Every Deskrawl health potion tier from 25 to 2000 instant heal, the 7 upgrade steps with gold and materials, and the auto-use threshold that drinks them.
Deskrawl Health Potions: All 8 Tiers and How to Upgrade Them
There are 8 health potion tiers in Deskrawl and they run from 25 instant healing to 2,000 — an eighty-fold spread that the game never announces anywhere. What the tiers do not change is the shape of the potion: the heal-over-time window is 3 seconds and the cooldown is 5 seconds on all eight, without exception. Only two numbers scale with tier, and one of them barely moves.
This page gives you all eight tiers, the seven upgrade steps with their exact gold and materials, where to buy them, and the one setting that decides whether they ever get drunk.
Four facts decide whether a potion matters:
- Instant healing is the tier-scaled number. 25 → 2,000, and nothing else about the potion is tier-dependent except the regen share.
- The regen share only climbs from 30% to 45% of your maximum health. Fifteen points across the whole game.
- The upgrade is gated by character level, not by gold alone. Each step needs a level and materials and gold, and the last one is level 65 in a game capped at 70.
- Auto-use is off by default and lives behind one key. Press C and set the health percentage.
Read from the game's own shipped data files (1.0 launch build, 28 September 2026); the live client has since moved to patch 1.0.0g. Healing, regen share, duration and cooldown are the game's own printed values, as are the upgrade gold costs and material counts. NPC and menu wording is quoted from the game's own text. The Deskrawl store page is the reference for the current build.
All 8 tiers in one table


The last two columns are the same on every row, which is the point of printing them eight times.
| Tier | In-game name | Instant healing | Regen over 3s | Duration | Cooldown | Unlocks at |
|---|---|---|---|---|---|---|
| 1 | Minor Health Potion | 25 | 30% of max HP | 3s | 5s | Level 1 |
| 2 | Health Potion | 75 | 30% | 3s | 5s | Level 5 |
| 3 | Greater Health Potion | 150 | 35% | 3s | 5s | Level 15 |
| 4 | Superior Health Potion | 300 | 35% | 3s | 5s | Level 25 |
| 5 | Supreme Health Potion | 600 | 40% | 3s | 5s | Level 35 |
| 6 | Divine Health Potion | 1,000 | 40% | 3s | 5s | Level 45 |
| 7 | Mythic Health Potion | 1,500 | 45% | 3s | 5s | Level 55 |
| 8 | Eternal Health Potion | 2,000 | 45% | 3s | 5s | Level 65 |
So: the jump from tier 1 to tier 8 is 1,975 points of instant healing and 15 points of regen percentage. The instant number is flat and absolute, so it means less and less as your health pool grows. The regen share is a percentage of maximum health — which means tier 8's 45% is a bigger absolute number on a late character than tier 1's 30% was on a level 1 one. The regen half scales with you; the instant half does not.
That is also why the tier does not change how often you can drink. Three seconds of healing followed by a five-second cooldown is the same clock on every tier, so a tier-8 potion is exactly as spammable as a tier-1 one.
Against a level 70 Inferno mob, tier 1's 25 healing is noise and tier 8's 2,000 is a genuine reprieve. Against a level 15 trash mob, tier 5's 600 is already more than the mob deals. Upgrade when your incoming damage outgrows the current tier, not when a guide tells you to.
The upgrade path: 7 steps, 558,600 gold
Each tier is bought from the Alchemist and each step has three gates — a character level, a gold cost and a material bill. The materials are all plants, and the recipe walks steadily through the plant table as you climb.
| Step | Character level | Gold | Materials |
|---|---|---|---|
| Tier 1 | 1 | 0 | none — this is what you start with |
| Tier 2 | 5 | 100 | Mushroom ×10, Starleaf ×5 |
| Tier 3 | 15 | 500 | Mushroom ×20, Starleaf ×10 |
| Tier 4 | 25 | 3,000 | Starleaf ×50, Oak Leaf ×30 |
| Tier 5 | 35 | 25,000 | Oak Leaf ×65, Desert Rose ×40 |
| Tier 6 | 45 | 80,000 | Desert Rose ×40, Tidesilk Kelp ×30 |
| Tier 7 | 55 | 150,000 | Crimson Coral ×35, Gallthorn ×50 |
| Tier 8 | 65 | 300,000 | Emberbloom ×60, Frostbloom ×45 |
So: the entire ladder costs 558,600 gold and no step is skippable. The first four steps cost 3,600 gold combined and take you to level 25 — a fourth of the run for two-thirds of one percent of the bill. The last two steps are 81% of it.
