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{{Infobox item
== Description ==
 
  +
| name = Potion
'''Flasks''' (called '''potions''' in-game) are containers of [[Materials#Liquid|liquids]] which can be found on pedestals while traversing the caverns of Noita. They can be carried in one of the four item slots in your inventory bar, and can be equipped like a wand by either clicking the icon or pressing the hotkey for the slot (number keys 5-8 by default).
 
  +
| image = item_Potion.png
  +
| description = Equip and throw<br />[ ] on item - drink
  +
| type = Treasure item
  +
| spawnLocation = Pedestals and chests
  +
| effect = Can be used to contain liquids
  +
}}
  +
'''Potions''' are flasks of [[Materials|material]] which can be obtained throughout your journey in Noita. When starting a new game the player will start with a potion pulled from the [[#Starter|starting potion table]].
   
  +
[[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.
When starting a new normal game the player will start with a flask filled with a random liquid material.
 
   
 
== Usage ==
 
== Usage ==
* Flasks can either be '''sprayed''' or '''thrown''' with left and right click on mouse, respectively. '''Spraying''' slowly empties the flask's contents towards the cursor, eventually producing an [[Empty Flask]]. '''Throwing''' creates a projectile that shatters on impact with enemies or the terrain, expelling the contents of the flask in a single burst.
 
**Spraying a flask will take about 16-17 seconds to empty it if starting from 100%.
 
* A flask's contents may also be consumed by opening your inventory and right-clicking on it, which will use up 10% of a flasks content. Drinking is beneficial in that the effect of the liquid remains active regardless of your stains, perks or movement. On the other side, drinking will use up the substance permanently whereas stains from a liquid on the ground is infinite.
 
* With keyboard and mouse controls you can '''drop''' a flask to the ground by going to the inventory screen and clicking and dragging it into the world. However, flasks are brittle, and will likely shatter if not dropped gently. The flask toss strength is respective of cursor distance, which can be easily determined by the dotted arc that appears when holding a throwable item. A sufficiently deep pool of liquid will also slow a flask's fall, preventing its destruction.
 
* Drinking is limited by your remaining stomach capacity with [[Status Effects|detrimental effects if you consume too much.]]
 
* Consuming liquids that do not agree with you will cause you to start [[Vomit|vomiting]], progressively emptying the stomach and removing any existing beneficial or harmful drink effects.
 
   
  +
# '''Holding''' a potion will display a capacity bar where the mana would normally be, indicating how much is left in the potion. The aiming-reticle will also display a "throwing-arc" in front of the player indicating where the potion will end up if thrown.
== Refilling and Mixing ==
 
  +
# A potion will '''fill''' when (if possible) any liquids and '''the neck of the potion''' make contact with each other. When collecting liquid 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.
* Flasks typically spawn filled to 100%, and may be manually filled back up to that level. They may sometimes spawn filled to 200%, but if emptied will only be able to be filled up to 100%. Flasks that spawn at the 200% level usually come from the [[Alkemisti|Alchemist]] or [[Tulihiisi|Fire Hiisi]] who throws flasks at the player as their primary mode of attack. They can be acquired by grabbing them in mid-air or picked up if they landed in a deep enough pool of liquid that prevented them from breaking.
 
  +
#* It is possible to fill a potion bottle whilst standing ''below'' a liquid, if the barrier is thin enough, by holding the bottle 'upwards' and getting as close to the liquid as possible. This makes it slightly easier to collect liquids like [[Teleportatium]].
* While the player has an equipped flask at less than 100% capacity, the flask will automatically fill itself with any liquid that the top of it comes in contact with, whether the player wants the liquid to be bottled up or not. As hinted above, flasks can also be filled by dropping them carefully into a pool of the liquid you want to collect.
 
  +
# Potions can be '''sprayed''' with left-click (by default).
**Filling an empty flask takes a little under five seconds in ideal conditions (completely immersed in the liquid for the duration).
 
  +
#* Spraying empties the potion's contents towards the cursor, eventually producing an [[Empty Potion]]. Spraying a potion that is at 200% capacity 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.
**Filling a flask can be accelerated by waving the mouse around while submerged. This both fills the flask faster and can allow you fill a flask from a smaller puddle than you normally could.
 
  +
# Potions can be '''thrown''' with right-click (by default).
* Flasks can contain a mixture of liquids, and will release all contained substances at once when sprayed or broken. Mixing substances can sometimes be detrimental - for example, if you're attempting to spray [[Lava]] or [[Toxic Sludge]] and your flask has been contaminated with [[Water]], the water may neutralize the lava/sludge in midair.
 
  +
#* A potion can be easily and safely '''dropped''' by opening the inventory, dragging the desired potion very near to the player, and releasing it. Dropped potions might still roll down slopes and break.
**Conversely, [[alchemy]] will not take place within the flask. For example, water will not harden lava and will not purify toxic sludge until the respective materials are sprayed out into the world.
 
