Overload

Beta

Overloads are potions which combine the boosting properties of extreme attack, extreme strength, extreme defence, extreme ranging, and extreme magic potions. Requiring 96 Herblore to produce, overloads have the highest Herblore level requirement to make among potions in the game, excluding a few high-level strong potions within Daemonheim.

Overloads are created by combining 3-dose extreme attack, extreme strength, extreme defence, extreme ranging, and extreme magic potions with a clean torstol. The process grants 1,000 Herblore experience. The combined cost of an overload potion from scratch is 0 coins, or 0 coins per dose. Four empty vials will be left over afterward. The Assist System cannot be used to produce overloads.

When a dose of overload potion is consumed, it will deal 100 points of damage per game tick for 5 game ticks (3 seconds) for a total of 500 damage. It will also boost Attack, Strength, Defence, Ranged, and Magic by the same amount that an extreme potion of that skill would boost. Attack, Strength, and Defence are boosted by 5+22% of level, Ranged is boosted by 4 to 23 levels, and Magic receives a boost of +7.

This boost is repeated every 15 seconds for 5 minutes. It is a popular misconception that overloads will fully restore a player's stats every 15 seconds. This is untrue, as overloads simply reapply their boosts every 15 seconds. This property is useful to players who are using Saradomin brews to restore lifepoints, as the overload's frequent boosts help to counter the Saradomin brews' stat drain. After the five minutes is up, the overload's stat boosts will wear off entirely, and the overload will restore 500 life points.

As with all extreme potions, overloads cannot be used anywhere in the Wilderness. If a player drinks a dose of overload and then enters the Wilderness, the boosts will be lowered to those of super potions and the overload will not restore any life points. Overloads may be used in the lairs of the King Black Dragon and the Corporeal Beast, as these areas do not count as Wilderness territory.

Flask
This potion can be made into an overload flask by using at least six doses of it with a potion flask. Players do not need a specific level to turn potions into flasks, but since all untradeable potions must be made by the player, the flasks actually have the same level requirement as the potion itself.

Production
 $$\rightarrow$$

Grimy torstol is cleaned to become clean torstol and is combined with the following potions:

+ +  +  +  +  =

Extreme attack (3), Extreme strength (3), Extreme defence (3), Extreme magic (3), Extreme ranging (3) to make a 3-dose overload with four empty vials left over.

Trivia

 * When first released, overloads could be used in PvP areas, but within 48 hours, this was changed so they cannot be used in any PvP situation, dangerous or safe. This decision has sparked some controversy, as some players believe that extremes and overloads should be available in the Wilderness. Mod Mark has replied that the potions are unavailable in PvP because Herblore level does not affect combat level; players may therefore be misled and think that a potential target is weaker than they are. However, as of 17 November 2009, overloads, along with all other untradeable potions, can be used in safe PvP minigames.
 * According to Jagex, it "racks the body with spasms and burns the digestive tract."
 * While combining extreme potions to produce an overload results in 1,000 Herblore experience, each overload is technically worth at least 2,200 Herblore experience, due to the necessity of brewing the extreme potions. The maximum amount of experience that each overload can be worth is 2,910, assuming all herbs are cleaned and all potions are made from scratch.
 * Attempting to drink a dose of overload with fewer than 500 life points results in the message "You need more than 500 life points to survive the power of overload.", however, If you drink it while in a combat situation, and happen to get hit while in the 5 game ticks the Overload damages you, the Overload will only hit you until you reach below 100 lifepoints, even if all 500 lifepoints haven't been taken off, the Overload will stop and won't kill you. Despite that, you will recover all 500 lifepoints after the 5 minutes effect wears off, even if Overload didn't take the entire 500 lifepoints from you.
 * Some players drink a dose of overload right before entering a dungeon at Daemonheim alongside Prayer Renewal, as the effect of the potions will carry on into the first five minutes of the dungeon., giving them a huge advantage in the dungeon by boosting their stats and letting them open doors and solve puzzles that normally they'd have make a potion for, and healing them 500 hp after the 5 minute period. This is usually best for larges and mediums where the 20k on the overload saves you time in the dungeon, which you could use to make the money back. In smalls they are still very useful but it is expensive to drink a overload after every one or two dungeons.