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[edit | edit source]
- 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 .
Healing Potions[edit | edit source]
|Common||10||Yes||Restores 2d4+2hit points and removes the Burning condition.|
|Common||16||Yes||Restores 4d4+4hit points and removes the Burning condition.|
|Common||25||Yes||Restores 8d4+8hit points and removes the Burning condition.|
|Common||45||Yes||Restores 10d4+20hit points and removes the Burning condition.|
Regular Potions[edit | edit source]
|Common||13||Yes||Neutralizes all poisons.|
|10||Yes||Turns a Petrified creature back to its organic form.|
|Common||13||No||Grants Speak with Animals for Duration: Until Long rest.|
|Common||13||Yes||Grants Feather Fall for Duration: 10 turns.|
|60||No||Grants Gaseous Form for Duration: 10 turns.|
|Common||13||Yes||Grants Potion of Glorious Vaulting for Duration: 10 turns.|
|Common||13||No||Grants Detect Thoughts for Duration: Until Long rest.|
|25||Yes||Inflicts Sleeping for Duration: 3 turns.|
|10||Yes||Cures any Poison or Disease.|
|Uncommon||20||Yes||Grants Hastened for Duration: 3 turns.|
|Uncommon||25||Yes||Cures Blinded,Silenced,Paralysed, and Poisoned conditions.|
|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.|
|Rare||30||Yes||Grants Flight for Duration: 10 turns.|
|Rare||65||Yes||Grants Invisible for Duration: 10 turns.|
|Very Rare||200||No||Fall asleep for Duration: 2 turns. Unless interrupted gain the benefits of a Long Rest.|
Hags potions[edit | edit source]
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[edit | edit source]
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[edit | edit source]
These potions are one-of-a-kind and have powerful effects.
Legacy potions[edit | edit source]
Potions that were once available in the previous versions of the game or are able to be spawned using 3rd party tools.
Terminology Note[edit | edit source]
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.
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