  +
#* 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. A red “<span style="color:red">X</span>” will appear at the end of the “throwing-arc” to indicate the flask will definitely break. Flasks can still sometimes break within the indicated safe-zone.
** All liquids in a flask are sprayed out at a 1:1 mass ratio, regardless of the actual ratio of different liquids inside or the order of liquids that have been put into the flask. In other words for example, a flask that has 90% water and 10% oil will spray out an equal amount of oil and water "pixels" until the oil is depleted, after which the flask will contain only water. This can allow the player to somewhat filter out unwanted material.
 
  +
# Right-clicking on the potion ''within the inventory toolbar'' 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).
  +
#* 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.
   
== Exploration ==
+
== Obtaining ==
* Projectiles and explosions may puncture holes in flasks laying around in the world, causing the liquid to leak out in a large spray. Enough damage may cause the potion to completely break on the spot as if it had been thrown, creating a burst of liquid and destroying the containing flask. Often, damage like this may occur without player interaction, leaving the player to discover pools of magical liquids in places they wouldn't normally spawn.
 
**Flasks that have been damaged but not destroyed will be "repaired" if the player picks it up, and will function normally,
 
* The [[mines]] will sometimes spawn with a room containing a large pit and multiple shelves of flasks, which is often populated by [[Alkemisti|alchemists]]. The [[Hiisi Base]] has a similar room, but takes the form of a bar with breakable bottles that contain a random selection of a few materials and cannot be picked up.
 
   
  +
* From item pedestals or chests in most [[biomes]].
== See Also ==
 
  +
* 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.
![[File:Invisiblium.png|basic|left|50x50px]]
 
  +
* Potions at 200% only come from an [[Alkemisti|Alchemist]] or [[Tulihiisi|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%.
![[Materials#Magical Liquid|List of magical liquids commonly spawned in flasks]]
 
  +
  +
== States ==
  +
  +
* 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]].
  +
  +
== Tips ==
  +
  +
* 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.
  +
  +
== Potion Generation ==
  +
  +
=== Starter Potions ===
  +
  +
The potion generated for the player at the start of a run uses the [[#Starter Pool|Starter Pool]].
  +
  +
=== Regular Potions ===
  +
  +
When <code>potion.lua</code> (a regular potion) is asked for, it generates a potion according to the below table.
  +
  +
{| class="wikitable"
  +
! Chance
  +
! Category
  +
! Potion Type
  +
|-
  +
! 75%
  +
| Magic Material
  +
|
  +
* '''(99.95%)''' A random [[#Magical Material|Magical Material]]. ''(74.9625%)''
  +
* '''(0.05%)''' Either [[Healthium]] ''(0.0387%)'' or [[Purifying Powder]] ''(0.0388%)''.<ref>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 {{fraction|76|100}}, not {{fraction|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 - ({{fraction|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 {{fraction|51|99,800}}, making its appearance rate very very very slightly higher.</ref>
  +
|-
  +
! 25%
  +
| colspan="2" | A random [[#Normal Material|Normal Material]] potion.
  +
|-
 
