Potions

## Potion Basics

### Identifying Potions

Most potions you collect in the Dungeon of Doom will be unidentified. The color of the fluid in the potion is randomized each run, so you can so you never know what they are until you identify them. Once identified or partially identified, positive (or good) potions will have a blue background in your inventory, and negative (or bad) potions will have a red background. If the potion is unidentified, the background will be purple. Potions should not be confused with other fluids, such as oil, healing water, poison water, dark water, or holy water, which always have the same color when in a flask across all runs.

You can *partially* identify potions by:

* Using a Scroll of Detect Magic to partially ID all unidentified items in your inventory (will reveal "positive" and "negative" potions)
* Having a high Lore stat. (If you Lore stat rises in game due to a new item or a skill stone, moving an unidentified potion from one inventory slot to another usually triggers the identify or partial identify benefit).
* Using an empty flask to capture known environmental gases or fluids. You will know that you just put gas or smoke in the flask, and it will stack onto any identical unidentified potions in your inventory.
* Process of elimination.

You can identify potions by:

* Drinking them and risking the consequences
* Throwing them and risking the wasted use
* Purchasing the potion in the opening shop or an in-game Potion Shop.
* Using a Scroll of Identify
* Having an even higher Lore stat. (If you Lore stat rises in game due to a new item or a skill stone, moving an unidentified potion from one inventory slot to another usually triggers the identify or partial identify benefit).

Tip: If you quaff unidentified potions, it is best to unequip anything that can be corroded and also be near water (in case you drink explosion or incineration). Also, drink away from fire sources (in case it is flammable gas or poison gas).

Tip: Right clicking an item and pressing F1 (On PC) can be used to name the item so is easier to remember what the item is. If you find a basin with an odd color fluid, it will always be Magic Drain fluid, rename the Flask after you collect the fluid.

### Collecting Potions

Like scrolls, every potion will be available at some point in the dungeon run. The more achievements you unlock, the more potions will be available to purchase at the start of each run.

Some potions can be collected from the environment. Equip an empty flask and "swing" at a cloud of gas, pool of liquid, or cauldron of liquid. Empty flasks can be purchased at the start of each run or are acquired by empty potions or quaffing them.

### Using Potions

* Harmful flasks full of fluid can be throw at enemies. They can also throw their potions at you, which can be deflected mid air if you throw an item at the potion before it reaches you.
* You can't drink potions while under water, so, even if you have 12+ life potion on you, you will die if your HP reaches zero while underwater.
* Flask/potions are hard to separate, some times you need to do that, like when you want to save a spare life potion to make it into a corrupted life potion for the vampire class achievement. To split the stack, throw a flask/potion in the water or on a floor stairs or door way, the flask/potion won't brake if you do this. And you can later pick them up in a different stack.
* Potions can have positive or negative effects. Its important to note that negative potions can have positive effects if used correctly. Many of these potions can be used to your advantage against enemies.

## Descriptions of Potions and Flask Items

### Potions

#### Potion of Antidote

* Can be crafted by combining Poison Blood with Rations.
* Drink it to become immune to poison for a short time and cure poisoned debuff.

#### Potion of Corrosion

* Obtained from Corrosion Slimes. Use a flask against their living body, careful to not get hit and have your equipment corroded. If obtained in other ways, it comes unidentified.
* Can be lobbed at non-acid slimes to hurt them or kill them (slimes are very weak to corrosion)
* Can be lobbed at enemies to corrode their equipment.
* Can be lobbed at machines or turrets to "freeze" them in place by corroding the movable parts.
* If drank while quaffing random potions, your equipments will become corroded. Always unequipped weapons and armor before drinking random potions.
* Capes, hats, staffs, rings, amulets, whips, can't be corroded.
* Enchanted items with +1 can't be corroded.
* Items enchanted with protect can't be corroded.
* Weapons or armor enchanted with Metal Rune can't be corroded.
* Weapons with the corrosion enchantment can't be corroded.
* If identified, the flask can be emptied by using it. You won't get corroded.

#### Potion of Deafness

* Can't be crafted.
* Always unidentified.
* Drink this to become deaf.
* Drinking a life potion or healing potion will cure deafness.
* Healing water or remove curse scroll will also cure you.
* Can be thrown at enemies to cause deafness, making it easier to sneak past them.

