Consumables
The life line of every adventure, consumables are used once, their effect is applied, and the card is discarded.
Using consumables doesn't use up hero's action during their turn. It's a free action, and heroes can use as many consumables they like.
Heroes can use consumable items outside of combat as well.
The items
Apple Heal 1️️️️️️️❤️ Consumable |
Sandwich Heal 2️️️️️️️❤️ Consumable |
Health Potion Heal 3❤️ Consumable |
Antidote Remove all 🧪 Consumable |
Potion of Power +1🗡️/3⏳ Consumable |
Potion of Speed +1⚡️/3⏳ Consumable |
Pixie Dust Target gets 2 💫 Consumable |
Stoneskin Potion +1🛡️️/3⏳ Consumable |
Viper Elixir If hero has 🧪 remove all 🧪 and heal 4❤️ Consumable |
Everbloom Dart |
Clarifications
Regarding healing items, consult the Healing page for more details.
Hourglass icon ⏳ represents the number of turns certain effect is active. For example, Potion of power, once taken, lasts for 3 turns, and the effect wears off.
Potion of Power gives the hero one more Power 🗡️, not one more primary attribute. So heroes hit monsters easier, but if there are some other rolls required which run on hero's primary stat, that stat stays unaffected. In effect, it just gives +1 on attack roll, and other rolls are unaffected.
Potion of Speed gives heroes one more action per turn. Mostly this means double attack, but in the context of your adventure it could mean something else.
Pixie Dust and Everbloom Dart are thrown at the monsters, giving them negative effects. Any hero can target any monster with those items. Even Knight could throw Dart into the back line.
Viper Elixir is a powerful healing item but it requires heroes to be first affected with venom before it can be taken. Heroes can't just drink it simply to heal 4❤️. You can read more about venom.