Wiki · Items and Equipment
Consumables, Potions, and Buffs
How food, potions, magic runes, recovery items, and temporary buffs work in hunts and training.
Overview
Consumables are items you Use from inventory to recover resources, cure harmful effects, cast one-shot magic, or gain temporary bonuses. They stack in large quantities, add carrying weight, and are a core part of hunt prep alongside inventory management.
Most consumables fall into three subtypes:
- Food — gradual HP and mana recovery, plus vigor restoration
- Potion — instant recovery, antidotes, stat buffs, XP boosts, and regen boosts
- Magic — runes and similar items that apply their effect immediately
Check each item’s description and the Items database for exact values. Item tooltips can also show usable effects when present.
How to use consumables
- Open your inventory with the Inventory button.
- Select the consumable you want.
- Choose Use.
If the item can be used, one unit is consumed (or decremented from the stack), your character stats update, and nearby players may see a short consumption animation.
Other item actions still matter for supplies:
- Transfer moves food and potions between your backpack, nested containers, and depot storage.
- Drop leaves consumables on the map for pickup or trade.
- Look confirms recovery amounts, buff descriptions, and weight before a long route.
Magic runes apply instantly in a single use. Food and most potions follow the rules in the sections below.
Consumption pacing
The game limits how fast you can chain consumables of the same subtype:
| Subtype | Limit | Window |
|---|---|---|
| Food | 5 uses | 20 seconds |
| Potion | 10 uses | 10 seconds |
If you hit the limit, you receive a message asking you to wait before using more of that subtype. Plan burst healing around these windows instead of spamming clicks.
Food healing also spreads across multiple ticks (see below), so eating several meals at once is usually less efficient than spacing food, potions, and natural regen.
HP and mana recovery
Potions — instant recovery
Life and mana potions restore a percentage of your current maximum health or mana:
| Potion tier | Recovery |
|---|---|
| Light | 5% of max |
| Standard | 15% of max |
| Greater | 35% of max |
These apply immediately when you drink them. They are useful mid-fight when you need a fast top-up.
Food — recovery over time
Food works differently. When you eat, the item applies its effect 5 times, once every 10 seconds, for a total spread of about 50 seconds.
Each tick restores the same amount of HP and mana. Common food tiers include:
| Food tier (examples) | HP and mana per tick | Total over 5 ticks |
|---|---|---|
| Tiny | 2 | 10 |
| Minor | 4 | 20 |
| Light | 6 | 30 |
| Moderate | 8 | 40 |
| Good | 10 | 50 |
| Strong | 12 | 60 |
| Great | 15 | 75 |
| Super strong | 18 | 90 |
| Exceptional | 22 | 110 |
| Legendary | 28 | 140 |
If you log out or go offline while food is still ticking, the remaining cycles stop.
Some foods are harmful if eaten raw or spoiled. Those drain HP and mana instead of restoring it, and they do not restore vigor.
Antidotes and harmful status effects
Antidote potions cure the poison status effect. You still need to recover HP separately after the poison is removed.
On death, harmful status effects on your character are cleared as part of death processing, so poison and similar effects do not carry through respawn.
Buff effects from potions
Beyond recovery, many potions grant temporary buffs that raise combat stats for a limited time. Duration and strength often scale with your Alchemy skill — higher Alchemy means longer or stronger potions.
Common buff potion families include:
- Endurance / resistance — physical damage resistance
- Magic and magic resistance
- Strength, dexterity, and stamina
- Light endurance — a shorter resistance boost suited to early hunts
Buff potions of the same type do not stack on top of themselves. Drinking another while the first is active replaces the existing effect with the new one.
You may see confirmation messages when a buff starts and when it ends. Skill and attribute panels update to reflect active bonuses.
XP boost and regen boost potions
Two special potions support longer sessions rather than immediate healing.
