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Baldur’s Gate 3 Ultimate Alchemy Guide to Potions, Elixirs, Coatings and More

Posted on September 11, 2023October 13, 2023
In Baldur’s Gate 3, using the right potion at the right time can be the difference between life and death of your party. In this guide I go over every alchemical consumable in the game, what it does and how to craft it.

 

Alchemy Overview

There are 4 types of alchemical products – potions, elixirs, grenades, and coatings. To create any of them you need to combine two extracts. There are 5 categories of extracts, and each one is produced by combining 3 of the same type of ingredient. If this sounds confusing, don’t worry about it, the game interface is very intuitive, and you don’t need to do much to get the result you want.
You can access the crafting menu as soon as you can access your inventory. You can use the default shortcut (H) to get to it, or after opening your inventory select the little potion bottle on the top. From there you will be able to craft any potion you know and have the right ingredients for.

You discover a recipe the moment you have the available components for it (and sometimes from books). So make sure you Extract All Ingredients, by clicking the button in the Alchemy menu, from time to time.

Each potion is created by combining a specific extract with any extract from a specific category. For example a Potion of Healing is crafted from Salt of Rogue’s Morsel combined with any extract from the suspension category (e.g. Mergrass, Spider Silk, etc.).

Until you craft the potion, elixir, coating, or grenade, you will not know what it does. If you do not want to be spoilers on what all potions do, and want to find out for yourself, skip the next sections. I will try to spoiler tag mysterious potions that the game obviously wants you to try out. They will be in the ‘Others’ section.

Use the find function (CTRL + F) to find the potion you are interested in.

Potions

Potions are one-time use consumables that either give you an immediate effect, or a buff that lasts for a few turns. Some last until long rest, but unlike Elixirs, you can use multiplier Potions and they won’t override their continued effects. This is where you find how to craft those healing potions that you have been chugging since the beginning of the game.

Name
Effect
Recipe
Antidote
Neutralises the effects of all poisons.
Salt of Mugwort + Any Suspension
Potion of Angelic Slumber
Drink to fall a 2-turn slumber. Unless interrupted, you gain the benefits of Long Rest.
Essence of Planetar Feather + Any Suspension
Potion of Animal Speaking
Gain the ability to comprehend and verbally communicate with beasts until your next Long Rest. (Note: Gives you Speak with Animals)
Essence of Acorn Truffle + Any Salt
Potion of Feather Fall
Drink to slow your rate of descent during falls and gain Immunity to Falling damage.
(Note: Gives you Feather Fall for 10 turns. Drink before you jump.)
Autumn Crocus + Any Essence
Potion of Glorious Vaulting
Drink this to triple your Jump distance.
(Note: Gives you Jump for 10 turns)
Sublimate of Wispweed + Any Ashes
Potion of Healing
Heals 2d4+2 (4~10) and removes Burning.
Salt of Rogue’s Morsel + Any Suspension
Potion of Healing: Greater
Heal 4d4+4 (8~20) and removes Burning.
Ashes of Balsam + Any Salt
Potion of Healing: Superior
Heals 8d4+8 (16~40) and removes Burning.
Salts of Musk Creeper + Any Suspension
Potion of Healing: Supreme
Heals 10d4+20 (30~60) and removes Burning.
Sublimate of Ki-Rin Hair + Any Ashes
Potion of Invisibility
Turns you Invisible. The condition ends early if you attack or cast a spell.
(Note: Gives you Invisibility for 10 turns)
Ashes of Imp Patagium + Any Essence
Potion of Mind Reading
Drink to peer into the minds of those around you. You will be able to read the thoughts of certain creatures while speaking with them.
(Note: Gives you Detect Thought until Long Rest)
Suspension of Mergrass + Any Sublimate
Potion of Speed
Gain an extra action, a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, and double your movement speed. When the condition ends, become Lethargic.
(Note: Grants Hastened for 3 turns. Lethargic makes you skip a turn.)
Ashes of Hyena Ear + Any Salt
Remedial Potion
Cures Blinded, Silenced, Paralyzed, and Poisoned creatures.
(Note: You can throw these at people to cure them, as they can’t drink while Paralyzed.)
Salts of Xorn Scales + Any Suspension

Elixirs

Elixirs are, most of the time, effects that last until long rest. Unlike potions, you can have only one elixir active at a time.

