![]() Prior to patch 2.2.0, regular healing potions were dropping as items and did not need to be clicked on to be picked up (a lot like gold). These potions seemed weak by themselves compared to the content a hero may face, but items that granted the affix 'Health Globes/Potions heal +x Life' could make them a bit more of an aid. In addition, there was a level requirement for every potion. Health Potions before version 2.0 healed players for a set amount. This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes. Results may vary.īecome immune to control-impairing effects for 5-7 seconds Teleport to another location based on missing health. +20-30% of maximum Resource if used at 50% Life or lower.įears enemies within 12 yards for 3–4 seconds. Increases all healing by 20–25% for 5 seconds. To install a legendary potion, one needs to drag it to the slot, where it will be "equipped" as an item. The function of Legendary bottomless potions remains unchanged: they are not consumed upon use as well. Instead, it is an endless ability in the Health Potion slot that simply heals players for 60% of their maximum life, cast without cost. As of version 2.0 of the game, all Health Potions have been consolidated into one Health Potion that has no level requirement.Īs of patch 2.2.0, Health Potions as separate, consumable items are no longer in game. This potion acts the same on all character classes. ![]() As Health Globes replaced the potions as a major source of healing, regular potions now instantly increase the characters' life points by 60% of their maximum health, but there is a 30 second cooldown before another potion can be used. ![]() Health Potion mechanics have changed somewhat in Diablo III. They have a cooldown of use (about 15 seconds). Health Potions can be equipped in Diablo Immortal. The same recipe, except with a normal Gem, results in a Full Rejuvenation Potion. Three Minor Healing Potions, along with three Minor Mana Potions and a chipped Gem, could be transmuted to a Rejuvenation Potion. Prior to Patch 1.10, Healing Potions, like gems, could be combined in threes to upgrade them to the next higher level potion. ![]() While this does not necessarily make them more favorable over Rejuvenation Potions, it does offer a bit of longevity, as a Super Healing Potion would heal the Barbarian for almost his full HP capacity over 5 seconds. After the formula works out as it is listed, he stands virtually a 2/3 chance of getting an "upgraded" healing from Health Potions. Chance of Double Heal for 200 Vitality and up: 100 * (Vit - 101) / VitĪn example of one of the formulae above could be a Barbarian with 300 Vitality.Chance of Double Heal for Vitality up to 200 if Vitality is odd: (Vit - 1) * (Vit - 1) / (4 * Vit).Chance of Double Heal for Vitality up to 200 if Vitality is even: (Vit - 2) / 4.Healing Potions also have a chance to double their health regeneration based on your character's current Vitality level. While in-game, you can hover the pointer over a potion in your inventory to see how many points it will heal your character Healing Potions replenish different amounts of hit points depending on which class is using it (see table below). ![]() They can also be bought from any town's magical item vendor. Healing Potions are one of the most common items found in the game. The amount they heal is spread evenly over time. It takes around 5 seconds for them to fully heal their specific amount of hit points. The healing effects of the potions are not instantaneous. In Diablo II Healing Potions have 5 levels with each one restoring more hit points than the previous. Restores all of the character's hit points Restores some of the character's hit points It should also be known that unlike the rest of the series, the effects of lesser potions are a randomized percentage of a hero's maximum Life/Mana, instead of a set amount. The class bonuses above do not apply to Full Potions, because they restore a hero to 100%, regardless of circumstances.
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