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Potions

A potion (!) is a draught in a glass flask. To drink one, press e to consume, the same command that eats (see Food). The list titled “Consume what?” shows your food and your potions together, grouped by kind: first what lies where you stand (“lying here”), then what you carry. Press a letter, or Enter on the marked row, to drink.

Drinking takes one turn, uses the potion up, and works at once: “You drink the potion of healing. You feel your wounds close.” You can drink a potion lying on the floor without picking it up (in a shop, that means you have bought it). You can drink whether or not you are hungry, and even while raging.

PotionKindWhat drinking it doesThrownColourMarksFound fromValue
Blasting flask !harm1 degree of Stunnedshatters into Shatter (rung 0): radius 1, 4d6 force, heard as an explosion at loudness 100; range 6slate (#607080)noneitem level 7, frequency 6200 gold
Brewer’s blunder !gambleOne outcome drawn: good, nothing, or bad (see its table)spills uselessly; range 3iridescent (#c0a0e0)noneitem level 6, frequency 8100 gold
Draught of chance !gambleOne outcome drawn: good, nothing, or bad (see its table)spills uselessly; range 3iridescent (#c0a0e0)noneitem level 2, frequency 2030 gold
Elixir of grace !elixirDexterity +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll)spills uselessly; range 3gold (#e8c860)60 Dexterityitem level 8, frequency 22000 gold
Elixir of might !elixirStrength +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll)spills uselessly; range 3gold (#e8c860)60 Strengthitem level 8, frequency 22000 gold
Elixir of presence !elixirPresence +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll)spills uselessly; range 3gold (#e8c860)60 Presenceitem level 8, frequency 22000 gold
Elixir of vigour !elixirToughness +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll)spills uselessly; range 3gold (#e8c860)60 Toughnessitem level 8, frequency 22000 gold
Elixir of will !elixirWillpower +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll)spills uselessly; range 3gold (#e8c860)60 Willpoweritem level 8, frequency 22000 gold
Elixir of wit !elixirIntelligence +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll)spills uselessly; range 3gold (#e8c860)60 Intelligenceitem level 8, frequency 22000 gold
Flask of brilliance !statusLit, 1 degree; lasts 30 minutesshatters into Flare (rung 0): radius 1, Stunned 1; range 6silver (#c8ccd4)15 Willpoweritem level 2, frequency 2040 gold
Flask of darkness !harm2 degrees of Hexedshatters into Mirk (rung 0): radius 2, a dark zone for 30 turns; range 6black (#303038)noneitem level 5, frequency 1090 gold
Flask of enfeeblement !harm2 degrees of Weakenedshatters into Hex of weakness (rung 0): Weakened 1; range 6indigo (#4830a0)noneitem level 4, frequency 1070 gold
Flask of fire !harm1 degree of Burningshatters into Fireball (rung 0): radius 2, 4d6 fire; range 6scarlet (#e04020)noneitem level 6, frequency 10120 gold
Flask of frost !harm2 degrees of Sluggishshatters into Frost (rung 0): radius 2, 4d6 cold; range 6white (#e8ecf0)noneitem level 6, frequency 10120 gold
Flask of holy water !cureEnds Branded and Hexed at onceshatters into Rebuke (rung 0): radius 2, 4d6 fire, Frightened 3, only the undead; range 6silver (#c8ccd4)15 Willpoweritem level 5, frequency 8100 gold
Flask of oil !harm1 degree of Poisonedshatters into Slick (rung 0): radius 1, a slick zone for 20 turns; range 6colourless (#c0c8cc)noneitem level 2, frequency 2025 gold
Flask of sloth !harm2 degrees of Sluggishshatters into Curse of sloth (rung 0): Sluggish 1; range 6indigo (#4830a0)noneitem level 4, frequency 1070 gold
Flask of smoke !harm1 degree of Stunnedshatters into Fume (rung 0): radius 2, a smoke zone for 15 turns; range 6ash grey (#9a9a94)noneitem level 2, frequency 2040 gold
Flask of tar !harm1 degree of Poisonedshatters into Web (rung 0): radius 1, Webbed 3; range 6amber (#d0a020)noneitem level 4, frequency 1060 gold
