Potions & Healing

The four healing potions, how auto-potion and belt auto-refill work, and the upgrades that boost them.

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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

PotionHealsDurationTrader price
Minor Healing Potion100 HP8 s100 g
Big Healing Potion250 HP8 s300 g
Greater Healing Potion500 HP8 s750 g
Primal Healing Potion1000 HP8 s1500 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 tick on top of the spike, where stacks = 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):

UpgradePer levelAt 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