Baldur's Gate 3: What Are the Effects of Auntie Ethel's Potions?

The Early Access version of Baldur's Gate 3 has one magnificent quest that involves a merchant, a Green Hag, a damsel in distress, a sinister bog of eternal stench, a witch's lair with masked slaves and a veritable treasure trove of mysterious loot. A significant part of this loot is an intriguing selection of unique potions brewed by the Auntie Ethel herself, bottled in handmade clay flasks and tagged with names and descriptions as enticing as they are sinister.

True adventurers might be itching to try Auntie Ethel's concoctions -- or at the very least, to drop them on their enemies. However, going through ten bottles might be too much even for the thirstiest Bard. Here's a guide to which of Auntie Ethel's potions are safe (and even beneficial) and which ones will maim your character forevermore.

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A Mother's Loathing - This potion grants the drinker the gift of Bite, a powerful, rechargeable attack that does 2d4 piercing damage and which can be used once per turn. The effects last until the next long rest. Although it's a fun extra for players who want to pretend that they are vampires, it works best stacked with Astarion's more powerful Vampiric Bite.

Heart of Stone - This is powerful little potion that prevents Poison Damage until the next rest. Curiously, one of the ingredients is malachite, a mineral that can be easily found in Early Access, which is described as an amulet that parents give children to ward them from nightmares.

Wilted Dreams - In theory, Wilted Dreams does 3d6 of Psychic Damage during the player's next long rest, but in practice the effects have not been implemented yet. However, its name suggests that it might interact with the player's tadpole character (the Dream Lover), which is called "Daisy" in the game's code and which is trying really hard to penetrate and devour the player's brain and will.

Lost Time - Depending on the player's class, the effects of Lost Time might be devastating during the next combat: armor class is reduced by two and the player can't take a reaction for the duration of 50 turns.

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Faltering Will - Whatever the player does, they should avoid drinking "Faltering Will" before facing Auntie Ethel, who often targets Wisdom. Drinking this potion gives a disadvantage on Wisdom Saving Throws until the next rest.

Stillborn - An, incredibly destructive poison, this will make the drinker hemorrhage for four turns and suffer 1d6 of piercing damage at the end of their turn. Keep this one for your enemies.

Insanity's Kiss - Another Auntie Ethel Classic, this potion acts like a short-term mask, making the drinker turn extremely hostile and way too AI smart for the next five turns. Left to its own devices, the player will destroy their own party right away.

Missing Pets - This potion causes one of the mildest debuffs. For three turns, the character will have a disadvantage on ability checks and attack rolls as they feel illusionary spiders climbing their body.

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Broken Promises - Broken Promises is a deceptive potion: upon drinking it, the character will immediately gain two Strength, which will last until their next long rest. However, after that, their Strength will forever decrease by one, which is a huge problem in a game where so many fights can be won by throwing your enemies off a cliff.

Lover's Avarice - This is one potion you don't want to drink under any circumstances, as it will permanently decrease your Wisdom by one. As with Faltering Will, you especially do not want to drink this right before confronting Ethel or if your character uses Wisdom to cast their attacks.

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