Potions & Healing
The four healing potions, how auto-potion and belt auto-refill work, and the upgrades that boost them.
On this page
Healing potions are your only active mid-fight sustain. There are four tiers, all of which heal over time — never instantly — and all fire automatically from your belt when your HP drops low enough.
The four potions
| Potion | Heals | Duration | Trader price |
|---|---|---|---|
| Minor Healing Potion | 100 HP | 8 s | 100 g |
| Big Healing Potion | 250 HP | 8 s | 300 g |
| Greater Healing Potion | 500 HP | 8 s | 750 g |
| Primal Healing Potion | 1000 HP | 8 s | 1500 g |
All four use healMode: "flat" — the “Heals” column is a flat total spread evenly across
the 8-second duration. A Minor potion is 100 / 8 = 12.5 HP per second before any multipliers.
It is a heal-over-time (HoT), so if you take a big hit the instant after drinking, only the
ticks that have elapsed have landed. Potions are bought from the Trader.
Total healing formula
When a potion fires, the engine computes:
baseHeal = potion.healValue // 100 / 250 / 500 / 1000
totalHeal = baseHeal × (1 + max(0, healingEffect)) // gear "healingEffect" stat
× potionPotencyMultiplier // Bedroom upgrade (below)
duration = max(0.5, 8 × healDurationMultiplier) // Bedroom upgrade (below)
totalHeal is then delivered as a HoT over duration seconds. Note that shortening the
duration doesn’t reduce the total healed — it makes the same total arrive faster
(higher HP/s), which is strictly better for surviving spikes.
Auto-use threshold
Potions trigger automatically when your HP falls to or below a configurable fraction of max HP. The slider lives in the combat config card:
autoUseThresholdDefault = 0.45 (45%)
range = 0.10 – 0.90 (10% – 90%)
Raising it makes you sip earlier and more often (safer, burns more potions); lowering it waits until you’re nearly dead (fewer potions, riskier). The slider moves in 5% steps.
Auto mode — “Adjust to enemy (avoid one-shots)”
Instead of a fixed percentage you can switch the Auto-Potion card to Auto, which re-derives the threshold from the enemy you are currently facing. The contract is simple: never sit at an HP level the enemy could delete in one step.
worstStep = enemy's worst unblocked spike (max physical hit after your mitigation
+ the instant fire/cold/lightning rider
after the matching resistance)
required = worstStep / maxHP + 0.02 (AUTO_POTION_HIT_BUFFER)
threshold = snap-up to the next 5% step, clamped to 10 % – 90 %
Details worth knowing:
- The spike is the unblocked worst case — block (probabilistic) and the conditional Last Stand bonus are deliberately left out, and the elemental rider is computed off the raw physical roll because armour never shrinks it.
- Poison enemies get their own budget. A poison rider stacks one 6-second DoT per landed hit,
and every concurrent stack’s tick can land in the same 50 ms step as the swing. Auto mode adds
stacks × per-stack tickon top of the spike, wherestacks = ceil(6 s ÷ enemy attack interval). - The result is snapped up to the next selectable slider step, so the auto value is always a number you could have dialled in by hand.
- If even 90% would not be safe the threshold is clamped there and the readout turns to a warning colour — that enemy can one-shot you through a full bar, which is your cue to leave.
Only one HoT can be active at a time. The next potion will not trigger until the current heal finishes ticking, even if your HP keeps falling — so a single weak potion cannot “block” by itself for long, but a long-duration potion can. This is why cutting duration (below) also improves throughput.
Belt order & auto-refill
- Use order: belt slots are scanned in slot order and the first available potion is consumed. Tier does not affect use priority — whatever sits earliest in the belt goes first.
- Refill: empty belt slots are refilled from your inventory at combat start, after each kill outside dungeons, and between dungeon runs. Refill prefers the highest tier first, so a Primal in your bag moves to the belt before a Minor.
See Inventory & Equipment for managing belt slots (base belt slots = 1, extended by belt gear).
Bedroom upgrades
Two Tavern Bedroom upgrades scale potions directly (each maxes at level 10):
| Upgrade | Per level | At max (lvl 10) | Formula |
|---|---|---|---|
| Potion Potency | +10% heal | +100% | potencyMult = 1 + 0.10 × level |
| Heal Duration | −5% duration | −50% | durationMult = 1 − 0.05 × level |
Potion Potency multiplies totalHeal; Heal Duration multiplies the 8-second base (floored at
0.5 s). They stack multiplicatively with the gear healingEffect stat.
Worked example
A Primal Healing Potion (1000 HP, 8 s) with Potion Potency 10 and Heal Duration 10,
no healingEffect gear:
totalHeal = 1000 × (1 + 0) × (1 + 0.10 × 10) = 1000 × 2.0 = 2000 HP
duration = max(0.5, 8 × (1 − 0.05 × 10)) = 8 × 0.5 = 4 s
throughput = 2000 / 4 = 500 HP per second
Both upgrades together turn one Primal into 2000 HP delivered in 4 seconds — double the heal at double the speed versus an unupgraded 1000-HP-over-8-s sip.
Scroll of Amnesia
Not a potion, but the other notable consumable: the Scroll of Amnesia is single-use and
grants +1 skill respec charge. It drops only from dungeon bosses on repeat (post-first)
clears at a 2% chance (SCROLL_OF_AMNESIA_BOSS_DROP_CHANCE = 0.02), so respec charges are
a slow trickle — spend them deliberately.
See also
- Tavern — Bedroom — the potency & duration upgrades
- Inventory & Equipment — belt slots and refill
- Trader — where potions are bought