Hero's Health and Mana Potions
More guidesTwo store potions that never run dry — a strong heal or a big mana refill, on their own cooldown, for good.
The potion that's always in your bag
You're deep in a fight, your last Great Health Potion is long gone, and the walk back to a shopkeeper is the last thing you want right now. That's exactly the moment Hero's Health Potion and Hero's Mana Potion are for: two flasks that never leave your satchel, no matter how many times you drink from them.
What they are
Hero's Health Potion and Hero's Mana Potion are two store items, each a one-time purchase for US$49.99. The moment you own one, a bottle appears in your satchel — and unlike every other potion in the game, it's never used up. Drink it, and it's still there, ready again once its cooldown runs out.
How it works
- Hero's Health Potion heals 500 HP per drink.
- Hero's Mana Potion restores 420 mana per drink.
- Each has its own 20-second cooldown — longer than a normal potion's, so it's a convenience for the quiet moments between fights, not a way to out-heal a boss by mashing a key.
- Drag it onto your 1–8 bar like any potion, press the number, and drink. It's still there afterwards.
Put your Hero's potions on the bar next to your regular ones. Save the regular stack for the thick of a fight, where the shared potion cooldown matters, and reach for your Hero's potion between fights or on the walk home — it's always ready by the time you need it again.
What you can't do with it
- It can't be traded, sold or dropped. It's bound to your account for good, the moment you buy it.
- It doesn't work in a friendly duel or in a ranked APOCALYPSE run — APOCALYPSE already gives everyone endless potions there, so bringing your own would just be unfair to whoever didn't buy one.
- It's a convenience, not a shortcut to being stronger: the heal and the cooldown are the same for everyone who buys it, at every level.
Buying one
Open your character menu's SKINS page and switch to the STORE tab: Hero's Health Potion and Hero's Mana Potion sit alongside the Vault Key, the Building packs and the Travelling Pedlar. Real-money purchases are off until a grown-up turns them on with the PIN, and every purchase asks for the PIN. See Family safety features.
Where next
- The market and trading: the coins, potions and shops these two never touch.
- Meet Your Raccoon Helper and The Travelling Pedlar: other one-time store conveniences.
- Storage: satchel, chests, the locker and the vault: the Vault Key, another account-bound purchase that's yours for good.
