.
                             "You disturbed me, fool!"
If the potion had been quaffed by a monster, you will only get a peaceful
or vanishing djinni.  NOTE: There is no way to get a wish from a djinni
other than the first outcome above.

In a similar manner, potions with a milky appearance may summon a ghost.
Each time you or another monster quaff a milky potion, there is a chance
of creating a ghost, depending on the number of ghosts that have already
been created:
  GHOSTS:  0     1     2     3     4     5        n       >=120
  PROB:   1/13  1/15  1/17  1/19  1/21  1/25  1/(13+2*n)    0
When the ghost appears, the potion is used up.  If the potion was quaffed
by a monster, that monster is paralyzed for 3 turns.  Otherwise, if you
are unblind, you are paralyzed for 3 turns.

There is a limit of 120 djinni (or ghosts) per game.  Beyond this limit,
they are extinct and no more can be created.

(4) Holy and unholy water
~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "water", by Maurice Vliege <mmavlie@cs.vu.nl>.)

Dipping potions twice into water (pool, fountain, elemental plane of Water)
turns any potion (apart from holy or unholy water) into uncursed water. 
There are also other ways on doing this (see the "dipping and mixing"
section below.)

Once you have potions of water, you can convert them to holy water at an
altar with your same alignment.  Drop any unholy water or uncursed water
that you wish to convert onto the altar, and #pray.  If your god was
pleased with you, they will all be converted to holy water.

To make unholy water, you must find an altar of a different alignment
than your own that is not in Gehennom.  Drop any holy water or uncursed
water that you wish to convert onto the altar, and #pray.  All of the
potions will be converted to unholy water.  It does not matter if your
god was pleased before, but your god will be upset after the prayer.

Holy and unholy water may also be found randomly, may appear in bones
piles from other characters, and can be wished for.  Holy water may be
part of your initial inventory (priests start with four).  A more obscure
way to acquire holy or unholy water is to wield some uncursed potions of
water, take off all other worn items, and read an uncursed scroll of
remove curse while confused.  You have a 25% chance of creating holy
water and 25% chance of creating unholy water this way, and it doesn't
need any altars or get your god angry. (You can also try it with a 
blessed scroll when confused, but as this randomly curses and blesses 
your entire inventory it may not be so advisable.)

Once you have holy water, you can uncurse any cursed item or bless any
uncursed items by the dipping the item into a potion of holy water.
Similarly, dipping a blessed item into unholy water makes it uncursed, and
dipping an uncursed item into unholy water makes it cursed.  In all cases,
one of the potions of (un)holy water is used in the process.  By dipping
several uncursed potions of water (from one inventory slot) into a potion 
of (un)holy water, you can continue to make more (un)holy water 
indefinitely (as long as you have uncursed water).

Dipping an item an holy or unholy water does NOT rust, blank, dilute,
or otherwise damage it. It does, however, use up one potion of holy 
or unholy water (if you are carrying 5 potions of holy water and use 
one to bless an object in your inventory by #dipping it, you will end 
up with only 4 potions of holy water.)


(5) Cancelling, diluting, dipping and mixing potions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from postings by Paul Brinkley <brinkley@cs.utexas.edu>.)

There are several ways to turn potions into water.  If potions of sickness,
see invisible, or fruit juice are hit by a wand or spell of cancellation,
they become uncursed potions of fruit juice, with the same amount of
dilution as before the cancellation.  Potions of oil and booze become
uncursed but otherwise remain the same.  Other potions will become uncursed
potions of water.

You can also change potions of blindness, confusion, or hallucination
into uncursed water -- or potions of sickness into fruit juice -- by
#dipping a unicorn horn into these potions.  Note that if you would have
quaffed these potions, you would have suffered bad effects that could
have been cured by the unicorn horn anyways.  You can also #dip an
amethyst stone into booze to convert it into fruit juice ("a-methyst"
means not intoxicated.)

Finally, you can turn any potion into water by #dipping it into an
uncursed potion of water or fountain (the latter may cause bad effects
as well).  If you are over a pool or moat but not levitating, you can
also #dip into that water.  Finally, if you swim under water or fall
into water, your potions have a chance of getting wet.

Getting potions wet happens in two stages.  After one dipping, the
potions will become diluted, but will have their same blessed state.
Diluted potions have exactly their same effects as undiluted potions
(with minor exceptions for booze and fruit juice).  Getting diluted
potions wet again then converts them into uncursed water.  Note that holy
and unholy water can be diluted and turned into uncursed water, but you
can't dilute uncursed water.

The effects of #dipping various objects into potions is summarized in the
table below.  You are first prompted for the item to be DIPPED, and then
the potion to dip it INTO.  One of tbe potion dipped into will be used
up, unless if there was no effect or if the potions were cancelled by the
dipping (unicorn horn or amethyst).  Except where shown, it doesn't
matter if potions are diluted before dipping.

You can mix two potions of different types by dipping one into the other.
There is a 10% chance of an explosion (always if the DIPPED is cursed)
which makes you breathe vapors of the DIPPED potion, abuses your strength,
and makes you lose one of each potion.  Otherwise, the DIPPED potion may
become a different type of potion, which will always be uncursed and
diluted, and you use up one of the INTO potions.  The possible mixtures
are also described in the table below.

  DIPPED             INTO               RESULT
  ~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~  ~~~~~~
  cursed object      holy water         uncursed object
  uncursed object    holy water         blessed object
  undiluted potion   undiluted potion   diluted potion (see below)
  undiluted potion   uncursed water     diluted potion
  diluted potion     uncursed water     uncursed water
  blessed object     unholy water       uncursed object
  uncursed object    unholy water       cursed object
  any potion         itself             "That is a potion bottle,
                                         not a Klein bottle!"
  any potion         same type          No effect.  "Interesting..."
  ..................................................................
  booze              enlightenment      confusion
  booze              gain energy/level  hallucination
  confusion          gain energy/level  1/3 enlightenment, 2/3 booze
  enlightenment      booze              confusion
  enlightenment      fruit juice        booze
  enlightenment      levitation         2/3 gain level, 1/3 same as
                                        "other combination" below
  extra healing      gain energy/level  gain ability
  fruit juice        enlightenment      booze
  fruit juice        gain energy/level  see invisible
  fruit juice        sickness           sickness
  fruit juice        speed              booze
  gain energy/level  booze              hallucination
  gain energy/level  confusion          1/3 enlightenment, 2/3 booze
  gain energy/level  extra healing      gain ability
  gain energy/level  fruit juice        see invisible
  gain energy/level  healing            extra healing
  healing            gain energy/level  extra healing
  healing            speed              extra healing
  levitation         enlightenment      2/3 gain level, 1/3 same as
                                        "other combination" below
  sickness           fruit juice        sickness
  speed              fruit juice        booze
  speed              healing            extra healing
  undiluted potion   other combination  1/2 evaporates, 1/4 sickness,
                                        1/8 random potion, 1/8 water
  diluted potion     other combination  uncursed water
  ....................................................
  unicorn horn       blindness,         uncursed water
                     confusion,
                     haullucination
  unicorn horn       sickness           fruit juice (not blessed)
  amethyst           booze              fruit juice (not blessed)
  throwable weapon   sickness           poisoned weapon
  poisoned weapon    (extra) healing    unpoisoned weapon
  anything           lit oil            Explosion and/or damage
  weapon             cursed oil         Greasy fingers
  damaged weapon     other oil          Loses one damage
  oil lamp           oil                Lamp is filled
  All other combinations                No effect.  "Interesting..."

Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <bruce@maths.usyd.edu.au> for proofreading this file.
