World & Resources · Concept

Consumables

Four shelves that share nothing: the utility items under quota, the farm consumables, the potions you brew, and the items reserved for pets.

In short

A consumable is not equipment: it cannot be tempered, cannot be repaired, and vanishes on use. Its value is measured in time saved, not in power added.

Eight utility items only, spread across two merchants. They cannot be crafted: they are bought, and each carries a daily or weekly quota that decides its rarity far more than its price.

Thirteen consumables round out the shelf at the farm merchant. The first pool only shows three of five each day, and the strongest wait for affinity rank 6.

Potions are the larger half of the shelf: twelve themes, each in three tiers, for 36 alembic recipes. None of them is drunk. They are intermediate matter, and that is what explains their price.

Three items are reserved for pets. They have no recipe, are sold nowhere, cannot be traded, and arrive by mail or through an event.

The utility items

Eight offers only, split between two merchants. The quota, not the price, is what makes them scarce.

ITEMPRICEQUOTAMERCHANTWHAT IT DOES
Wooden Capture Ball 10010 per dayVillage General StoreCatches a wild pet four times out of ten, and is the orb every tamer starts on.
Super Capture Ball 5003 per dayVillage General StoreNine catches out of ten, the closest the shelf ever gets to a guarantee.
Capture Ball 2505 per dayVillage General StoreRaises the catch to two chances out of three, and starts shaving the flee roll.
Explorer's Map 5001 per dayVillage General StoreRaises the rolls of a pet expedition, once every other term has been added up.
Fast Travel Scroll 3003 per dayVillage General StoreHalves travel time, and is the only thing that can go under the duration floor.
Shrine Repair Kit 7002 per dayVillage General StoreClears the broken shrine penalty at once, without waiting out the remaining hours.
Rally Banner 2502 per dayCapital General StoreWidens an expedition lobby, and follows its owner outside that lobby.
Summon Revival 10010 per weekCapital General StoreThe only weekly quota on the list, and the only utility item that touches the card system.
  • All of them ask for the first affinity rank with their merchant. The gate is low: that rank costs no reputation, every account holds it on arrival.
  • The village offers are not on the shelf every day. The merchant alternates, and an item missing today comes back later in the week.

The farm consumables

Thirteen offers at the farm merchant. The cheapest are always on the shelf, the dearest wait for affinity rank 6.

ITEMPRICEQUOTAAFFINITYAVAILABILITY
Healthy Compost 405 per day13 of 5 each day
Emergency Water 405 per day1Always in stock
Pesticide 505 per day1Always in stock
Vigor Sap 505 per day13 of 5 each day
Antidote 605 per day1Always in stock
Growth Boost Potion 603 per day2Always in stock
Regenerating Sap 702 per day13 of 5 each day
Rich Fertilizer 902 per day13 of 5 each day
Mutant Powder 1102 per day13 of 5 each day
Green Shield 2001 per day3Shown once the rank is held
Royal Fertilizer 2501 per day3Shown once the rank is held
Prismatic Crystal 6001 per day6Shown once the rank is held
Abundance Elixir 7001 per day6Shown once the rank is held
  • The first pool's fertilizers are not all on the shelf on the same day: the merchant only draws three of five, refreshed regularly.
  • The pools guarded by reputation hide nothing: their one offers are shown together as soon as the required rank is held, up to rank 6.

The twelve potion families

Nine families are brewed from raw matter, two from potions already brewed, and one from expedition loot alone. That dependency, not a price, is what decides what is expensive.

Mining Stone
Chopping Wood
Digging Dirt
Fire Volcanic Wood, Magmanite, Ash
Ice Frozen Wood, Frozenite, Snow
Cursed Cursed Wood, Demonite, Cursed Soil
Nature Jungle Wood, Chloronite
Aquatic Palm Wood, Fairy Wood, Aquanite, Clay
Arid Deserite, Desert Wood, Sand
Productivity three low potions Composed
Elementary six low potions Composed
Teleportation twelve expedition loots Loot
  • Teleportation is the only one that consumes no terrain matter. It asks for one of each of the twelve expedition loots, which makes it impossible to brew without having run every zone.

The ladder of three tiers

A tier is never brewed alone: it consumes one of the tier below, plus an amount of matter that explodes. The mining potion is the yardstick, from the first brew up to alembic level 10, where the running total reaches 71 times that of the entry step.

The mining potion
stone consumed per brew
TIER
STONE
RUNNING TOTAL
WHAT IT MEANS
LOW
1 000
1 000
Alembic level 1, 1 minute of brewing. The way in.
MEDIUM
20 000
21 000
Alembic level 7, 15 minutes of brewing, that is twenty times the matter of the first, plus the low one it had to brew before.
HIGH
50 000
71 000
Alembic level 10, 35 minutes. The running total reaches 71 times the cost of the low tier, for three brews in a row.
  • The ladder compounds with composition: a high elementary asks for the six high zone potions, each having eaten its own medium and low.

Where the potions go

They are not drunk: they are spent. Four outlets only, and the nature potion dominates the largest of them: it enters nine fertilizer recipes.

OUTLETPOTIONS ASKED FORDETAIL
The composter's fertilizers Cursed, Nature, Aquatic, Productivity, ElementaryThe composter asks for them across ten fertilizer recipes, from healthy compost to the prismatic crystal. It is the game's first consumer.
The potion's next tier AllEach potion feeds on itself to climb a tier: 24 of the alembic's 36 recipes are of that kind.
The farm stations Fire, Nature, AquaticComposter and germinator ask for nature, the pump for aquatic, the kitchen for fire. One station tier, one potion.
The alembic itself Mining, Chopping, Digging, Fire, Ice, Cursed, Arid, Productivity, Elementary, TeleportationUpgrading the alembic asks for ten families out of twelve, which closes the loop: brewing serves first of all to brew better.
  • None of this is drunk. Out of 36 potion recipes, 24 exist only to feed another potion: the alembic is first of all its own customer.

The three pet items

They have no recipe, are sold nowhere, and cannot be traded. They arrive by mail or through an event.

1/4
Star Treat
Worth a fraction of the level it is eaten at: four treats clear a level, at any level. It stops at the cap instead of burning the surplus.
Draw again
Instinct Seed
Rerolls one bonus slot, drawing outside the bonuses the pet already holds. It can never hand back a duplicate.
Max
Elder's Quill
Fills the experience bar up to the cap. It pays a prestige's grind, not the prestige itself: the owner keeps the bonus draft.
  • Feline kibble and plant meat, on the other hand, stay tradable. They are ordinary kitchen recipes, not reserved items.

The commands

>alembic
>brew

Manage your Alembic: brew potions and elixirs

Also brewcancelclaimmasteryupgradeview

Open the shops in the player's current area

Also affinitybuyordersellview

Manage your pets: care for them and equip one

Also equipfavoritefeedlistplayprestigequillreleaserenamererollskintreatviewwalkwater