|}
 
|}
  +
  +
=== Chests ===
  +
  +
==== [[Treasure Chest|Normal Chests]] ====
  +
  +
Regular chests have a 50% chance to contain a potion, which can be any of the following types.
  +
  +
{| class="wikitable"
  +
! Chance
  +
! Potion Type
  +
|-
  +
! 99.97%
  +
| A [[#Regular Potions|Regular Potion]]
  +
|-
  +
! 0.02%
  +
| A [[#Secret Material|Secret Material]] Potion
  +
|-
  +
! 0.01%
  +
| A [[#Random Material|Random Material]] Potion
  +
|}
  +
  +
==== [[Great treasure chest|Great Treasure Chests]] ====
  +
  +
Great Treasure Chests have a 30% chance to give potions. They will either roll a [[#Regular Potions|regular potion]] twice and [[#Secret Materials|secret potion]] once (30%), or secret twice and [[#Random Material|random material]] once (70%).
  +
  +
=== [[Items|Pedestals]] ===
  +
  +
77% of item pedestals have a regular potion on them.
  +
  +
=== [[Alkemisti|Hiisi Alchemists]] ===
  +
  +
All potions thrown by Hiisi Alchemists pull from the [[#Aggressive|Aggressive]] pool with equal probability.
  +
  +
=== [[Tulihiisi|Fire Hiisi]] ===
  +
  +
All potions thrown by the Fire Hiisi are [[Cocktail Flask|Cocktails]] at 200%.
  +
  +
== Material Pools ==
  +
  +
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.
  +
  +
{{Anchor|Starter}}
  +
  +
=== Starter Pool ===
  +
  +
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.
  +
  +
{| class="wikitable"
  +
! Chance
  +
! Category
  +
! Potion Type
  +
|-
  +
! 65%
  +
| A form of water
  +
|
  +
* '''(50%)''' [[Water]] ''(32.5%)''
  +
* '''(10%)''' [[Materials|Brine]] ''(6.5%)''
  +
* '''(10%)''' [[Materials|Snow]] ''(6.5%)''
  +
* '''(20%)''' [[Swamp]] ''(13%)<ref>Two possible swamp potions can be given: <code>swamp</code> and <code>water_swamp</code>. One spray is opaque brown and one spray is transparent light green, the former is a darker shade on the hud as well.</ref> ''
  +
* '''(10%)''' [[Materials|Mud]] ''(6.5%)''
  +
|-
  +
! 5%
  +
| colspan="2" | [[Blood]]
  +
|-
  +
! 29%
  +
| Various Potions
  +
|
  +
* '''(1/6)''' [[Acceleratium]] ''(4.83%)''
  +
* '''(1/6)''' [[Acid]] ''(4.83%)''
  +
* '''(1/6)''' [[Berserkium]] ''(4.83%)''
  +
* '''(1/6)''' [[Chaotic Polymorphine]] ''(4.83%)''
  +
* '''(1/6)''' [[Pheromone]] ''(4.83%)''
  +
* '''(1/6)''' [[Polymorphine]] ''(4.83%)''
  +
|-
  +
! 1%
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| Rare Potions
  +
| Either one of:
  +
*'''(0.001%)''' [[Gold]] ''({{fraction|1|1,000,000}})''
  +
*'''(0.001%)''' [[Urine]] ''({{fraction|1|1,000,000}})''
  +
  +
'''or''', if neither of those rolls succeed, one of:
  +
  +
*'''(50%)''' [[Slime]] ''(0.5%)''
  +
*'''(50%)''' [[Gunpowder]] ''(0.5%)''
  +
|}
  +
  +
{{Anchor|Normal Material}}
  +
  +
=== Normal Material Pool ===
  +
  +
Normal material potions can select any of these results with equal probability:
  +
  +
{| class="wikitable"
  +
! colspan="3" | Potion Type
  +
|-
  +
| [[Acid]]
  +
| [[Blood]]
  +
| [[Fire]]
  +
|-
  +
| [[Freezing Liquid]]
  +
| [[Gunpowder|Unstable Gunpowder]]
  +
| [[Lava]]
  +
|-
  +
| [[Oil]]
  +
| [[Toxic Sludge]]
  +
| [[Slime]]
  +
|-
  +
| [[Water]]
  +
| [[Whiskey]]
  +
|}
  +
  +
{{Anchor|Random Material}}
  +
  +
=== 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]].
  +
  +
{{Anchor|Magical Material}}
  +
  +
=== Magical Material Pool ===
  +
  +
This table includes all of the magical liquid materials.
  +
  +
{| class="wikitable"
  +
! colspan="3" | Potion Type
  +
|-
  +
| [[Acceleratium]]
  +
| [[Ambrosia]]
  +
| [[Berserkium]]
  +
|-
  +
| [[Chaotic Polymorphine]]
  +
| [[Concentrated Mana]]
  +
| [[Flummoxium]]
  +
|-
  +
| [[Invisiblium]]
  +
| [[Levitatium]]
  +
| [[Pheromone]]
  +
|-
  +
| [[Polymorphine]]
  +
| [[Unstable Teleportatium]]
  +
| [[Worm Pheromone]]
  +
|}
  +
  +
{{Anchor|Secret Material}}
  +
  +
=== Secret Material Pool ===
  +
  +
This selection mainly includes unusual and rarely-found materials along with a couple slightly more common materials, randomly selecting one of:
  +
  +
{| class="wikitable"
  +
! colspan="2" | Potion Type
  +
|-
  +
| [[Cement]] (Liquid)
  +
| [[Materials|Evergreen Seed]]
  +
|-
  +
| [[Materials|Fungal Spore]]
  +
| [[Materials|Glowing Fungal Spore]]
  +
|-
  +
| [[Gold]]
  +
| [[Materials|Plant Seed]]
  +
|-
  +
| [[Purifying Powder]]
  +
| [[Materials|Salt]]
  +
|-
  +
| [[Materials|Snow]]
  +
| [[Sodium]]
  +
|-
  +
| [[Lively concoction|Lively Concoction]]
  +
| [[Urine]]
  +
|-
  +
| [[Worm Blood]]
  +
|-
  +
|[[Juhannussima]]
  +
|}
  +
  +
{{Anchor|Aggressive}}
  +
  +
=== Aggressive Pool ===
  +
  +
This material pool will randomly select one of the following options with equal probability.
  +
  +
{| class="wikitable"
  +
! Potion Type
  +
|-
  +
| [[Berserkium]]
  +
|-
  +
| [[Pheromone]]
  +
|-
  +
| [[Teleportatium]]
  +
|-
  +
| A random potion from the [[#Normal Material|Normal Material]] pool.
  +
|}
  +
  +
== Trivia ==
  +
  +
* [[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.
  +
  +
== See Also ==
  +
  +
* [[Materials]]
  +
* [[Items]]
  +
* [[Status Effects]]
  +
 
