Potions & Elixirs
A page from the realm's reference.
Shadowrealm sells 15 consumables in three sizes each, Minor, Standard, and Greater. Restore potions are instant: drink one and it tops up HP or Mana on the spot, no cooldown beyond having the gold to buy another. Stat-buff elixirs work differently: they grant a temporary percentage bonus to Attack, Defense, or Luck that runs for a fixed duration, so timing one before a big push through actions or a PvP session matters more than just having one in reserve.
Two families, two use cases
Restore potions exist to undo a bad run: a failed action or heist can cost real HP, and a Mana-hungry deed can leave a character unable to attempt the next one, so a Health or Mana potion in reserve is mostly an insurance policy against risk. Stat-buff elixirs are the opposite: a proactive spend before a session of higher-rank actions, a casino run, or a PvP push, timed so the temporary Attack, Defense, or Luck bonus is actually running while it matters, rather than burning down idle in a menu.
Both families sell out of the Potion Shop's shared stock: every potion type refills every 4 hours, caps out at 100 units server-wide, and limits any one player to 10 purchases of that potion per window, so stocking up ahead of a big push is worth planning for rather than assuming on the spot.
Every gold price on this page is a baseline: the Potion Shop, like every other gold vendor in the game, scales its prices up by a server-wide inflation multiplier that rises with the gold in circulation and never drops below 1x, so live prices can sit well above the numbers quoted here. The per-point and per-percentage-point-minute ratios below stay valid regardless, since inflation scales every potion by the same factor and cancels out of the comparison.
Restoration potions
Instant HP and Mana top-ups, no duration, no cooldown beyond your gold. Each one restores a percentage of your maximum pool, and never less than the flat amount it has always given, so a potion is worth more to a character with a bigger pool and is never worth less to anyone. Small pools sit on the flat floor and see the old numbers unchanged: a Greater Health Potion still costs roughly 1.9x as much per point of HP restored as a Minor one while the floor is what pays. Once your maximum passes the crossover listed against each potion below, the percentage takes over, and there the larger sizes are the better buy per point rather than the worse one, because the percentage grows with the size while the price does not.
- Minor Health Potion: 300 gold. Restores 10% of your maximum HP, never less than 25. Up to a maximum HP of 250 that floor is what you get, at 12.00 gold per point restored; past 250 the percentage takes over and every extra point of maximum HP makes the same potion restore more for the same price.
- Standard Health Potion: 1,000 gold. Restores 25% of your maximum HP, never less than 60. Up to a maximum HP of 240 that floor is what you get, at 16.67 gold per point restored; past 240 the percentage takes over and every extra point of maximum HP makes the same potion restore more for the same price.
- Greater Health Potion: 3,500 gold. Restores 50% of your maximum HP, never less than 150. Up to a maximum HP of 300 that floor is what you get, at 23.33 gold per point restored; past 300 the percentage takes over and every extra point of maximum HP makes the same potion restore more for the same price.
- Minor Mana Potion: 400 gold. Restores 10% of your maximum Mana, never less than 15. Up to a maximum Mana of 150 that floor is what you get, at 26.67 gold per point restored; past 150 the percentage takes over and every extra point of maximum Mana makes the same potion restore more for the same price.
- Standard Mana Potion: 1,200 gold. Restores 25% of your maximum Mana, never less than 40. Up to a maximum Mana of 160 that floor is what you get, at 30.00 gold per point restored; past 160 the percentage takes over and every extra point of maximum Mana makes the same potion restore more for the same price.
- Greater Mana Potion: 4,000 gold. Restores 50% of your maximum Mana, never less than 100. Up to a maximum Mana of 200 that floor is what you get, at 40.00 gold per point restored; past 200 the percentage takes over and every extra point of maximum Mana makes the same potion restore more for the same price.
Stat-buff elixirs
Timed percentage boosts to Attack, Defense, or Luck. The bonus and its duration both scale with size, and the underlying magnitude, duration, and price are shared across all three stat types, so a Standard Fortune Elixir and a Standard Strength Elixir cost and last exactly the same. Minor and Standard elixirs cost the same gold per percentage-point-minute of buff; only the Greater size carries a real premium, roughly 29% more per percentage-point-minute than Minor or Standard, so buying the biggest elixir mostly saves inventory slots and buy-clicks rather than gold.
- Minor Strength Elixir: 1,250 gold. +10% attack for 30 minutes. (4.17 gold per percentage-point-minute of buff.)
- Standard Strength Elixir: 3,750 gold. +20% attack for 45 minutes. (4.17 gold per percentage-point-minute of buff.)
- Greater Strength Elixir: 11,250 gold. +35% attack for 60 minutes. (5.36 gold per percentage-point-minute of buff.)
- Minor Endurance Elixir: 1,250 gold. +10% defense for 30 minutes. (4.17 gold per percentage-point-minute of buff.)
- Standard Endurance Elixir: 3,750 gold. +20% defense for 45 minutes. (4.17 gold per percentage-point-minute of buff.)
- Greater Endurance Elixir: 11,250 gold. +35% defense for 60 minutes. (5.36 gold per percentage-point-minute of buff.)
- Minor Fortune Elixir: 1,250 gold. +10% luck for 30 minutes. (4.17 gold per percentage-point-minute of buff.)
- Standard Fortune Elixir: 3,750 gold. +20% luck for 45 minutes. (4.17 gold per percentage-point-minute of buff.)
- Greater Fortune Elixir: 11,250 gold. +35% luck for 60 minutes. (5.36 gold per percentage-point-minute of buff.)
When it is actually worth buying
With only 10 purchases per potion per window, a character cannot simply buy hundreds of Greater Health Potions in one sitting, so most players keep a small standing reserve sized to whatever they actually risk: enough HP potions to survive a run of failed actions or a botched heist, and a couple of elixirs saved for a specific push rather than drunk on cooldown. Mana potions matter less at the very start, since the first few low-rank actions cost no Mana at all, but just over half of the game's actions do carry a Mana cost, so a Mana reserve becomes worth keeping topped up almost as soon as HP is.