A proposal for diminishing the effect of alchemy in NetHack. Currently, in NetHack, nearly every potion of healing and extra healing is saved to alchemise into full healing. It's difficult to use them as emergency items, and even if you do, you're hurting your prospects in the late game; conversely in the late game the character can have astronomical numbers of HP, limiting challenge. I propose the following: The effect of a diluted potion is, where that can be made to make sense, halved. Durations are halved for potions like levitation, the XP gained from gain level is halved, etc; and most pertinently, the healing and max HP gained by drinking a diluted potion is halved. (It is then desirable to slightly tweak the relative effects of healing and extra healing such that alchemising a healing into extra healing doesn't actually make it worse...) When diluted potions are dipped and undergo an alchemy reaction, their quantity is halved. When a diluted potion is dipped into, the quantity of potions converted is halved. This means there is no max HP benefit to be had in alchemising a potion of extra healing into one of full healing. To have the same effect on healing vs extra healing, increase the max HP gain from a blessed undiluted potion of healing to 2. (If blessed EH gave 4 max HP, alchemy would become precisely max HP neutral - I'm not advocating this, just observing it.) I also propose the following, not strictly related to alchemy: Give an XL-dependent bonus to the healing from healing and extra healing, keeping these items relevant even later in the game. (This could provide the tweak to the relative values of healing and extra healing mentioned above.) Limit max HP gain from all methods, with some combination of diminishing returns and a hard cap. I suggest this limit should be about half a fixed quantity and half an amount proportional to XL - this means that gaining levels on non-casters gives more utility (rather than just being a way to meet more arch-lichen) but in normal play, players are unlikely to find themselves incentivised to stow away nurses etc for later. More radically, outside the scope of the alchemy proposal, and needing some UI work, allow using consumables directly out of a container in inventory, taking 2 turns (ie, getting the benefit of the consumable immediately with no risk of it being destroyed, but still taking the time it would take to apply the container and then use the consumable). The rationale here is that it's presently quite hard to use consumables in an emergency.