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Diablo II Guide to Potions

by: AmyHill ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

The various potions in "Diablo II" will aid you in your battles, both as restoratives and as offensive weapons.

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    Healing Potions and Mana Potions

    Healing potions and mana potions in Diablo II come in five varieties: minor, light, normal, greater, and super. The bigger the potion looks, the more hit points or mana points it will restore.

    The exact amount of hit points or mana points each potion will restore depends on your character class, as follows:

    Healing Potions (red):

    • Minor – Paladins, Assassins, and Amazons gain 45 HP. Barbarians are healed for 60. Druids, Necromancers, and Sorceresses gain 30 HP.
    • Light – Paladins, Assassins, and Amazons gain 90 HP. Barbarians are healed for 120. Druids, Necromancers, and Sorceresses gain 60 HP.
    • Normal – Paladins, Assassins, and Amazons gain 150 HP. Barbarians are healed for 200. Druids, Necromancers, and Sorceresses gain 100 HP.
    • Greater – Paladins, Assassins, and Amazons gain 270 HP. Barbarians are healed for 360. Druids, Necromancers, and Sorceresses gain 180 HP.
    • Super – Paladins, Assassins, and Amazons gain 480 HP. Barbarians are healed for 640. Druids, Necromancers, and Sorceresses gain 320 HP.

    Mana Potions (blue):

    • Minor – Paladins, Assassins, and Amazons gain 30 MP. Barbarians gain 20 MP. Druids, Necromancers, and Sorceresses gain 40 MP.
    • Light – Paladins, Assassins, and Amazons gain 60 MP. Barbarians gain 40 MP. Druids, Necromancers, and Sorceresses gain 80 MP.
    • Normal – Paladins, Assassins, and Amazons gain 120 MP. Barbarians gain 80 MP. Druids, Necromancers, and Sorceresses gain 160 MP.
    • Greater – Paladins, Assassins, and Amazons gain 225 MP. Barbarians gain 150 MP. Druids, Necromancers, and Sorceresses gain 300 MP.
    • Super – Paladins, Assassins, and Amazons gain 375 MP. Barbarians gain 250 MP. Druids, Necromancers, and Sorceresses gain 500 MP.
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    Other Drinkable Potions

    Rejuvenation potions, which are purple, restore 35 percent of your maximum health and mana. The larger full rejuvenation potions restore 100 percent of your health and mana. Once you reach a high number of hit points and mana points, rejuvenation potions are a much better value than healing or mana potions because they work by percentage of your maximum health and mana, not by a flat rate per character class.

    • Antidote potions, which are black, cure poison instantly.
    • Stamina potions, which are white, restore your stamina instantly.
    • Cold potions, which are orange, thaw you instantly when you're frozen or chilled, unless you're under the effects of the Paladin Aura Holy Freeze.
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    Throwing Potions

    Potions in Diablo II include throwable potions which you can equip as weapons in your weapon slot. There are two types of throwing potions, fire and poison. Both have somewhat different effects in the Lord of Destruction expansion versus the basic Diablo II.

    Fire Potions (orange and deal Fire Damage):

    • Fulminating Potions (triangular): Radius 2, 3 to 5 damage in Diablo II; Radius 6, 5 to 15 damage in Lord of Destruction.
    • Exploding Potions (cylindrical): Radius 3, 6 to 8 damage in D2; Radius 3, 16 to 30 damage, level requirement 12 in LoD.
    • Oil Potion (round): Radius 6, 9 to 10 damage in D2; Radius 2, 28 to 64 damage, level requirement 20 in LoD.

    Poison Potions (green and create poisonous clouds that deal poison damage):

    • Strangling Gas Potions (triangular): 28 damage in Diablo II; 24 damage in Lord of Destruction.
    • Choking Gas Potions (cylindrical): 75 damage in D2; 72 damage and level requirement 16 in LoD.
    • Rancid Gas Potions (round): 168 damage in D2; 96 damage and level requirement 24 in LoD.

    You can stack 10 throwing potions in Diablo II or 25 in the Lord of Destruction expansion. Barbarians can dual-wield two throwing potions or a throwing potion and a weapon.

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