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Items: Consumables

"The first lesson of the road: carry more bandages than you think you need. The second lesson: carry one more than that."

The shape of it: Consumables are the items you spend to fix problems - HP, mana, hunger, thirst, fatigue, light, status effects. They're cheap individually, expensive in bulk, and the difference between a runback and a corpse.


At a glance

Categories potions / bandages / food / drink / poultices / torches / scrolls
Where to find apothecary, general store, tavern, herbalist, vendor stalls
Cost tier cheap (bread, torch) → mid (health potion) → pricey (mana potion, greater HP)
Stack size yes - most stack in inventory; weight per unit still applies
Use verb use <item> / drink <item> / eat <item> / light <item>

How to read a consumable

examine <item> shows what it restores, how much, and any side effects. /inventory lists stack sizes. The relevant fields:

  • Effect - what stat / resource it restores or modifies.
  • Tier - minor / standard / greater (potions); crude / clean / treated (bandages); cheap / quality (food).
  • Side effects - drunk-state penalties on ale, addiction on some alchemical brews, fatigue debt on stim-style consumables.
use bandage
drink health potion
eat bread
light torch

The big categories

Health restore

Item Restores Notes
Linen bandage low HP Out-of-combat; starter
Clean bandage mid HP Apothecary stock
Treated bandage high HP Herbalist-craftable
Minor health potion low HP In-combat use; one turn
Health potion mid HP Standard mid-game
Greater health potion high HP Endgame
Poultice mid HP + bleed cure Bleed status check

Bandages are out-of-combat healing - they're cheap, but you can't use them mid-fight. Potions are in-combat healing - pricier, but they work in a turn.

Mana restore

Item Restores Notes
Minor mana potion low mana Common in caster towns
Mana potion mid mana Standard for Mage / Cleric
Greater mana potion high mana Endgame; Collegium stock
Reagent crystal spell-component, not a potion Some casts require it

Mages burn through these. Buy in threes.

Food + drink

Item Restores Notes
Bread hunger ~30% Cheap, common, won't spoil fast
Dried meat hunger ~50% Travel-friendly
Cheese hunger ~40% Common
Stew (tavern) hunger ~70% + small buff Hot food bonus to morale
Waterskin thirst ~80% REFILL at any tavern or well
Ale thirst ~50% + drunk Drunk = flirt + combat debuffs
Wine thirst ~40% + light drunk + Charisma small Social-coded

Eat at dawn. The free SP gain on a full belly is real, and the stamina ceiling drops when hungry.

Light + utility

Item Effect Notes
Crude torch ~30min light Starter; light it on entry
Quality torch ~1hr light Some shops sell upgraded
Oil lantern ~3hr refillable The actual upgrade
Tinder + flint starts fires Camping, cooking, signal

Status + alchemical

Item Effect Notes
Antidote poison cure Carry one in snake/spider country
Antitoxin strong poison cure Pricier; for boss venom
Stim brew stamina restore + fatigue debt Hangover later
Holy water vial undead damage / consecrate Cleric + Paladin scenario
Smoke bomb break-line-of-sight Rogue escape tool

Scrolls (one-shot magic)

Scrolls are consumable spells - a single cast burned from a piece of parchment. Anyone can use a scroll regardless of class (you're not casting, the scroll is). Cost is mid-to-pricey; scrolls of higher-tier spells run expensive.

Common scrolls: fireball, heal, light, identify, mage-armor, scroll of return (teleport-to-bound-stone).


Carry-many vs craft-on-demand

The economic tension on consumables:

  • Buy ready-made - fast, vendor-stocked, scales with your gold. Pay the markup, save the time.
  • Craft your own - Herbalist brews potions, Tinkerer assembles bombs, Cleric blesses water, Scholar inks scrolls. Cheaper per unit, slower to produce, gates on reagents.

Every adventuring class benefits from carrying healing and light. Crafting classes flip the economy - they consume reagents instead of coin, and they sell the excess.


The progression curve

Hour Typical loadout
Hour 1 3 bandages, 2 torches, bread + waterskin (starter shopping list)
Hour 5-10 Add 2-4 minor health potions, antidote if forest-bound
Hour 10-20 Greater potions for dungeon runs, scroll of return as panic button
Hour 20+ Herbalist self-sufficiency or stocked reserve of mid-tier potions
Hour 50+ Specialty scrolls (raise dead, dispel magic) for set-piece fights

Edge cases

  • Stacks expire weight-by-weight - eating 1 of 5 bread drops your carry by one bread's worth. Heavy stacks (5 bottles of wine) are not free to carry.
  • Spoilage - fresh food (fish, raw meat) spoils on a real-time schedule. Dried meat doesn't. Bread holds up. Cheese is forgiving.
  • Drunk math - multiple ales stack. Past 3, your flirt and combat rolls take a real hit. Wine is gentler; spirits are not.
  • Mid-combat use - potions cost a turn. If you're at low HP and the enemy is at low HP, finishing the kill is usually correct.
  • Crafted vs bought potency - a Herbalist's treated poultice beats a vendor's standard every time. Quality is per-craft, not per-recipe.
  • Scroll failure - some scrolls require a small Arcana / Intellect check; a failed read consumes the scroll for nothing. Casters get a bonus, anyone can try.
  • Light is a real resource - running out of torches mid-dungeon is a foot-gun. Buy 2 minimum even if you "won't be out long."

See also