== Gallery ==
 
== Gallery ==
 
{|
 
{|
Line 38: Line 283:
 
![[File:Pheromonium Flask.png|frame|left|[[Pheromone]]]]
 
![[File:Pheromonium Flask.png|frame|left|[[Pheromone]]]]
 
|}
 
|}
  +
[[Category:Flasks]]
 
  +
== Notes ==
  +
  +
<references />
  +
  +
[[Category:Potions]]
 
[[Category:Liquid]]
 
[[Category:Liquid]]
 
[[zh:Flasks/zh]]
 
[[zh:Flasks/zh]]

Revision as of 10:53, 5 August 2021

Potions are flasks of material which can be obtained throughout your journey in Noita. When starting a new game the player will start with a potion pulled from the starting potion table.

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.

Usage

  1. Holding a potion will display a capacity bar where the mana would normally be, indicating how much is left in the potion. The aiming-reticle will also display a "throwing-arc" in front of the player indicating where the potion will end up if thrown.
  2. A potion will fill when (if possible) any liquids and the neck of the potion make contact with each other. When collecting liquid 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.
    • It is possible to fill a potion bottle whilst standing below a liquid, if the barrier is thin enough, by holding the bottle 'upwards' and getting as close to the liquid as possible. This makes it slightly easier to collect liquids like Teleportatium.
  3. Potions can be sprayed with left-click (by default).
    • Spraying empties the potion's contents towards the cursor, eventually producing an Empty Potion. Spraying a potion that is at 200% capacity 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.
  4. Potions can be thrown with right-click (by default).
    • A potion can be easily and safely dropped by opening the inventory, dragging the desired potion very near to the player, and releasing it. Dropped potions might still roll down slopes and break.
    • 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. A red “X” will appear at the end of the “throwing-arc” to indicate the flask will definitely break. Flasks can still sometimes break within the indicated safe-zone.
  5. Right-clicking on the potion within the inventory toolbar 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).
    • 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.

Obtaining

  • 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%.

States

  • 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.

Tips

  • 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.

Potion Generation

Starter Potions

The potion generated for the player at the start of a run uses the Starter Pool.

Regular Potions

When potion.lua (a regular potion) is asked for, it generates a potion according to the below table.

Chance Category Potion Type
75% Magic Material
25% A random Normal Material potion.

Chests

Normal Chests

Regular chests have a 50% chance to contain a potion, which can be any of the following types.

Chance Potion Type
99.97% A Regular Potion
0.02% A Secret Material Potion
0.01% A Random Material Potion

Great Treasure Chests

Great Treasure Chests have a 30% chance to give potions. They will either roll a regular potion twice and secret potion once (30%), or secret twice and random material once (70%).

Pedestals

77% of item pedestals have a regular potion on them.

Hiisi Alchemists

All potions thrown by Hiisi Alchemists pull from the Aggressive pool with equal probability.

Fire Hiisi

All potions thrown by the Fire Hiisi are Cocktails at 200%.

Material Pools

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.

Starter Pool

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.

Chance Category Potion Type
65% A form of water
5% Blood
29% Various Potions
1% Rare Potions Either one of:
  • (0.001%) Gold (1/1,000,000)
  • (0.001%) Urine (1/1,000,000)

or, if neither of those rolls succeed, one of:

Normal Material Pool

Normal material potions can select any of these results with equal probability:

Potion Type
Acid Blood Fire
Freezing Liquid Unstable Gunpowder Lava
Oil Toxic Sludge Slime
Water Whiskey

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.

Potion Type
Acceleratium Ambrosia Berserkium
Chaotic Polymorphine Concentrated Mana Flummoxium
Invisiblium Levitatium Pheromone
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:

Potion Type
Cement (Liquid) Evergreen Seed
Fungal Spore Glowing Fungal Spore
Gold Plant Seed
Purifying Powder Salt
Snow Sodium
Lively Concoction Urine
Worm Blood
Juhannussima

Aggressive Pool

This material pool will randomly select one of the following options with equal probability.

Potion Type
Berserkium
Pheromone
Teleportatium
A random potion from the Normal Material pool.

Trivia

  • 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.

See Also

Gallery

Berserkium Flask

Berserkium

Invisiblium Flask

Invisiblium

Teleportium Flask

Teleportatium

Pheromonium Flask

Pheromone

Notes

  1. 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.
  2. Two possible swamp potions can be given: swamp and 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.