#### Potion of Drain Magic

* Obtained from cauldrons full of drain magic fluid and comes unidentified. Basins with a potential potion color but no color fumes are always a Potion of Drain Magic, so it is easy to tell what the potion is even if unidentified, as long as you remember that you got it from a basin. Use F1 to rename the potion, or throw the potion to identify it or use a identify scroll.
* If the run has magic drain as red color fluid, magic drain basins can get confused with blood basins. Use pause and hover the mouse over the basin to see what it contains. If it is not blood, then it is magic drain.
* Allegedly craft-able from mixing slime blood (corrosion potion?) and a orc tooth (needs verification)
* Mages and machines can't fire spells while the room is filled with drain magic.
* Wardens are magical creatures and they get corroded and lose HP quickly on touch with drain magic mist.
* Your magical items while equipped in the mist will lose charges and get depleted, same is true for the enemies enchanted equipment.
* Useful against many bosses that shoot magical spells or that use magical weapons (like the Balrog) as it will remove the magical effects from their weapons (you need to wait a bit for the magical effect to be drained from their equipment) and make them unable to use spells.

#### Potion of Explosion

* Crafted by combining a bloat gland and a incineration potion.
* Throw it to create and explosion that harms enemies, often stunt them and set them on fire.
* Only machines are immune to explosion damage so even fire immune or magical immune enemies suffer damage from explosion damage.

#### Potion of Freezing

* Can't be crafted.
* Often carried by Ice Jitterlings.
* Can be lobbed at enemies where it causes a small explosion that cause 5 cold magical damage. Most fire enemies take double damage from ice.
* Can freeze water (throw it next to it) or lava (throw directly at it) to create temporal footing to cross.
* **Can't** be used to put out wall torches, fire braziers or camp fires.

#### Potion of Gas

* Obtained by using a flask on gas (pink/magenta gas) coming out from vents, cauldrons, rocks or enemies. Identified if obtained from Gas, if obtained from cauldron, it is unidentified.
* Flammable. Creates a incineration effect if thrown near fire source that will set flammable objects or enemies on fire.
* Drinking an unidentified potion of gas will release a gas cloud around you. So, never drink unidentified potions near fire sources.

#### Potion of Healing

* Fully heals you.
* Can be crafted by combining a Potion of Healing Water with a Scroll of Light.
* Lady Sophie will accept these in her altar even if unidentified, so you can use her altar to identify the color of healing or life potions.
* Heals all negative status effect (Burning, bleeding, poisoned, etc)

#### Potion of Incineration

* Crafted by combining oil with Sulphur.
* Creates a small fire explosion that set flammable things or enemies on fire.
* Can be combined with a bloat gland to create a potion of explosion.
* Drinking this while unidentified will set you on fire. Best drink unidentified potions near water or while carrying a bottle with water to put put the fire. Drink away from flammable bushes.

#### Potion of Invisibility

* Can be crafted by combining Holy Water and Sulphur; or acid blood and salpeter.
* Drink it to become invisible.
* Enemies that can "sniff" can still find you.
* Touching an enemy turret or pod plant while being invisible will reveal you. Best to unequip weapons as not to accidentally hit something.
* Attacking an enemy directly will reveal you. (Breaking potions near them to hurt them won't reveal you)
* Very useful to escape from the Guardian of Yendor.

#### Potion of Levitation

* Crafted by combining a Sprite with a Stone Tear.
* Drink this to levitate. You can cross water, chasm, spike traps or lava safely.
* You won't activate pressure traps.

#### Potion of Life

* Fully heals you and increase your maximum hit points.
* Can be crafted by combining a Dragon Scale and a Potion of Healing.
* Lady Sophie will accept these in her altar even if unidentified, so you can use her altar to identify the color of Life or Healing Potions.
* Can be crafted into a Corrupted Potion of Life by combining it with Vampire Ashes.
* Heals all negative status effect. (Burning, bleeding, poisoned, etc)
* If unidentified but in your inventory, it will automatically be used if you are on the verge of death, just like a Potion of Healing. It will then be identified.