XP boost potion
- Grants +50% experience for 1 hour
- Only one personal XP boost can be active at a time
- If you already have an active boost, the game tells you how many minutes remain instead of consuming another potion
- If your total XP rate is already at the 6x cap, the potion refuses to activate until other bonuses expire
- After a successful use, you get a confirmation message and your current XP rate display updates
XP boost stacks with other XP sources such as game mode bonuses, guild boosts, and weekly class boosts, but only up to the global multiplier cap. See Vigor and XP for the full multiplier list.
Regen boost potion
- Doubles natural health and mana regeneration speed for 1 hour
- Only one regen boost can be active at a time
- Like the XP potion, a second use while the boost is running is blocked and shows remaining time
Regen boost is strong for long hunts where you rely on passive recovery between pulls. It does not replace emergency life or mana potions.
Both boost potions schedule reminder messages as the hour runs down.
Food and vigor
Food is not only for HP and mana. Every food tick also restores vigor, the hidden stamina resource that affects SP and XP efficiency during training and grinding.
How much vigor you regain depends on the food’s power tier. Rarity can raise effective food power, which pushes vigor restoration into higher tiers. Farming crops grown from seeds can restore extra vigor on top of their normal food tier.
Because food restores vigor on each of its five ticks, a single meal can refill a meaningful chunk of vigor over its full duration — not only on the first bite.
Practical pattern:
- Eat before a long hunt or training block to stay above vigor penalty thresholds.
- Keep cheaper food for vigor maintenance and reserve greater potions for emergency recovery.
- If XP or SP gains feel low, low vigor may be the cause even when HP looks fine.
Full vigor math, penalty thresholds, and XP interaction are covered in Vigor and XP.
Magic runes and other magic consumables
Magic consumables apply their effect immediately in one use. They are not subject to the food/potion consumption pacing table above.
Magic runes include offensive and utility options such as:
- Elemental attack runes (fire, thunder, dark, corruption, poison, and similar)
- Heal rune for direct healing
- Energy bolt and fire bolt runes
- Pet-related runes for capture, summon, and treats
Runes behave like single-use spell items: select Use, the effect fires, and the rune is spent. Pair them with life and mana potions when you need sustained recovery instead of burst damage or utility.
Stacking and replacing temporary buffs
Buff behavior follows a few simple player-facing rules:
- Same-source buffs do not stack. Using another endurance potion replaces your current endurance buff rather than adding to it.
- Different buff types can coexist. A resistance potion and a strength potion can both be active if they target different stats.
- Equipment buffs are separate. Bonuses from worn gear and attached gems persist while the item stays equipped. See Rarity, Gems, and Weight for gear-side buffs.
- XP and regen boosts are exclusive. You cannot refresh these early; wait for the timer to finish.
When a non-stackable buff is replaced, the old effect ends before the new one applies.
When buffs and effects end
| Situation | What happens |
|---|---|
| Timer expires | Temporary potion buffs, XP boost, and regen boost end. You may receive an expiration message. |
| Unequip gear | Buffs tied to that item or its gems are removed when you Unequip it. |
| Death | Harmful status effects (such as poison) are cleared. Buffs from equipment you lose on death end with that gear. Timed potion buffs otherwise run until their duration finishes. |
| Offline during food | Remaining food ticks stop if you go offline. |
Permanent bonuses from equipped items only last while the item remains equipped. Temporary hunt potions are meant for the session, not permanent build changes.
Practical hunt and supply checklist
Use this as a quick packing list before leaving town:
- Recovery mix — a few instant life/mana potions for emergencies, plus food for sustained healing and vigor
- Status answers — antidote if the route has poison sources
- Buff plan — endurance or resistance potion if the area hits hard; strength or magic potions if your build benefits
- Session boosts — XP boost before a long grind; regen boost if you expect downtime between fights
- Runes — offensive or heal runes for burst damage or clutch saves
- Weight check — consumables stack well, but stacks still count toward carrying capacity. Move bulk supplies to depot and carry one hunt loadout
- Inventory space — leave free slots for loot; stash empty vials and wrappers via Transfer when possible
For searchable item stats and crafting sources, use the Items database and Recipes database.