The level gaps are a flat 10 apart and the gold never stops compounding. After the first step, every tier costs five to eight times what the one before it, and the price is paid again at the same cadence every time:
| Step | Level | Gold | Multiple of the step before |
|---|---|---|---|
| Tier 2 | 5 | 100 | — |
| Tier 3 | 15 | 500 | 5× |
| Tier 4 | 25 | 3,000 | 6× |
| Tier 5 | 35 | 25,000 | 8.3× |
| Tier 6 | 45 | 80,000 | 3.2× |
| Tier 7 | 55 | 150,000 | 1.9× |
| Tier 8 | 65 | 300,000 | 2× |
So the ladder is cheap, cheap, cheap, then not — and the not starts at level 35. That is the whole shape of it, and it is the opposite of what a per-level budget would suggest. If you compare against the gold farming guide, the honest reading is:
| Step | Gold | Share of the whole ladder |
|---|---|---|
| Tiers 1–4 | 3,600 | 0.6% |
| Tier 5 | 25,000 | 4.5% |
| Tier 6 | 80,000 | 14.3% |
| Tier 7 | 150,000 | 26.8% |
| Tier 8 | 300,000 | 53.7% |
So: the level-65 potion costs more than everything before it combined, six times over. If you are short on gold at 65, tier 7 at 1,500 instant healing is three quarters of the way there for half the price.
The Emberbloom and the Frostbloom are the two plants you cannot gather before late in the run, and the game says where they live: "a scarlet bloom that opens among the ferns of the Crimson Valley" and "a blue flower that blooms among the snow." Tier 8 is therefore the one step whose material bill is genuinely gated behind a zone. Everything below it is foraged in the zones you already farm — the Desert Rose "blooms in the Tazan Desert", the Crimson Coral comes off "a shoreline reef". The zone order is on the areas and level guide.
Where to buy: the Alchemist, in all three towns
There is one recipe panel and one NPC in each hub. The area is labelled Alchemist's Shop, the panel heading reads Upgrade Healing Potion, and the three alchemists have names:
| Town | Alchemist | What they do |
|---|---|---|
| Aldenreach (start) | Mira | Craft potions |
| Veldak | Solveig, The Alchemist | Craft potions |
| Tazan | Zahra, The Alchemist | Craft potions |
So: any one of the three alchemists does the same job and sells the same ladder. There is no town advantage and no recipe to unlock separately — the level gate is the only thing between you and the next tier.
Each of the seven steps also has its own unlock, and the game announces it: "You can now upgrade your potion to {0}". The seven unlock triggers sit at exactly the seven levels above — 5, 15, 25, 35, 45, 55 and 65 — so the moment you level, the next tier becomes purchasable and nothing else changes.
The one setting that decides whether potions ever get drunk
Deskrawl does not drink your potion for you until you tell it to, and the setting is one keypress away:
"Auto-used when HP drops below {0}. Adjustable in Combat Settings (C)."
"Your Health Potion is used automatically when your HP drops below this percentage of your maximum HP."
Press C in combat, open Combat Settings, and set the threshold. That is the whole procedure, and it is the single most-repeated question in the game's Steam threads — a one-line answer: "In the Combat Settings, press C."
Player source: Steam discussion thread on the combat potion slot — read 2026-10-04.
A threshold near the bottom of the bar wastes almost every potion on chip damage. A threshold near the top spends them all on the first hit of a pack. Somewhere around a third is the compromise, and the only way to tune it further is to watch how the bar actually behaves in the zone you farm.
There is a second, narrower auto-use slot system in the game for combat potions, utility potions and food, each with its own unlock. That is the buff-flask family, not the health flask — different items, different panel, and covered alongside the other consumables on the gear and affix guide.
Where the potions come from
Potion charges drop on a separate switch from gear, which is why a trash mob can hand you a flask and nothing else:
| Encounter | Potion charge drop chance | Rolls |
|---|---|---|
| Normal mob | 0.3 (30%) | 1 |
| Elite, mini-boss, boss, mythic boss | 1 (100%) | 1 – 3 |
So: every boss-tier kill is a guaranteed flask, and a trash mob is a coin flip. If you are short on potions, the answer is to farm bosses rather than trash — the full tables are on the drop rates guide.
Two affixes push that number, and both are worth hunting:
| Affix | What the game's own description says | Slots that can roll it |
|---|---|---|
| Health Potion Find | "Increases the chance for enemies to drop health potions." | Helm, Boots, Belt, Gloves |
| Bonus Potion Charges | "Additional health potion charges." | Belt only |
So: Potion Find is a four-slot affix, and extra charges are a Belt-only affix — the one slot that also rolls the potion-affix secondary pool. If you are running out of charges rather than out of flasks, the Belt is the only place in the game that fixes it, and one Legendary belt in the game adds charges as a fixed effect.
