Alchemist's Shop

These potions may be purchased only between Quests.

All Heroes

Potion of Battle - Cost: 200 Gold Coins
If you have a really "weak" roll of the attack dice, you may drink this blood-red potion. It allows you one re-roll of the attack dice.

Potion of Curing - Cost: 200 Gold Coins
Drink this brown, frothy liquid to restore 1 lost Body Point and 1 lost Mind Point. It's refreshing after a tough battle!

Potion of Dexterity - Cost: 100 Gold Coins
This sparkling liquid adds 5 movement squares to your next die roll or guarantees 1 successful pit jump. You may only use one per turn.

Potion of Rejuvenation - Cost: 500 Gold Coins
Any Hero who drinks this bright yellow liquid regains up to 6 lost Body Points. Roll 1 red die to see how many Body Points the Hero gets back. This potion cannot give the Hero more than his starting number of Body Points.

Potion of Restoration - Cost: 800 Gold Coins
This refreshing concoction restores any Hero's Body and Mind Points to the level they were at when the Hero started the Quest. This potion may also be used to cure a Hero who has been turned into a Werewolf.

Venom Antidote - Cost: 300 Gold Coins
This bubbling brew tastes foul, but heals up to 2 Body points of damage caused by poison needles or poison darts only.

Barbarian Only

Potion of Battle Rage - Cost: 400 Gold Coins
Only the Barbarian can drink this purple-red concoction. It grants him 2 attacks per turn as long as there are monsters in sight. As soon as there are no more monsters in the Barbarian's line of sight, this potion's effects wear off.

Potion of Frost Skin - Cost: 300 Gold Coins
Only the Barbarian is affected by this slushy drink. It enables him to roll 2 extra combat dice when defending. As soon as there are no monsters in the Barbarian's line of sight, this potion's effects wear off.

Potion of Icy Strength - Cost: 200 Gold Coins
This bubbling orange mixture gives the Barbarian superhuman strength for one turn. After he drinks this potion, his next attack causes twice as many body points of damage as are rolled on the combat dice.

Dwarf Only

Potion of Disarming Cost: - 200 Gold Coins
This potion may be used by the dwarf to automatically diarm one trap. Wandering monster traps, ice slides, slippery ice, or any other trap that cannot be searched for are not affected.

Potion of Dwarven Fury - Cost: 400 Gold Coins
This foul-smelling green potion allows the Dwarf to roll 1 extra attack dice when attacking orcs, goblins, and fimir. As soon as there are no more monsters in sight, this potion's effects wear off.

Potion of Endurance - Cost: 300 Gold Coins
When a Dwarf drinks this brown concoction, he may add 1 to all his movement rolls. This effect lasts until the Dwarf suffers at least 1 Body point of damage.

Elf Only

Potion of Recall - Cost: 400 Gold Coins
An Elf who drinks this greenish mixture regains a spell which was cast earlier during the current Quest. Choose wisely which spell to recall!

Potion of Speed - Cost: 500 Gold Coins
When an Elf drinks this syrupy brew, he can move up to 12 squares per turn instead of rolling the red dice. The Elf also gets 2 attacks per turn. These effects end as soon as the Elf suffers at least 1 body point of damage.

Potion of Vision - Cost: 500 Gold Coins
Drinking the contents of this clear bottle enables an Elf to see all secret doors and regular traps within his line of sight. This effect lasts until the Elf suffers at least 1 Body Point of damage.

Wizard Only

Potion of Fire Breathing - Cost: 700 Gold Coins
This spicy red liquid allows the wizard to breathe fire up to 2 squares in a straight line. All Heroes and monsters in the area of effect take 2 Body Points of damage. The potion wears off if the Wizard takes at least one Body Point of damage.

Potion of Memory - Cost: 600 Gold Coins
This potion allows the Wizard to cast one spell without having to discard the spell card.

Potion of Phasing - Cost: 500 Gold Coins
This cloudy liquid allows the Wizard to vanish completely for one turn, making him immune to all monster attacks. Hero actions also cannot effect him during this time.

Knight Only

Potion of Might - Cost: 400 Gold Coins
This bright blue liquid gives the Knight 1 extra attack die when battling Chaos Warriors, Chaos Archers, and Gargoyles. This potion wears off if the Knight takes at least 1 Body Point of damage.

Potion of Protection Cost: 500 Gold Coins
This steely-grey brew allows the Knight to defend a Hero adjacent to him by facing one attack meant for that Hero. The Knight defends normally.

Potion of Shielding Cost: 300 Gold Coins
This golden syrup allows the Knight to roll 3 extra dice on his next defense roll.

Cleric Only

Holy Potion - Cost: 400 Gold Coins
This pearly-white concoction gives the Cleric 1 extra attack die when battling skeletons, zombies and mummies. This potion's effects last until no more monsters are in sight.

Potion of Sacrifice Cost: 300 Gold Coins
This blood-red potion allows a cleric to completely restore the Body Points of an adjacent Hero by losing 3 of his own Body Points.

Prayer Potion - Cost: 500 Gold Coins
This clear-colored elixir allows the Cleric to cast any one Cleric spell on his turn, even if he did not choose the spell for the current Quest. This counts against his action for the turn.

Thief Only

Potion of Looting - Cost: 200 Gold Coins
This golden liquid allows the Thief to gain 100 Gold Coins for every Body Point worth of damage he inflicts on a monster. This potion wears off if the Thief takes at least 1 Body Point of damage.

Potion of Trap Sight - Cost: 300 Gold Coins
This potion allows a thief to automatically see all traps in his line of sight, including concealed traps and traps that normally can't be searched for, such as wandering monster traps, slippery ice, etc. If the Thief takes at least 1 Body Point of damage, this potion wears off.

Potion of Treasure Finding - Cost: 500 Gold Coins
This potion allows a Thief to instantly discover treasure. If Zargon's notes indicate a special treasure in a room, then the Thief automatically gains it. If there are no special treasures (or if the special treasures have already been found), the Thief may draw one Treasure card. If a Wandering Monster is found, that card is ignored and another is drawn. The Thief may not use Treasure Without Doom while this potion is in effect. If the Thief suffers at least 1 Body Point of damage, the potion's effects end.

Halfling Only

Potion of Extra Strength - Cost: 400 Gold Coins
The Halfling may drink this bubbly brew to gain 1 extra attack die against any monster. This potions lasts until the halfling takes at least 1 Body Point of damage.

Potion of Hiding - Cost: 200 Gold Coins
If this greenish-brown concoction is drunk by the Halfling, he may avoid a monster's attack.

Potion of Stealth - Cost: 300 Gold Coins
This black liquid makes all monsters ignore the Halfling if he drinks it. No mosters will attack him while this potion is in effect. If the Halfling attacks, this potion's effects end.

Buying and Selling Potions

If Zargon wishes, he can make the potions on the treasure cards available for purchase at the Alchemist's shop. These potions cost 500 Gold Coins each. If the Heroes want to sell any potions they find, they get 250 Gold Coins for each potion sold.

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