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Potions are Consumables that can restore Hit Points, cure Conditions, or to grant a variety of other Effects when consumed. These effects can range from gaining extra actions in combat, speaking to animals, or even gaining the benefit of Long Rest without resting.
Potions can be looted, bought from vendors, or crafted with the Alchemy system.
How Potions Work
- Potions can be consumed using a Bonus action to grant an effect to a single creature.
- While all potions can be thrown using the Throw Action only some are able to inflict the potions effect on multiple creatures, other potions simply have no effect if used in such a manner. Unlike Coatings, the effects of Potions do not lose any effectiveness when thrown.
- While most potions grant beneficial effects, there are some specific potions that inflict negative status effects and as such are more useful when used as Grenades rather than consumed such as Potion of Sleep.
Healing Potions
Name | Rarity | Value | Throwable | Effect |
---|---|---|---|---|
Potion of Healing | Common | 10 | Yes | Restores 2d4+2hit points and removes the condition. |
Potion of Greater Healing | Common | 16 | Yes | Restores 4d4+4hit points and removes the condition. |
Potion of Superior Healing | Common | 25 | Yes | Restores 8d4+8hit points and removes the condition. |
Potion of Supreme Healing | Common | 45 | Yes | Restores 10d4+20hit points and removes the condition. |
Potions
Name | Rarity | Value | Throwable | Effect |
---|---|---|---|---|
Antidote | Common | 13 | Yes | Neutralizes all poisons. |
Basilisk Oil | Common | 10 | Yes | Turns a creature back to its organic form. |
Potion of Animal Speaking | Common | 13 | No | Grants for Duration: Until Long rest. |
Potion of Feather Fall | Common | 13 | Yes | Grants for Duration: 10 turns. |
Potion of Gaseous Form | Common | 60 | No | Grants for Duration: 10 turns. |
Potion of Glorious Vaulting | Common | 13 | Yes | Grants for Duration: 10 turns. |
Potion of Mind Reading | Common | 13 | No | Grants for Duration: Until Long rest. |
Potion of Sleep | Common | 25 | Yes | Inflicts for Duration: 3 turns. |
Potion of Vitality | Common | 10 | Yes | Cures any Poison or Disease. |
Potion of Speed | Uncommon | 20 | Yes | Grants for Duration: 3 turns. |
Remedial Potion | Uncommon | 25 | Yes | Cures , , , and conditions. |
Potion of Angelic Reprieve | Rare | 90 | No | Fall asleep for Duration: 2 turns. Unless interrupted gain the benefits of a Short Rest and regain all 1st and 2nd Level spell slots. |
Potion of Flying | Rare | 30 | Yes | Grants for Duration: 10 turns. |
Potion of Invisibility | Rare | 65 | Yes | Grants for Duration: 10 turns. |
Potion of Angelic Slumber | Very Rare | 200 | No | Fall asleep for Duration: 2 turns. Unless interrupted gain the benefits of a Long Rest. |
Hags potions
These potions can be found in at the end of the Overgrown Tunnel in the Acrid Workshop, as early as Act 1. Unlike other potions most of these do not have positive effects and none of them can be thrown at enemies. As such they mostly exist as background flavour for a certain character and their actions.
Aside from the effects listed in their in-game descriptions, these all have unlisted negative/positive effects, see individual wiki pages for details.
Drugs
Consumables that inflict negative status effects upon the user and cannot be thrown. Their function seems to imitate that of drug-like substances for roleplay purposes, as it is also implied by their game files naming these items "Drugs".
Unique Potions
These potions are one-of-a-kind and have powerful effects.
Legacy potions
Potions that were once available in the previous versions of the game or are able to be spawned using 3rd party tools.
Terminology Note
The term Potion is used in-game as a general category of liquid consumables that contains Potions, Coatings, and Elixirs, highlighted on tooltips. It is also used specifically as a category for crafting with Alchemy. For this page, the specific category is used. For a full list of liquid consumables, see the Alchemy page.