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The role of '''potions''' in [[Diablo III]] is not yet determinedhas changed repeatedly during the development. Early on, there were health and mana potions, just like in Diablo II. There are Later changes to the game structure and class [[liferesources]] and removed [[mana]] potionsentirely, while leaving health pots. There were never any rejuvenation potions seen. As of May 2011, healing potions remain in the game, but no rejuvenation they are designed as emergency life savers, not as something characters will sip regularly. Health potions instantly heal a large amount of hit points, but have yet been seen a long cool down, eight seconds or so as of Blizzcon 2010, which makes them something a character can only count on once or mentioned by twice during an intense fight. There were no healing potions available for characters in the [[D3 TeamArena]]. Itdemo, but it's not known if there this prohibition will apply to the Arena in the final game. Most healing needs in Diablo III are meant to be other potions such as antidotes, thawing potions, or offensive potions to throw at satisfied with [[monsterhealth globes]]s.
In the [[BlizzCon 2008]] and 2009 demo builds there were no NPCs selling potions (or anything else). Healing potions could be found in the demo, but they were fairly rare. Each healing potion granted a set amount of [[life]] (40 for a [[Barbarian]] at level 8, who had about 150 total life), and filled that much health instantly, as rejuvenation potions do in Diablo II. There was a considerable cooldown time after drinking a potion (before another one could be consumed). In the 2009 demo, this cooldown was around 8 seconds.
Health potion function remained substantially the same in the Blizzcon 2010 PvE demo. There were no potions available in the [[PvP]] Arena demo, but it's not known if this will be true for the final game as well.
===Health Potions===
::'''''IGN: '''Why not auto-cast a potion if you're down to 10%?
::'''Jay Wilson: '''Because it takes the choice away from the player and we wouldn't want to do that. We really want the player to make that choice. So the other side of it is, we deal with some of the harder monsters, like bosses and rares and champions, they don't just drop them like that. They would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%. The other thing we did, because we design everything for cooperative play, if you pick up a health globe and you have a friend nearby, you both get the benefit. So that's something we did to make sure the system didn't favor people who are running forward, melee classes, who used to pull up all the health potions. Now they're actually helping the people in the back.
==Potions in PvP==
Players have asked how potions will be handled in [[PvP]] play in [[Diablo III]]. This question is not one the [[D3 Team]] can answer very accurately yethave answered yer. There were no healing potions in the Blizzcon 2010 PvP demo, since they've but this might not begun to work on balancing PvP playindicate a design decision for the final game. However, [[Jay Wilson]] was still willing to answer the question did talk about healing potions in conceptual terms, during a [[BlizzCon]] 2008 Q&A session .[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/] at [[BlizzCon 2008]].
Jay said that potions could not be used that often in D3 PvP, and that there would be some sort of cool down timer on them, as there is in [[World of Warcraft]]. They will be useful, but their benefit isn't that large, and they can't be chugged endlessly, as they were in [[Diablo II]]. The utility of potions is not designed to be that great, which should help keep them from becoming overly-valuable in [[PvM]] or PvP play. Jay thinks that the (relative) absence of potions in Diablo III will improve the PvP play, since potions in D2 essentially gave players infinite [[health]] and [[mana]]. This turned unregulated duels into little more than potion drinking contests, where the player with more of them usually won.
==Elixirs==
There are [[elixir]]s in Diablo III. So far [[Strength]] and [[Dexterity]] elixirs have been seen. As of [[BlizzCon 2008]], these provided a temporary, 300 second bonus to that one attribute. Elixirs were not seen in the Blizzcon 2010 demo and it's not known if they remain in the game.
==Potions in Diablo II==
See the {{iw|Potion Potions page}} in the Diablo II wiki for full detailson potion use in Diablo II.