Flask of thunder !harm1 degree of Stunnedshatters into Thunderclap (rung 0): radius 1, 2d6 force, Stunned 1, heard as a thunderclap at loudness 150; range 6slate (#607080)noneitem level 5, frequency 8100 gold
Greater potion of grace !boost+4 Dexterity (Nimble, 2 degrees); lasts 20 minutes, a degree lost every 600 secondsspills uselessly; range 3deep orange (#c87820)30 Dexterityitem level 8, frequency 8400 gold
Greater potion of might !boost+4 Strength (Fortified, 2 degrees); lasts 20 minutes, a degree lost every 600 secondsspills uselessly; range 3deep orange (#c87820)30 Strengthitem level 8, frequency 8400 gold
Greater potion of presence !boost+4 Presence (Imposing, 2 degrees); lasts 20 minutes, a degree lost every 600 secondsspills uselessly; range 3deep orange (#c87820)30 Presenceitem level 8, frequency 8400 gold
Greater potion of vigour !boost+4 Toughness (Hale, 2 degrees); lasts 20 minutes, a degree lost every 600 secondsspills uselessly; range 3deep orange (#c87820)30 Toughnessitem level 8, frequency 8400 gold
Greater potion of will !boost+4 Willpower (Steadfast, 2 degrees); lasts 20 minutes, a degree lost every 600 secondsspills uselessly; range 3deep orange (#c87820)30 Willpoweritem level 8, frequency 8400 gold
Greater potion of wit !boost+4 Intelligence (Keen, 2 degrees); lasts 20 minutes, a degree lost every 600 secondsspills uselessly; range 3deep orange (#c87820)30 Intelligenceitem level 8, frequency 8400 gold
Murky draught !harm2 degrees of Poisonedspills uselessly; range 3brown (#5a4030)noneitem level 1, frequency 2010 gold
Pitch fire !harm2 degrees of Burningshatters into Pitch fire (rung 0): radius 1, 2d6 fire, a fire zone for 6 turns; range 4scarlet (#e04020)noneitem level 9, frequency 6250 gold
Potion of antidote !cureEnds Poisoned at oncespills uselessly; range 3green (#3ca050)15 Toughnessitem level 2, frequency 4060 gold
Potion of barkskin !statusBarkskin, 2 degrees; lasts 2 minutes, a degree lost every 60 secondsspills uselessly; range 3bronze (#b07838)15 Toughnessitem level 3, frequency 15100 gold
Potion of blinking !blinkYou are moved at once to a random free cell of the level, as a teleport trap moves you; nothing on the overworldspills uselessly; range 3opal (#b8d0e0)noneitem level 4, frequency 1280 gold
Potion of cat’s eyes !visionLow-light eyes (Cat-eyed); lasts 30 minutesspills uselessly; range 3violet (#8a50c0)15 Willpoweritem level 3, frequency 15100 gold
Potion of clear head !cureEnds Staggered and Stunned and Transfixed and Sluggish and Drowsy and Frightened at oncespills uselessly; range 3pale green (#78c080)15 Willpoweritem level 3, frequency 1580 gold
Potion of cure disease !cureEnds every disease at oncespills uselessly; range 3pale green (#78c080)15 Toughnessitem level 4, frequency 25150 gold
Potion of earthing !resistanceresists 50 % electricity (Earthed, as gear does); lasts 30 minutesspills uselessly; range 3teal (#30a8a0)15 Toughnessitem level 4, frequency 15120 gold
Potion of frost !resistanceresists 50 % cold (Chill-proof, as gear does); lasts 30 minutesspills uselessly; range 3teal (#30a8a0)15 Toughnessitem level 4, frequency 15120 gold
Potion of full healing !heal8d8 hit points back at once, never past your maximum; ends Bleeding and Poisonedspills uselessly; range 3deep russet (#985038)30 Toughnessitem level 10, frequency 10300 gold
Potion of glamour !statusGlamoured, 2 degrees; lasts 2 minutes, a degree lost every 60 secondsspills uselessly; range 3bronze (#b07838)15 Presenceitem level 5, frequency 12150 gold
Potion of grace !boost+2 Dexterity (Nimble, 1 degree); lasts 10 minutesspills uselessly; range 3orange (#d89a30)15 Dexterityitem level 3, frequency 20150 gold
Potion of greater healing !heal4d8 hit points back at once, never past your maximum; ends Bleedingspills uselessly; range 3russet (#a8503a)30 Toughnessitem level 4, frequency 30120 gold
Potion of healing !heal2d8 hit points back at once, never past your maximumspills uselessly; range 3red (#c83c3c)15 Toughnessitem level 1, frequency 6040 gold