Elixir
Effect
Recipe
Elixir of Arcane Cultivation
Gain an additional Level 1 spell slot.
Vitriol of Weavemoss + Any Sublimate
Elixir of Arcane Cultivation: Greater
Gain an additional Level 2 spell slot.
Suspension of Luculite + Any Vitriol
Elixir of Arcane Cultivation: Superior
Gain an additional Level 3 spell slot.
Suspension of Sulution of Night Orchid + Any Vitriol
Elixir of Arcane Cultivation: Supreme
Gain an additional Level 4 spell slot.
Essence of Beholder Eye + Any Suspension
Elixir of Barkskin
Drink to increase your Armour Class to 16.
Salts of Tree Bark + Any Suspension
Elixir of Battlemage’s Power
Drink to increase the effectiveness of your spells. You will gain 3 Arcane Acuity.
Suspension of Gauth Eye + Any Sublimate
Elixir of Bloodlust
Once per turn when you kill a foe, you gain 5 temporary hit points and an additional action.
Ashes of Worg Fang + Any Salt
Elixir of Darkvision
Drink to gain the ability to see in the dark up to 12m.
Essence of Crystalline Lens + Any Salt
Elixir of Guileful Movement
Your movement speed can’t be reduced by Difficult Terrain or spell. You can’t be Paralysed or Restrained.
Suspension of Ochre Jelly + Any Sublimate
Elixir of Heroism
Gain 10 temporary hit points and become Blessed.
Sublimate of Pegasus Feathers + Any Ashes
Elixir of Peerless Focus
Drink to gain Advantage on Concentration saves, and against being Charmed. Magic can’t put you to sleep.
Sublimate of Belladonna + Any Ashes
Elixir of Resistance: Fire
You gain Resistance to Fire damage, and can no longer Burn.
Ashes of Dragon Egg Mushroom + Any Salt
Elixir of Resistance: Lightning
You gain Resistance to Lighting damage and can no longer be Shocked, Electrocuted, Jolted, or otherwise affected by lighting.
Salts of Copper Shavings + Any Suspension
Elixir of Resistance: Necrotic
Gain Resistance to Necrotic damage.
Vitriol of Oleander + Any Sublimate
Elixir of Resistance: Poison
You gain Resistance to Poison damage and can no longer be Poisoned.
Suspension of Muddy Goo + Any Sublimate
Elixir of Resistance: Psychic
Gain Resistance to Psychic damage.
Suspension of Cerebrospinal Fluid + Any Sublimate
Elixir of Resistance: Universal
Gain Resistance to all damage. (Note: Give you Invulnerability for 10 turns)
Vitriol of Divine Miasma + Any Sublimate
Elixir of See Invisibility
Drink this elixir to spot Invisible creatures.
(Note: It doesn’t reveal invisible creatures immediately, it makes invisible creatures roll to keep their invisibility)
Suspension of Nothic Eye + Any Vitriol
Elixir of Strength: Cloud Giant
Increase your Strength to 27.
Salts of Cloud Giant Fingernails + Any Suspension
Elixir of Strength: Hill Giant
Increase your Strength to 21.
Salt of Hill Giant Fingernails + Any Suspension
Elixir of The Colossus
Drink to increase your size. Weapons deal an additional 1d4 damage. You gain advantage on Strength Checks and saves.
Salt of Chasm Creeper + Any Suspension
Elixir of Viciousness
The number you need to roll to land a Critical Hit is reduced by 1. This stacks with other similar effects.
Vitriol of Shadowroot Sac + Any Ashes
Elixir of Vigilance
Drink to gain a +5 bonus to Initiative. In addition, you can’t be Surprised.
Sublimate of Bloodstained Hook + Any Ashes
Tadpole Elixir
Gain Psionic Weakening (Affected entity has Disadvantage on Constitution, Wisdom and Intelligence Saving Throws.) and Psionic Enrichment (After using a tadpole power, affected entities against Advantage on attacks for 3 rounds.).
Sublimate of Tongue of Madness + Any Essence.

