Alchemy will not take place within the potion. For example, water will not harden lava and will not purify toxic sludge until the respective materials are removed from the potion. This can be used to create utility potions that have a desired effect when thrown. For example, a flask that is 50% water (or blood) and 50% lava can be thrown to create an impromptu rock wall at the impact location for protection or aiding escape.
- 1 Usage
- 2 Obtaining
- 3 States
- 4 Tips
- 5 Potion Generation
- 6 Material Pools
- 7 Trivia
- 8 See Also
- 9 Gallery
- 10 Notes
- Holding a potion will display a capacity bar where the mana would normally be, indicating how much is left in the potion. It will also display an arc in front of the player indicating where the potion will end up if thrown.
- A potion will fill when (if possible) any liquids and the neck of the potion make contact with each other. When collecting from shallow pools, aiming the cursor directly downwards gives the best opportunity to collect the liquid, short of tossing the potion bottle gently into the pool.
- Potions can either be sprayed or thrown with left and right click respectively (this can be switched / reconfigured in the Settings). "Throwing" a potion very close to your feet will drop it gently enough to avoid breaking it. A red “X” will appear at the end of a “throwing arc” to indicate the flask will break.
- Dropping a potion from the inventory by dragging it out with the mouse will throw it at the cursor, and right clicking on the potion in the inventory will drink it. 10% of each material in the potion is always drunk when consumed in this way, so a potion containing water and blood drunk this way will have 10% each of the water and blood removed (20% total).
- Spraying empties the potion's contents towards the cursor, eventually producing an Empty Potion. Spraying a potion at 200% will shoot out much further and faster, decreasing at 100%, 90% and 80%. It will make the sound of releasing pressure at a pitch relative to how full the potion is, with the lowest pitch at 1%. If a potion has more than one material in it, for example Acid and water, half of the spray will be acid and half water.
- Throwing or dropping a potion turns it into a grenade-like projectile, which will usually cause it to shatter. The further the mouse cursor is from the player, the greater the force of the throw. If dropped gently enough close to the ground or thrown into a body of liquid, the potion can travel slowly enough to avoid being broken when it touches the ground again.
- Drinking a potion has various different effects and fills your stomach based on the potion and will consume 10% if available. Drinking it at lower than 10% will reduce the effects accordingly.
- From item pedestals or chests in most biomes.
- The Mines will sometimes spawn with a room containing a lava pit and multiple shelves of potions, which is often populated by an Alkemisti, Stendari, or Ukko.
- The Hiisi Base sometimes contains one or more rooms resembling a bar, with mainly Whiskey potions, but sometimes one or two other potions.
- Potions at 200% only come from an Alchemist or Fire Hiisi who throw potions at the player as their primary mode of attack. They can be acquired by grabbing them in mid-air or picked up if they are slowed by falling through liquid that slowed them enough to prevent them shattering. They can only be refilled once they drop below 100%, and only back up to 100%.
- Projectiles and explosions may puncture holes in potions laying around in the world, causing the liquid to leak out in a spray. Enough damage may cause the potion to shatter. Potions that have been damaged but not shattered will be fixed and returned to their normal state if the player picks it up.
- If a flask is thrown too fast or is damaged too much, it shatters. Shattered potions can not be picked, unlike damaged potions. Upon shattering, a potion will release 20% of its remaining contents. The shattered potion flask will become a useless piece of glass.
- A thin layer of fluid can be picked up with some difficulty by safely dropping the potion on it. You may have to pickup and drop the potion multiple times to collect it.
- If a fluid is on top of a thin enough floor, a player can collect it even though they are on the other side. This can be used to safely suck up hard to collect fluids such as lava or teleportatium.
- Drinking causes the ingestion effect of the liquid to remain active for a set duration (based on how much has been consumed) regardless of your stains, perks or movement. However, drinking will use up the substance permanently whereas liquid on the ground can be picked up again. Some liquids (notably Invisiblium and Ambrosia) do not have the same effect when drunk as when stained, and may even poison the player.
- Spraying upwards with most liquids while flying allows you to fly further.
- Reactions like water reacting with lava to produce rock and steam only happen when the spray from the potion collides with something else in the world.
- Because a potion sprays materials out equally regardless of the actual ratio of the contained materials, this can allow the player to somewhat filter out unwanted material.
- You can create (with some difficulty) very strong throwable weapons if you mix certain reagents in a flask. For example, lava and toxic sludge will create a large amount of Toxic Rock when thrown at an enemy, potentially surrounding them with the toxic material.
The potion generated for the player at the start of a run uses the Starter Pool.
potion.lua (a regular potion) is asked for, it generates a potion according to the below table.
|25%||A random Normal Material potion.|
Regular chests have a 50% chance to contain a potion, which can be any of the following types.
|99.97%||A Regular Potion|
|0.02%||A Secret Material Potion|
|0.01%||A Random Material Potion|
77% of item pedestals have a regular potion on them.
All potions thrown by Hiisi Alchemists pull from the Aggressive pool with equal probability.
All potions thrown by the Fire Hiisi are Cocktails at 200%.
Potions may be generated with different contents depending on where and how they are obtained. The below lists document the chances for each individual type of potion to be spawned.
This pool is used to generate the starting potion at the beginning of a run. It rolls randomly for first the category, and then the potion type produced. Bold probabilities list the chance per roll, and the final italic probability measures the overall chance for that outcome compared to all others in this pool.
|65%||A form of water|
|1%||Rare Potions||Either one of:
or, if neither of those rolls succeed, one of:
Normal Material Pool
Normal material potions can select any of these results with equal probability:
|Freezing Liquid||Unstable Gunpowder||Lava|
Random Material Pool
50% of the random material flasks are full of any random liquid, and the other 50% full of any random solid; all solids behave like powders. The materials rolled from this selection are completely random, and include things you'll otherwise never normally see in the game, like Creepy Liquid or Monstrous Powder.
Magical Material Pool
This table includes all of the magical liquid materials.
|Chaotic Polymorphine||Concentrated Mana||Flummoxium|
|Polymorphine||Unstable Teleportatium||Worm Pheromone|
Secret Material Pool
This selection mainly includes unusual and rarely-found materials along with a couple slightly more common materials, randomly selecting one of:
|Cement (Liquid)||Evergreen Seed|
|Fungal Spore||Glowing Fungal Spore|
This material pool will randomly select one of the following options with equal probability.
|A random potion from the Normal Material pool.|
- Urine spawns in a jar instead of a potion. Jars are identical to potions except in name and appearance. This is a reference to Jarate from Team Fortress 2, which is also urine in a jar.
- Starting from 100%, it takes 17 seconds to empty a potion, and from 0% takes 5 seconds to fill (if fully submerged for the full 5 seconds).
- Prior to the 1.0 Official Release, potions were referred to as flasks.
- The check for if a flask is Healthium/Purifying powder does not run from 1 to 100, but 0, and it checks if the number is less than 75, meaning the odds are 76/100, not 75/100 as zero is a possible outcome. And although purifying powder cannot spawn if healthium is picked first, that doesn't happen 99.96% of the time [(100 - (51/100,000 * 100))] and the check for purifying powder runs from 200 to 100,000, checking for anything less than 250, meaning 200 numbers are not generated and it is essentially 51/99,800, making its appearance rate very very very slightly higher.
- Two possible swamp potions can be given:
water_swamp. One spray is opaque brown and one spray is transparent light green, the former is a darker shade on the hud as well.