Potion of mana !mana3d8 mana back at once, never past your maximumspills uselessly; range 3blue (#3c6ec8)15 Willpoweritem level 3, frequency 30100 gold
Potion of might !boost+2 Strength (Fortified, 1 degree); lasts 10 minutesspills uselessly; range 3orange (#d89a30)15 Strengthitem level 3, frequency 20150 gold
Potion of moth’s eyes !visionUV sight eyes (Moth-eyed); lasts 30 minutesspills uselessly; range 3violet (#8a50c0)15 Willpoweritem level 3, frequency 15100 gold
Potion of owl’s eyes !visionDarkvision eyes (Owl-eyed); lasts 30 minutesspills uselessly; range 3violet (#8a50c0)15 Willpoweritem level 3, frequency 15100 gold
Potion of presence !boost+2 Presence (Imposing, 1 degree); lasts 10 minutesspills uselessly; range 3orange (#d89a30)15 Presenceitem level 3, frequency 20150 gold
Potion of proofing !resistanceresists 50 % poison (Proof against poison, as gear does); lasts 30 minutesspills uselessly; range 3teal (#30a8a0)15 Toughnessitem level 4, frequency 15120 gold
Potion of quickness !hasteHasted, 1 degree: every action takes 75 % of its time; lasts 1 minutespills uselessly; range 3yellow (#e0d040)15 Dexterityitem level 6, frequency 10250 gold
Potion of renewal !statusRenewing, 2 degrees; lasts 4 minutes, a degree lost every 120 secondsspills uselessly; range 3rose (#e07890)15 Toughnessitem level 4, frequency 15120 gold
Potion of restoration !restoreEvery point of stat damage mended and every drained point back at once, and Stiffening ended: the scroll of restoration’s cleansespills uselessly; range 3mint (#90e0b0)15 Willpoweritem level 6, frequency 8250 gold
Potion of sea legs !statusWater-borne, 3 degrees; lasts 6 minutes, a degree lost every 120 secondsspills uselessly; range 3sky blue (#70b0e0)15 Dexterityitem level 4, frequency 10100 gold
Potion of seeing !visionSeeing (Seeing); lasts 5 minutesspills uselessly; range 3violet (#8a50c0)15 Willpoweritem level 8, frequency 8150 gold
Potion of sustenance !nourish1500 nutrition at once, as a meal gives, but never into Bloated (no overeating)spills uselessly; range 3sky blue (#70b0e0)15 Toughnessitem level 2, frequency 2050 gold
Potion of the quick !statusQuick-sensed, 3 degrees; lasts 3 minutes, a degree lost every 60 secondsspills uselessly; range 3opal (#b8d0e0)15 Willpoweritem level 5, frequency 10150 gold
Potion of the unseen !statusInvisible, 1 degree; lasts 2 minutesspills uselessly; range 3opal (#b8d0e0)15 Dexterityitem level 7, frequency 6300 gold
Potion of vigour !boost+2 Toughness (Hale, 1 degree); lasts 10 minutesspills uselessly; range 3orange (#d89a30)15 Toughnessitem level 3, frequency 20150 gold
Potion of warmth !resistanceresists 50 % fire (Warmed, as gear does); lasts 30 minutesspills uselessly; range 3teal (#30a8a0)15 Toughnessitem level 4, frequency 15120 gold
Potion of will !boost+2 Willpower (Steadfast, 1 degree); lasts 10 minutesspills uselessly; range 3orange (#d89a30)15 Willpoweritem level 3, frequency 20150 gold
Potion of wit !boost+2 Intelligence (Keen, 1 degree); lasts 10 minutesspills uselessly; range 3orange (#d89a30)15 Intelligenceitem level 3, frequency 20150 gold
Sleeping draught !harm3 degrees of Drowsyshatters into Sleep (rung 0): radius 1, Drowsy 2; range 6pink (#e890b8)noneitem level 3, frequency 1560 gold
Stinking flask !harm3 degrees of Poisonedshatters into Reek (rung 0): radius 2, 2d4 poison, a fouled zone for 10 turns; range 6olive (#787830)noneitem level 4, frequency 1260 gold
Vial of acid !harm2 degrees of Corrodedshatters into Acid splash (rung 0): radius 1, 2d4 acid; range 6lime (#a8e040)noneitem level 4, frequency 1280 gold
Vial of nightmares !harm2 degrees of Frightenedshatters into Fear (rung 0): radius 1, Frightened 2; range 6indigo (#4830a0)noneitem level 5, frequency 890 gold
Vial of silence !harm1 degree of Silencedshatters into Silence (rung 0): radius 1, Silenced 1; range 6black (#303038)noneitem level 5, frequency 890 gold
Vial of troll’s blood !gambleOne outcome drawn: good, nothing, or bad (see its table)spills uselessly; range 3iridescent (#c0a0e0)15 Toughnessitem level 5, frequency 10120 gold