Grenades

Name
Effect
Recipe
Alchemist’s Fire
Deal 1d4 (1~4) fire damage in an area, and set the area on fire.
Ashes of Fire Amber + Any Salt
Flashbender
Blind a target. If it’s a steel watcher or scrying eye, it is stunned, and suffers a 1d6 penalty on Attack Rolls.
Sublimate of Behir Scales + Any Ashes
Fungal Bamboozler
Lob this vaporous decoction to Befuddle (Affected entity can’t control its actions and wanders around without direction.) nearby foes.
Essence of Timmask Spores + Any Salt
Haste Spore Grenade
Explodes in a cloud of invigorating energy that Hastens creatures within.
Sublimate of Haste Spores + Any Essence
Hearthlight Bomb
Bathe a nearby area in light. Illuminate 9m radius.
Essence of Nightlight + Any Suspension.
Noxious Spore Grenade
Explodes into a virulent cloud that can inflict Noxious Fumes* upon creatures within.
Sublime of Poison Spores + Any Ashes
Web Grenade
Explodes into a tangly mess that Enwebs* creatures caught within.
Suspension of Spider Silk + Any Vitriol

* Go to Conditions for more information

Coatings

When you use a Coating, the condition is applied to your active weapons. If you have two weapons equipped, such as two hand crossbows or two daggers, both will be coated, but only your active weapon set. Every time you attack and deal damage with a coated weapon, you also apply the condition. Most coatings last for 10 turns.

Name
Effect
Recipe
Arsonist’s Oil
Coated weapon attacks transform the target’s Fire Resistance to Fire Vulnerability. Targets that are Immune to Fire damage are unaffected.
Sublimate of Frosted Ears + Any Ashes
Basic Poison
Target must succeed a Constitution Saving Throw or become Poisoned*.
Vitriol of Bonecap + Any Ashes
Diluted Oil of Sharpness
Your weapon gains a +1 bonus to Damage and Attack Rolls, and overcomes Resistance to non-magical damage.
Salts of Viridian Crystal + Any Vitriol
Drow Poison
Targets must succeed a Constitution Saving Throw or Become Poisoned and fall Asleep.
Essence of Swarming Toadstool + Any Salt
Malice
Target must succeed a Constitution Saving Throw or become Blinded and Poisoned
Vitriol of Lolth’s Candle + Any Ashes
Oil of Accuracy
Weapon has +2 bonus to Attack Rolls.
Ashe of Daggerroot + Any Salt
Oil of Bane
Targets failing a Charisma Saving Throw become Baned* for 2 turns.
Vetriol of Putrified Tumour + Any Sublimate
Oil of Combustion
On hit, a coated weapon covers its target in oil for 2 turns. Oil-covered targets immolate upon taking fire damage, dealing 3d6 (3~18) Fire damage to everyone and everything nearby.
Ashes of Mephit Magma + Any Essence
Oil of Diminution
Weapon receives a -1 penalty to damage, but targets failing a Constitution save, suffer Disadvantage on Strength Checks and saves. They also receive a -1d4 penalty to melee damage.
Essence of Sylvan Stone + Any Suspension
Oil of Freezing
When you hit a foe, the weapon inflicts Encrusted with Frost for 2 turns.
Suspension of Frost Salamander Tongue + Any Sublimate
Purple Worm Toxin
Coats your active weapon with a toxin that deals an additional 1d10 (1~10) Poison damage.
Suspension of Purple Worm Slime + Any Vitriol
Serpent Fang Toxin
Coats your active weapon with a toxin that deals an additional 1d6 (1~6) Poison damage.
Suspension of Snake Venom + Any Vitriol
Simple Toxin
Coats your active weapon with a toxin that deals an additional 1d4 (1~4) Poison damage.
Suspension of Bullywug Trumpet + Any Sublimate
Thusobald’s Brewed-Up Bellyglummer
Target must succeed a DC 17 Constition Saving Throw or become Poisoned and take 1d6 (1~6) Poison damage at the end of each of its turns.
Salts of Corpse Rose + Any Suspension
Wizardsbane Oil
Its targets receive a -3 penalty to Spell Attack Rolls and Spell Save DC, and Disadvantage on Saving throws for maintaining concentration for 2 turns.
Essence of Gremishka Tail + Any Suspension