#### Potion of Myst

* Obtained by using a flask on Myst gas coming out from vents or from Myst Seedlings or from Myst rocks or wyrd water pools. Identified if obtained from Myst gas, if obtained from a cauldron, it is unidentified.
* Throw it to release Myst. Useful if you have a magic staff to shoot at the center of the Myst to cause more damage (watch out for friendly fire) as the Myst makes magic projectiles to multiply and fly in all directions.
* Increase the duration of stunt staff by a ridiculous amount, enemies or bosses stunned in Myst will stay that way for a long time.
* Some enemies will harm themselves inside mist if their use their attacks, like electric spiders or mages who shoot lightning bolts or magic missiles.
* Summoning traps or summoning staff will spawn dozens if not a hundred enemies if triggered inside a Myst filled room.

#### Potion of Poison Gas

* Obtained by using a flask on poison gas coming out from vents or from Poison gas rocks or from poison pools.
* Identified if obtained from Poison Gas, if obtained in other ways (cauldron for example) it comes unidentified.
* Flammable. Creates a incineration effect if thrown near fire that will set flammable objects or enemies on fire.
* If throw in a room (without fire sources) just before the door closes, the gas will stay there and not dissipate and anything that can die to poison will die.
* Drinking an unidentified potion of poison gas will release a cloud of poison around you. Best to drink near deep water so you can jump in it to avoid the poison. And drink away from fire sources.

#### Potion of Resist Fire

* Can be crafted by combining a fire ant gland (obtained from Giant Fire Ants) and boiling water.
* Drink it to become immune to fire damage.
* You can walk on lava.

#### Potion of Smoke

* Made by catching smoke with a flask.
* Always unidentified unless you got it from catching smoke.
* Throwing smoke at enemies will temporarily blind them and you can walk past them without being noticed or you attack them for one or two free hits.

Can be obtained from:

* Smoke vents.
* From enemies who carry smoke flask.
* Ash stones release a bit of smoke periodically or when broken. Warning: breaking smoke stone can summon fire sprites or fire elementals.
* Failing a 4 altar puzzle will release smoke in the door. If you do the puzzle right and got the reward, you can then fail on purpose and if you are fast you can collect smoke from the door.
* Smoke traps and Smoke+summon traps release smoke when triggered.
* Burning a lot of vegetation produces smoke, hard to obtain in this way as you will likely be set on fire and if the room is too big the smoke dissipates fast, doable with fire immunity and in a enclosed small room.
* Some enemies that produce smoke around them (Nightmare Boars) or monsters or bosses that spit smoke.
* Lava periodically produces smoke.
* Making a wrong craft in a forge will release smoke, you can repeatedly fail on purpose to create smoke to flask.
* Stone collapse from breaking stalacmites will produce smoke to flask it, but... you need to be under the falling rocks to catch the smoke. So, unless you are immune to stunning and have high armor defense along with crushing damage halving, don't even try it.

#### Potion of Speed

* Can't be crafted.
* Drink it to move faster and reduce your weapons and shield cool down.

#### Potion of Strength

* Can be crafted by combining troll blood and a Ogre's heart.
* Drink it to increase your strength stat by one.

### Other Flask Items

There are many other liquids, body fluids, gases, and poor creatures you can stuff into a flask that aren't necessarily part of the in-game potions list. These items are always listed as identified once collected in your inventory and are oftentimes just as useful as regular potions.

#### Acid Blood

* Always yellow in color and never unidentified.
* Drinking this will damage you and corrode any corrode-able equipped items (Capes, Hats, Rings, Amulets and Whips can't be corroded, anything enchanted with +1 can't be corroded. +2 or more will be corroded till they reach +1 at which point they can't be corroded).
* Can coat weapons with 3 charges, the enchanted weapon will corrode enemy equipped items hat they hit or corrode machines (turrets, spinners, mech spiders) making them unable to move.
* Useful to coat daggers so you can corrode turret in place from a distance. Making it very easy to walk pass next to them as they can no longer track your movements.
* Non-acid slimes are weak to corrosion damage, they take extra damage (Verification needed, most likely they take double damage) from weapons coated in acid blood.
* Editors note: Acid Slimes are immune to corrosion damage. A weapon coated in acid blood may do ZERO damage or half damage to them (need verification)
* Editors note: Throwing a corrosion potion on a slime will do 20+ damage to them, often killing them instantly. Verification needed if acid blood has a similar effect to corrosion potion when loved at non-acid slimes.