Hit points and mana never go past your maximum.

Potions that last

Some potions work for a while instead of at once:

  • A boost raises a stat by 2 for ten minutes. A greater boost raises it by 4, eases to 2 after ten minutes, and is gone ten minutes after that.
  • A vision potion lends you other eyes for half an hour. The potion of seeing lasts five minutes.
  • The potion of quickness hastes you for a minute, as the Haste spell does.
  • A resistance potion makes you resist an element by 50 % for half an hour. It counts the way armour’s resistance does, so together with what you wear it never reaches immunity: 75 % at most.
  • A helpful draught lends you a status effect a spell could also give: the potion of barkskin Barkskin and the potion of glamour Glamoured (both harder to hit, two minutes), the potion of renewal Renewing (wounds close faster, four minutes), the potion of the quick Quick-sensed (you feel the living about you, three minutes), the potion of the unseen Invisible (creatures that need eyes do not see you, two minutes; When you are invisible), and the potion of sea legs Water-borne (you walk on water, six minutes). A second one of the same kind starts its time over.

Each of these shows by name on the status bar and the character screen: Fortified, Owl-eyed, Warmed, and so on (see Status effects). If you drink a second boost of the same stat while one lasts, you keep the stronger of the two, and the time does not start over. A second vision or resistance potion of the same kind starts its half hour over.

A potion’s marks are stat training marks that you always get when you drink it (see Stats): the body remembers the draught.

Utility potions

Four potions do one useful thing at once:

  • The potion of sustenance feeds you as a food ration does, 1500 nutrition, but never leaves you Bloated: what would go past that is lost, and you never choke or vomit on it.
  • The potion of restoration does what the scroll of restoration does: every point of stat damage is mended, every drained point comes back, and Stiffening ends. Unlike the scroll, it is drunk even when there is nothing to restore (“You feel whole.”).
  • The potion of blinking moves you at once to a random free cell of the level, as a teleport trap does: anywhere, in sight or not, near danger or far from it. On the overworld it does nothing.
  • The potion of clear head ends at once what clouds the mind or numbs the body: Frightened, Drowsy, Sluggish, Stunned, Staggered, and Transfixed.

Gambles

Three potions are a gamble even once you know them: each time you drink one, one outcome is drawn by chance from its own table, as at a healing spring. It may do good, nothing, or harm. The tables below give every outcome and its exact chance per draught; the game only tells you what happens, in words.

  • The draught of chance mostly heals you, clears your head, or lends you a stat boost, but it may sicken you or make you drowsy.
  • The vial of troll’s blood always does two things at once: your wounds close faster (Renewing) and you are Poisoned.
  • The brewer’s blunder is a coin toss: a greater boost of one stat for a while, or a point of one stat drained for good. A potion of restoration gives a drained point back.