Potion Charge I has a name and a description in the game's text and is granted by nothing. It is one of two labels in the life skill tree you can read but never buy — the other is Equipment Auto-Filter. Never plan around it, and do not go looking for the node; the life skills guide lists every one of the 85 nodes that actually exist.
Two smaller facts: potions stack to 10 in your bag, and from patch 0.1.9a onwards the health potion and the town scroll can be clicked to use directly — you do not have to bind a key.
Official source: [0.1.12] New Content: Ancient Legendary, New Legendaries, Minion, Life Skills — "Potions now stackable to 10", published 2026-06-21. The click-to-use line is from [Hot Fix 0.1.9a] Variety of QOL and Bug Fixes, published 2026-06-17.
Who actually needs a potion
Worth saying plainly, because the honest answer is that most players need very few. A long, detailed clear report in the game's own Steam threads ends like this:
"Eventually, I was able to get through it and now just run the single target skills and don't even use a potion."
Player source: How to defeat final boss? — Steam discussion — read 2026-10-04.
That player also named the two upgrades that actually mattered: honing gear toward the build, and a ring with a stacking damage effect. Not potions. A potion is a bridge across a wall you have not closed yet — it is not a substitute for the gear wall described in our drop rates guide, and it will not carry you past Inferno.
FAQ
What is the best health potion in Deskrawl?
Tier 8, at 2,000 instant healing — and it is not close to the runner-up on cost. It costs 300,000 gold, which is 54% of the entire 558,600-gold ladder on its own. Tier 7 at 1,500 for 150,000 gold is the better buy if you are short.
How many health potion tiers are there?
Eight, from 25 to 2,000 instant healing. Every one has the same 3-second heal window and the same 5-second cooldown.
How do I upgrade my health potion in Deskrawl?
Go to any Alchemist — Mira, Solveig or Zahra, one per town — and use the Upgrade Healing Potion panel. Each step needs a character level, gold and plant materials. The seven level gates are 5, 15, 25, 35, 45, 55 and 65.
How do I make potions auto-use?
Press C in combat, open Combat Settings, and set the health percentage at which the potion fires. Until you do this, potions sit in your hotbar unused.
Where do health potions drop from?
Normal mobs drop a charge 30% of the time; elites, mini-bosses, bosses and mythic bosses drop one every time. Bosses roll up to three times per kill. The Health Potion Find affix raises the mob chance and rolls on Helm, Boots, Belt and Gloves.
Can I get more potion charges?
The Belt's Bonus Potion Charges affix is the only random source, and one Legendary belt adds charges as a fixed effect. The Potion Charge I life skill node reads as unlocked in the game's text but nothing grants it — ignore it.
Related Guides
- Deskrawl Gear Stats — where Potion Find and Potion Charges roll.
- Deskrawl Drop Rates — the separate potion chance behind every kill.
- Deskrawl Life Skills Tree — all 85 nodes, including the one potion node that does nothing.
- Deskrawl Gold Farming — where the 558,600 gold for tier 8 comes from.
- Deskrawl Zones and Level Order — which zone grows the two plants tier 8 needs.
More Deskrawl: Idle ARPG Guides
Deskrawl class builds compared without a tier list: talent counts, weapon pools, socket limits and the exact gold each class should spend first.
The 1.0 release raised the cap from 35 to 70, expanded the talent tree, reworked Life Skills and added a Paragon tab. Demo saves are wiped.
Demon Skulls are the only entry currency, and the rule is odd: entry only checks your balance, and the skull is deducted after you clear the stage.
Deskrawl has exactly three difficulties. Inferno multiplies enemy HP sixfold and is the only tier that drops Divine gear, rune sets and Mythic content.
The real Deskrawl loot table from the 1.0 build — 87-95% no-drop rolls on trash mobs, chest contents, and what patch 1.0.0g actually changed.
The verified Deskrawl +10 upgrade table: four guaranteed levels, then 75%, 50%, 40%, 30%, 20% and 10% — plus the material each slot needs.
All three Deskrawl fishing lakes, all 12 catches in each, the 50 percent empty rate, and the one Rein that only comes out of water.
The 68 official Deskrawl stat affixes and the per-slot roll pools, plus the 11-vs-12 equipment slot puzzle solved: rings occupy two slots.
