Potion Master

**With the Necronomicon:**
You cannot find evidence of wrongdoing. Your target seems innocent.

Your target could be a Doctor, Bouncer, Disguiser, Potion Master, Scarecrow, Serial Killer, or Conqueror.

### Consigliere

Your target works with alchemy. They must be a Potion Master.

## Game Information

### Summary

You are an experienced alchemist with potent recipes for potions.

### Abilities

You may choose to use a potion on a player each night.

### Attributes

You may choose to use a Heal, reveal, or attack potion on a player.
Each potion has a three day cooldown.
With the Necronomicon, your potions no longer have a cooldown.

### Goal

Kill all who would oppose the Coven.

 File:Potion Master Potions.jpg
Template:Story Potion Master

## Mechanics

* The Potion Master can select between three potions to use at Night: a healing potion, a revealing potion, and an attacking potion. Each of the potions has a three Day cooldown.
	+ The healing potion will heal your target. The healing will be identical to a Doctor's; it provides Powerful defense and cures Poison. If your target is attacked on the Night you heal them, they will receive the same notification as they would if they were attacked when a Doctor is healing them. You, however, won't receive a notification if they are attacked.
	+ The revealing potion will reveal your target's exact role to you. You will receive the same investigative results as a Consigliere would. You will see their exact role despite any Frames, Disguises, Douses, or Hexes on your target.
	+ The attacking potion will attack your target. You will deal a basic attack to your target on the same Night similar to a Mafioso and unlike the Poisoner.
* With the Necronomicon, the cool-downs for the potions are removed.
* You have Control Immunity, so if your Coven Leader is transported to control you, the control will have no effect.
* You can heal fellow Coven members, but you cannot choose to use an investigate or attack potion on your fellow Coven members. You can't use potions on yourself.
* A Potion Master can cure Poison, but when they do it will have the message "You were attacked but someone nursed you back to health!" to the target INSTEAD of "You were cured of Poison!" This may be a bug, however be careful if you are trying to act confirmed as a smart townie could call you out.

 Your target uses their unusual powers to protect others. They must be a Talamaur.

 Your target is a child... now they're an owl? They must be a Thyme.

