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
Target gets 2 🧪
Consumable

 

 

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.