Brewer’s blunder

KindTierOutcomePer draughtWhat it doesMessage
BoonmoderateGreatly fortified7.5%Fortified (2 degrees, easing a degree every 600 s)“Strength floods your limbs.”
BoonmoderateGreatly hale7.5%Hale (2 degrees, easing a degree every 600 s)“You feel hale as an ox.”
BoonmoderateGreatly imposing7.5%Imposing (2 degrees, easing a degree every 600 s)“You feel you could command a hall.”
BoonmoderateGreatly keen7.5%Keen (2 degrees, easing a degree every 600 s)“Your thoughts race, keen and bright.”
BoonmoderateGreatly nimble7.5%Nimble (2 degrees, easing a degree every 600 s)“Your limbs feel light and quick.”
BoonmoderateGreatly steadfast7.5%Steadfast (2 degrees, easing a degree every 600 s)“Your will sets hard as iron.”
NothingminorFlat10%nothing“It tastes flat and stale.”
BanemoderateDrained dexterity7.5%1 Dexterity drained for good, with no check (never below the drain’s floor)“You feel your dexterity drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”)
BanemoderateDrained intelligence7.5%1 Intelligence drained for good, with no check (never below the drain’s floor)“You feel your intelligence drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”)
BanemoderateDrained presence7.5%1 Presence drained for good, with no check (never below the drain’s floor)“You feel your presence drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”)
BanemoderateDrained strength7.5%1 Strength drained for good, with no check (never below the drain’s floor)“You feel your strength drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”)
BanemoderateDrained toughness7.5%1 Toughness drained for good, with no check (never below the drain’s floor)“You feel your toughness drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”)
BanemoderateDrained willpower7.5%1 Willpower drained for good, with no check (never below the drain’s floor)“You feel your willpower drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”)

Draught of chance

KindTierOutcomePer draughtWhat it doesMessage
BoonminorClear headed10%Half the maximum of mana back“Your head clears, and power wells up in you.”
BoonminorFortified3.3%Fortified (1 degree, easing a degree every 600 s)“You feel stronger.”
BoonminorHale3.3%Hale (1 degree, easing a degree every 600 s)“You feel hale.”
BoonminorImposing3.3%Imposing (1 degree, easing a degree every 600 s)“You feel imposing.”
BoonminorKeen3.3%Keen (1 degree, easing a degree every 600 s)“Your thoughts run keen and clear.”
BoonminorMended20%4d8 hit points back“Warmth spreads through you, and your wounds close.”
BoonminorNimble3.3%Nimble (1 degree, easing a degree every 600 s)“You feel nimble.”
BoonminorSteadfast3.3%Steadfast (1 degree, easing a degree every 600 s)“Your will feels steadfast.”
NothingminorNothing much20%nothing“It tastes of nothing much.”
BaneminorDrowsy10%Drowsy (2 degrees, easing a degree every 12 s)“A heavy drowsiness steals over you.”
BaneminorSickened15%Poisoned (2 degrees, easing a degree every 120 s)“It tastes foul, and your stomach turns.”
BaneminorWeakened5%Weakened (1 degree, easing a degree every 120 s)“You feel weak.”

Vial of troll’s blood

KindTierOutcomePer draughtWhat it doesMessage
BoonmoderateTroll blooded100%Renewing (3 degrees, easing a degree every 120 s); Poisoned (2 degrees, easing a degree every 120 s)“Your flesh begins to knit, but the blood sits ill in your stomach.”

Unknown potions

A potion you have never drunk shows a word and a colour instead of its name: “a fizzy red potion”. Each kind of potion has its own word. The words are made up anew for each character and stay the same for their whole life, so two fizzy red potions are always the same kind.

The colour belongs to the kind and never changes. It follows one rule: each family of effects has a hue, and a potion with several effects mixes their hues.

FamilyHue
Healingred
Cures (poison, disease, a clouded mind)green
Healing and cures togetherrusset, red mixed with green
Manablue
Stat boostsorange (greater ones deep orange)
Visionviolet
Speedyellow
Resistanceteal
Wards (Barkskin, Glamoured)bronze
Renewalrose
The unseen and the unplaced (Quick-sensed, Invisible, blinking)opal
Utility (Water-borne, sustenance)sky blue
Restorationmint
Smoke (Fume)ash grey
Light (Lit, a Flare)silver
Acidlime
Gamblesiridescent
Elixirs (a stat for good)gold
Harmbrown

So a red potion heals and a green one cures something. But two potions of one family may share exactly the same colour: the colour tells you the family, never which potion it is.

You learn what a kind of potion is, for good, in any of these ways:

Drinking an unknown potion is a gamble: the murky draught makes you sick. A shop charges its true price for an unknown potion.