## Strategy

* Normally, it is better to use a revealing potion instead of a healing or killing potion at the beginning of the game. Doing so can give you vital information about your enemies and keeps the fact that there is a Potion Master in the game a secret, like all other Coven roles, the rest of the Town will know exactly what role someone died to. It also makes you and your team slightly better informed when you use your killing potion the next Night, along with giving you time to locate any Town Protectives that may take you down if you attack someone. Essentially, it makes less room for mistakes in your decisions.
* When you have the Necronomicon, it might be a good idea to use a revealing potion two Nights in a row, and then use a killing potion on the third Night. This way, the rest of the Town will not know that you have the Necronomicon, which could make the Town panic that another Coven role has it instead, and start focusing on finding another Coven role.
* Use your killing potions in compliment with your revealing potions. This allows you to take out high priority targets like a Sheriff or the Mafioso.
* Your healing potion is a powerful weapon to negate the attacks of Town Protectives. Cooperating with other Coven roles is essential before you heal them. The other Coven members may decide to attack a specific target, knowing you would back them up with a Powerful Defense. This is more useful when the attacking Coven member targets someone with Town Protectives on their side. If possible, you can work with another Coven member to "confirm" yourself as the Doctor if needed.
* When choosing who to heal, focus on whatever Coven member you think is most likely to be attacked. If you're unsure who will be attacked, you should protect whoever is most valuable - a Poisoner is important in the early game, the Necromancer is valuable if they have corpses worth using, while a Hex Master who has almost everyone Hexed can be vital to protecting to ensure they live until their Hex goes off. The Medusa and Coven Leader can protect themselves, and thus are generally a lower priority.
	+ On that note, unless you feel like you think your team can carry the rest of the game, do **not** heal a Medusa. Their Stone Gaze will still kill you.
		- This is only useful if you want to deliberately sell yourself out as not a Coven member, and is generally not worth it, considering your role is not revealed to the Town, and your team loses a member.
		- However, if they have the Necronomicon, it's usually safe to heal them as they'll more than likely visit another player to attack them and you'll back them up with a Powerful Defense in case there's a Town Protective (that can attack) or an Ambusher on that player.
	+ Before Night 3, you may need to heal the Coven Leader since they do not have their Basic Defense before then to protect them from a Crusader/Ambusher. This is especially the case for Night 2.
	+ If a member of the Coven is being dueled by a Pirate, it's recommended to heal them in case the Pirate wins the duel, as your healing potion will negate their Powerful Attack on that Coven member.
		- If you so choose, you can offer to let the Pirate plunder one of your Coven since you can heal them, and whisper to them what your teammate will pick. The Pirate will likely pick the corresponding defense, netting them a free plunder and encouraging them to side with the Coven. When doing this, unless they have role block immunity, never allow the Necronomicon wielder to be a sacrifice to a Pirate.
	+ If a Transporter forces a Poisoner to target a Coven member or a Neutral ally, you'll be able to save them as long as the Poisoner does not possess the Necronomicon.
	+ If a Necromancer is reanimating Pestilence, you should **definitely** heal them as Pestilence will attack the Necromancer for visiting them even in the graveyard. The same applies for any Coven member visiting a suspected Veteran on alert or the target of a Werewolf'.
* If you find a Town Protective role like a Bodyguard, you may claim Doctor and pair up with them. This can help in situations when roles like Pestilence or a Werewolf are around and the Coven has no other way of dealing with them.
* If you inherit the Necronomicon, use the revealing potion on others to find their exact role, and paste their investigative results into chat (after claiming to be the Investigator) to attempt to lynch them. Be careful, because lynching a Townie could result in you losing your credibility. Gain the help of others by assisting roles such as Survivor or Guardian Angel, as this will be a major help towards the end of the game. Once everybody believes you are the Investigator, start killing off the non-Coven (preferably the Mafia first) until you win.
	+ However, a smart Spy may notice the correlation between your "findings" and the Coven's visits, outing you and confirming themselves in the process, so a strategy is to change the order of your results. For example, if you found someone as a member of the Mafia on Night 1, you can put this as your results for a later Night; however, a Tracker tracking you will see that your Last Will does not correlate to your visits.
* You are essentially a mix of the Doctor, the Consigliere, and the Mafioso. Refer to these roles' specific pages for strategies you could adopt into your own strategy.
* Do **not** claim Doctor if there is a Poisoner. You would be expected to heal their victim each Night, and you would be discovered when you can't heal every target.
	+ Claiming Doctor with the Necronomicon is plausible, but will be a waste of both the Potion Master and the Poisoner as the Potion Master would only be able to heal the Poisoner's attacks.
		- A way around this is to have one of your team claim Poisoned and pretend to heal them while instead attacking a Townie. However, you could be outed by a Spy or Lookout who will see no visitors.

## Trivia

* Potion Master is the only role to have three different priorities since the role itself has three night abilities.
* In the Public Test Realm, there used to be a now-scrapped Coven Support alignment. Most notably, the only known role to fit in this alignment was the Potion Master.
* There used to be a bug that could generate two Potion Masters when selecting roles from the Any alignment, happening most often in Coven All Any.

## History

* 3.2.4
	+ Temporary Defense given by certain roles through game mechanics now give attackers the message "Your target's defense was too strong to kill.".
* 3.2.3
	+ Trapper will no longer die to Attack if another Trapper has placed a Trap on them.
	+ Dual Trappers can now save each other if they have placed Traps on each other and both are attacked.
* 2.5.5.12200
	+ The Potion Master's role icon has been changed. Old one was File:Achievement Potion Master.png.
	+ Added Potion Master's circled role icon (File:RoleIcon Potion Master Circled.png).
* 2.5.1.10655
	+ Fixed Guardian Angel "target was attacked" feedback.
* 2.3.2.9706
	+ Multiple Potion Masters can no longer spawn together in Coven All Any.
	+ Fixed an issue where if you were Poisoned, healed, then Poisoned again the next Night, you wouldn't receive a message letting you know you were Poisoned.
	+ Fixed an issue where if you were attacked by Medusa, healed, but killed by a role with a higher Attack, you would still show up as Stoned.
* 2.0.0.6582
	+ Introduced.