* Go to Conditions for more information

Extracts

When you condensed materials they fall under 6 categories: sublimates, salts, essences, ashes, virtuous, suspensions. This is not that useful really. The second ingredient in any recipe is any of a specific type. This is probably when you will look at them and try to find out which will be the easiest to get and the least you use for other potions.

When it comes to obtaining them I will not list them here, because they are not farmable. Mobs don’t ‘respawn’ in Baldur’s Gate 3, like they do in other games, so ‘farming spots’ are not a thing. The best way to obtain any ingredient and stock up is through vendors.

Vendors

Here are some of the vendors and where to find them. Note that based on your choices not all of the vendors may be available to you. The vendors sell random stock every day (after long rest), so if you want to stock up you can make long rests (without using camp supplies) to refresh their stock. Note that this method may lock you out of quests or progress others, so use it when you have more experience with the game.

Emerald Grove
  • Arron – Location: Halfling druid at the Grove

 

Underdark
  • Blurg
  • Derryth Bonecloak

 

Shadowlands
  • Sister Lidwin – Location: House of Healing
  • Araj Oblodra – Location Moonrise Tower

 

Baldur’s Gate
  • Popper – Location: The Kobold at the Circus
  • Zethino – Location: The Dryad at the Circus
  • Stylin’s Horst – Location: Alchemy & Potion Shop near South Span of Wyrm’s Crossing
  • Blurg – Location: Society of Brilliance (The Lodge) near Baldur’s Gate Waypoint
  • Derryth Bonecloak – Location: Blonecloak Apothecary near Lower City Central Wall Waypoint
  • Helsik – Location: Devil’s Fee

Beginner Tips

  1. Have an alchemical pouch with every single character.

    This way when you pick up ingredients they will automatically go inside the pouch and not clog your inventory. On top of that, when you want to combine your ingredients, you can simply pick up all the pouches on one character, making it easier to manage. Note that ingredients you buy or give you characters do not go in the bag. (Hopefully they will change this soon).

  2. Don’t sell ingredients

    Do not sell any ingredients. They are not worth a lot and you might need them. Once you have a better understanding of what potions you want and need, feel free to ignore this tip.

  3. Use Extract All Ingredients.

    Get into the habit after a long rest and shopping to extract all ingredients. It keeps your inventory light and compact, ready to brew the potions you need!

  4. Visit your local ingredient NPC

    After a long rest the NPC vendors restock. If you are looking for any particular ingredient or want to discover all the recipes as soon as possible.

  5. Use Elixirs after Long Rest

    Most elixirs last until Long Rest, so try to remember to use an Elixir after every long rest. Spellcasters can heavily benefit from Arcane Cultivation, while martial classes may want to use Elixir of Viciousness. Find the one that best fits your build and make sure to keep it in stock. But remember – only one elixir can be active at the same time!

  6. Use coatings

    If you feel like your damage is not high enough, want to avoid resistances, or it’s a long tough fight, make sure you use a bonus action to coat your active weapon. A well used Arsonist’s Oil or Diluted Oil of Sharpness can be the edge you need.

  7. Using Hirelings

    Transmutation Wizards gain double the output when crafting. If you want to maximise your output of potions, you can get a Hireling and make them a Transmutation Wizard that will do all your crafting.