#### Blood

* Obtained from using a flask on a pool of blood on the floor(usually from a slain enemy) or on a basin full of blood.
* Always Red in color and never tagged as unidentified.
* If you are a vampire, drinking this won't heal you.
* Can be used to coat enchanted Kriss with 3 charges. Giving the Kriss +1 more attack till all charges are used. Normal/Unenchanted Kiss can't be coated with blood. Essentially giving a enchanted Kriss +6 attack during a sneak attacks. (Sneak attacks with daggers do X6 more damage)
* Can't be used to put out wall torches or other fires. (Or to hurt fire elementañsls - Confirmation needed).
* Lord Grievous will accept these in his altar.

#### Corrupted Potion of Life

* Crafted by combining Ash from a exorcised Vampire Lord with a Potion of Life.
* Drink it to become a vampire. Vampires have permanent life regeneration and can also bite enemies to damage them and heal themselves. Mending cloak, rations, healing potions, life potions and healing pools no longer has an effect on you (most likely all healing items stop working on you) Flask with blood sadly does not heal you, has to be fresh from a victims neck.

#### Dark Water

* Always Dark Grayish in color and never unidentified.
* Drinking this will cause draining debuff, which removes 3 strength and may over-cumber/slow you.
* Can be drink to stop the burning debuff or lobed at wall torches or braziers to put them out to increase darkness to sneak around.
* **Can't** coat weapons nor can be throw to enemies to drain them.
* Can't be boiled... no dark water tea for you‼

#### Ectoplasm

* Body fluid: Obtained from using a Flask on the "blood" of a dead phantom.
* Always identified and in sky blue color.
* Can't be infused with weapons (Kriss +1 included) or armors.
* Drinking it does nothing.
* Can't put out fires.
* Unknown use, it could be used in crafting something. (Editors note: If anyone knows a use for this, fill it in.)(Second editor's note: yes, please, someone!)

#### Healing Water

* Infinite amounts can be obtained from healing pools with a flask or 3 doses can be obtained from basins full of healing water. Always identified.
* Always has a greenish color.
* Healing pools some times could be confused with poison pools. Though they eventually release poison gas, which is a easy way to tell if they are a healing pool or not. The other is to collect water in a flask, if it doesn't read "healing water" then it is poison water. Or you can jump in the pool, if in favor of lady Sophie, you will get fully healed and your max HP will increase. If not in favor of her, several phantom daggers will spawn to attack you.
* Can be combined with Light Scrolls to create potions of healing. Easy way to identify an unidentified scroll of Light as you will get asked if you want to combine or swap.
* If you are in favor of Lady Sophie. Drinking healing water will remove any debuffs, like bleeding, poisoned, etc. If not in favor, it acts like normal water when drinking it.
* Lady Sophie will accept these in her altar.
* Can be used to hurt fire elemental enemies for 10 damage or if you are on fire to put the fire out.
* Can be throw at wall torches or fire braziers or camp fires to put them out to increase darkness to sneak.

#### Holy Water

* Infinite amounts can be obtained from holy water pools with a flask.
* Can be combined with sulphur to create potions of Invisibility.
* Can be lobed at unholy enemies (like flesh elementals or wraiths) to do 20 damage to them. Which is a very powerful range weapon against them.
* Can be used to coat a weapon, giving the weapon 3 charges, the weapon will do extra damage against unholy creatures.
* Lady Sophie will accept these in her altar.
* Can be used to hurt fire enemies for 10 damage or if you are burning, consuming it will put out the flames. Can be lobed at wall torches or fire braziers to put them out to increase darkness to sneak.

#### Hot Water

* Obtained by boiling a water potion over lava or a camp fire or a fire brazier. Or from boiling pools/lakes or cauldrons.
* Can be combined with Tea Leaves to craft Tea.
* Can be combined with Fire Ant Gland to craft potion of Resist Fire.
* Drink this to put out burning debuff.
* It **can't** be used to put out wall torches, fire braziers or camp fires.
* It **can't** be used to damage fire enemies.