Elixirs

An elixir is the rarest of potions. It raises one stat by 1 for good, just as training a stat up does. It also raises that stat’s potential, the ceiling training works toward (see Stats), by 1 or 2 more, with an even chance of each. If your score was already at its potential, the potential first rises with the score. So after an elixir there is always room for at least one more point of training, and half the time two.

The change takes effect at once. Your hit points follow a Toughness elixir, your mana an Intelligence or Willpower one, and your carrying limits a Strength one. “You feel stronger.” means the score rose. “You feel stronger, and that you could be stronger yet.” means the potential rose by 2. Each elixir also gives 60 training marks of its stat.

There are six elixirs, one for each stat, and all are gold:

ElixirStat
mightStrength
graceDexterity
vigourToughness
witIntelligence
willWillpower
presencePresence

They are found only deep (item level 8 and below), and seldom. A forgotten altar’s great boon may leave one, and an alchemist very rarely has one for 2000 gold. A general store or a provisioner never does.

Flasks

Any potion can be thrown: T lists your potions beside your throwing weapons. A thrown potion never lands whole. It shatters where it comes down.

A flask is a potion made for throwing, such as the sleeping draught. Where it shatters, it works as a spell does: the sleeping draught breathes the Sleep spell over everyone around the cell. The table’s Thrown column gives each flask’s spell, its numbers, and its range in cells.

  • Where it breaks: a flask breaks on the first creature in the line from you to the cell you aim at, or before a wall, or on that cell. There is no roll to hit and no miss: what matters is who stands where.
  • How far: a flask flies its own range (6 cells for most), plus what talents and magic items add to your throws. Any other potion flies only 3 cells.
  • What it does: the spell works as if you had cast it, but your stats and talents do not change it: a flask is always as strong as the table says. Its harm and its kills are yours, experience too. A burst that harms can catch you if you throw it too close, and the game asks first. A flask that lays a Drowsy cloud or another status spares you. Throwing a flask takes a throw’s time and trains no weapon skill.
  • Learning it: if you see the cell where an unknown flask breaks, you learn what it was (“It was a sleeping draught.”). Thrown into the dark or round a corner, it is only heard, as “a crash of glass” (Hearing), and you learn nothing.
  • A potion that is no flask spills uselessly: “The potion shatters; the draught soaks away.” You learn nothing from it either. It is a way to be rid of a potion you know is bad.
  • Thrown at you: some creatures throw flasks (the bombers on Creature powers). Seeing where one breaks teaches you what it was, as when you throw it, and a bomber carries a flask or two of its kind that fall where it dies.
  • Smoke: a flask of smoke leaves a cloud of smoke no eye sees into or through, yours and every creature’s: a way past archers, or out of a fight.
  • Acid: a vial of acid burns, keeps eating, and eats at the armour of anyone it harms, yours too if you stand in it (Acid).
  • Drinking a flask is a poor idea: the sleeping draught makes you drowsy, as the table says.
  • A flask of holy water is a kind one: thrown, it casts Rebuke, which sears and frightens only the undead and harms nothing living; drunk, it washes a hex off (Hexed and Branded end at once).
  • Thunder and blasting: a flask of thunder goes off as Thunderclap, heard over the whole level (Hearing); a blasting flask as Shatter, which breaks shut doors and chests. A general store or a provisioner never sells either: only an alchemist does.
  • A flask of brilliance is the kind one among the drinkable: drunk, it makes you shed light about you a while (Lit).

Where to find them

Potions lie about as loot. The common ones (healing, antidote) turn up more often and from the first depths, the better ones deeper down. General stores and provisioners sell a few among their wares, but never the flasks of fire and frost or pitch fire. An alchemist sells only potions, always potions of healing first, and buys them too (see Shops). Some quests pay in potions.

If you know Alchemy, you can brew many of them yourself from herbs, and the battle flasks from an elemental’s essence (see Brewing potions). A potion you brew is known to you from then on, even if you had never seen one.

Talents

  • Thrifty drinker (Delver): one potion in four is not used up, elixirs included. Items that keep potions add their percent to the talent’s chance, up to 50 % in all.
  • Lasting draughts (Vigour, needs Toughness 13): boost and vision potions last half again as long: 15 minutes a degree for a boost, 45 minutes for cat’s, owl’s, or moth’s eyes.

See also: Brewing potions, Every status effect, and Scrolls.