Conditions

Some potions give you conditions that you might not know what they are. Here is a little cheat-sheet. These are not all the conditions, just some you might find when using potions, grenades, elixirs, and coatings.

Condtion
Effect
Baned
Reduces rolls by 1d4.
Befuddled
Affected entity can’t control its actions and wanders around without direction.
Blessed
Grants +1d4 to most rolls
Blinded
Has Disadvantage on Attack Rolls. Range of attacks and spells reduced by 3m.
Encrusted with Frost
Affected entity has Disadvantage on Dexterity Saving Throws. When they are 7 or more turns retaming, the entity must succeed a Constitution Saving Throw or take 1d4 (1~4) Cold damage and become Frozen. On a successful save, iot only takes half damage. Afterward, the frost sloughs away. Removed by Burning.
Enwebbed
Cannot move. Attack Rolls against this affected entity have Advantage, while its Attack Rolls have Disadvantage. It also has Disadvantage on Dexterity Saving Throws.
Hastened
Creature has an extra action, a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, and double your movement speed. When the condition ends, become Lethargic.
Invisibility
Has advantage on Attack Rolls and imposes Disadvantage on enemy Attack Rolls.
Invulnerability
Negates all damage.
Lethargic
Skip your turn.
Noxious Fumes
Affected entity takes 1d4 (1~4) poison damage each turn. IT must succeed a Constitution Saving Throw or take an additional 2d4 (2~8) poison damage, taking half damage on a success.
Paralysed
Skips the turn and causes all attacks made within short range to crit.
Resistance
Reduces damage by half to a specific damage type
Restrained
Prevents the victim from moving and gives all attackers advantage
Poisoned
Suffers Disadvantage on Attack Rolls and Ability Checks.
Psionic Weakening
Affected entity has Disadvantage on Constitution, Wisdom and Intelligence Saving Throws.
Psionic Enrichment
After using a tadpole power, affected entities against Advantage on attacks for 3 rounds.
See Invisible
Invisible creatures must succeed a Dexterity Saving throw or lose their invisibility.
Silenced
Prevents the target from casting spells with verbal components (which is most spells)
Stunned
Can’t move or take actions, bonus actions, and reactions.

Mystery Potions

There are some potions are you will find in random places. You can’t craft them and you can’t buy them from your local vendor. All of the effects will be spoiler tagged, so click at your own risk.

Potion
Effect
Karabasan Gift
After 1 turn the effected entity will become paralysed. (Note: Throw. The target must succeed on Consitution saving throw or be Paralyzed for a turn.)
Potion of Universal Resistance
Poison Resistance: Resistant to poison damage. Can no longer be Poisoned. Lasts until long rest.
Mysterious Elixir
Feigning Death (10 turns). Has sunk into a magical coma deep enough to imitate death. Resistant to all damage except psychic damage, and disease and poison no longer have any effect. Removed when Helped.
Broken Promises
Strength is increased by 2 until the next Long Rest. Upon resting Streetlight is indefinitely reduced by 1.
Lost Time
Armour class is reduced by 2. Can’t take reactions. Lasts 50 turns.
Faltering Will
Disadvantage on Wisdom Saving Throws until long rest.
Heart of Stone
Resistant to poison damage until Long rest.
Wilted Dreams
Something waits for the creature to sleep. It takes 3-18 Psychic damage during it’s next Long Rest.
Insanity’s Kiss
Hostile to all other creatures for the 5 turns.
Mother’s Loathing
Gains Bite until next Long Rest.
Missing Pets
Illusory spiders run up and down the creature’s body, imposing Disadvantage on Ability Checks and Attack Rolls.
Lover’s Avarice
Wisdom is indefinitely reduced by 1. (Note: Until long rest or remove curse)

That’s all we are sharing today in Baldur’s Gate 3 Ultimate Alchemy Guide to Potions, Elixirs, Coatings and More, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author Ina Box

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