#### Jelly

* Body fluid
* Editors note: Allegedly, you can use a empty flask on a living Jelly or on their blood (in the floor) to collect it into a flask. (Needs verification. What kind of jelly? What size of living jelly need to be collected from, a tiny or giant one?)
* Flasks can't be used on a living Pink Jelly nor on a Electric Jelly to collect Jelly in a flask. Nor the pools of blood that they leave can be collected with a flask. Small of big Pink or Electric Jelly does not yield Jelly potion. Maybe Magic Jelly does?
* A Book in the dungeon of Doom says that "Jelly potion" can be combined with an Ork tooth to create a Magic drain potion. (Needs verification)
* Only potion obtained from jellies are corrosion potions from acid jelly. Maybe this is the "jelly potion" ?

#### Oil

* Always brown and identified.
* Only obtainable in the dungeon, can't be crafted.
* Combining it with sulphur makes potions of incineration.
* Can coat weapons, making the weapon flammable with a fire source, the weapon on fire will set enemies or vegetation or torches on fire.
* Can be used to oil doors or chest so they don't make sound when you open them (good to avoid waking up enemies and sneak around).
* Can oil locked doors and locked chests to make them easier to lock pick.
* Can be throw at fire sources (lava included) to create a incineration explosion. For example: throw a lit torch at the feet of several enemies and then throw the oil potion at the torch to set them all on fire.

#### Poison

* Obtained from the blood of a slain poisonous enemy.
* Always green in color and never unidentified.
* Can be combined with Rations to create Antidote.
* Can coat weapons with 3 charges, the weapon will poison enemies that it hits.
* Drinking it will poison you for 5 damage.
* **Can't** be throw to put out fires or to hurt fire enemies.

#### Poisonous Water

* Infinite amounts can be obtained from poison pools with a flask.
* If you drink it you get poisoned for 5 damage.
* Always has a greenish color and identified.
* Can't be used to coat weapons.
* If broken, they release a tiny amount of poison gas, thus can be thrown at a wall torch, fire brazier or burning enemies to create a small "incineration" explosion. So, it can't be used to put out fire or damage fire elementals.
* Can be drink to stop burning debuff. Better lose 5 life than 10.

#### Sprite in a flask

* Made by catching a Sprite in a flask.
* Some colors are more bright than others.
* Useful for lighting dark places. Can also be left on the floor to light up the area where you left it, just in case you need to illuminate a door or some other scape route.
* Can be combined with a Stone Tear to create a potion of Levitation.
* Red sprite which is rare may have some minor quest attack to it, for know it is unknown, if you group several, allegedly it summons a wraith.
* White sprite which is very rare gives a lot of light and scares shadow imps.

#### Tea

* Lady Sophie will accept these in her altar.
* Obtained from combining tea leaves and boiling water.
* Consuming it will heal you for 5 HP and remove burning debuff.
* **Can't** it be throw on wall torches, fire braziers or campfires to put them out nor can be used to harm fire enemies.

#### Troll Blood

* Obtained from the blood or a slain Troll.
* Always green in color and never unidentified.
* Can be combined with a Ogre's Hearth to craft a Potion of Strength.
* Can coat an enchanted +1 Kriss to increase his attack by +1 (+6 if doing a sneak attack)
* Can't put out wall torches, fire camps or fire braziers not be used as a weapon against fire elementals.

#### Water

* Obtained from using a Flask on basins with water or water bodies or obtained from a potion of boiling water after it cools down.
* Water potions (as well as many other fluid potions) can be used to harm fire elemental enemies for 10 damage. Can also be used to hit a wall torch or fire brazier to dowse it. (In case you need to sneak in the dark.) You could also put out a burning enemy, thought why would you do that?
* If you are burning, it can be consumed to put out yourself. Many other water fluids will also stop burning debuff if you consume them.
* See Hot Water above

#### Wyrd Water

* Always Cyan in color and never unidentified.
* Obtained from Wyrd water pools or lakes. Warning, wyrd water lakes/pools releases Myst and explode into many lightning missiles. Throwing a flask of wyrd water will release 3 magic misses in random directions from the point of impact.
* Can be used to coat weapons with 3 charges, the weapon will do extra magical damage to enemies.
* **Can't** be use to put out wall torches, fire braziers or camp fires. Doesn't harm fire elemental enemies.
* Can be drink to stop burning debuff.