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Two Point Museumalready offers a lot of useful cargo items to bring with you on expeditions, and the Fantasy Finds DLC expands your toolbox with a plethora of powerful potions. Many of them are used specifically by Fantasy Experts on the Scorched Earth map, but a few are exceptionally helpful as general-purpose cargo, and will be good to keep in stock.
We’ve tracked down all the game’s available potions to bring you this catalog of unguents and elixirs. Whether you’re still figuring out the basics or just need a handy reference, here’s everything you need to know.
How To Make Potions In The Workshop
Like othercargo items, potions can bemade in theWorkshop. They’re under the same panel as standard cargo like Curse Counters and Illness Elixirs. They can only be crafted by aFantasy Expert with the Potion Master qualification, so you’ll need to send somebody to the Training Room before you can get started.
Fantasy Experts of any class can learn Potion Master; it’s a good idea topick one character to be your museum’s resident alchemist, and get them all the way up to Potion Master 3.
Potionsdon’t require any extra ingredientslike Mulch, but they can be pretty expensive to craft; you may want to hold off on producing too many until your museum is turning a healthy profit each month. As you probably expect,all potions are one-use-only, so you’ll need to make more each time you run out.
All Potions In Two Point Museum: Fantasy Finds
You can expand your collection of potion recipes byexploring the Points of Interest on the Scorched Earth map.
1
7500
31 days
10000
50 days
2
15000
62 days
3
20000
75 days
+5 to the team’s total Strength, Dexterity, Intelligence, and Luck.
+5 to the team’s total Strength and Dexterity, removes on Dragon’s Tail event from the expedition.
56 days
+5 to the team’s total Intelligence and Luck, removes one Dragon’s Claw event from the expedition.
N/A
Removes one MIA event from the expedition.
Can only be found as part of dilemmas during the Dragon King and Mount Gloom expeditions.