Consumables
Consumables are the items you spend by using them, covering food, drink, potions, remedies, and single use curios. A consumable's power is its on-use effect, the one thing that happens when you use it.
Using one
A consumable is never worn and never equipped. You use it straight from your pack by saying you eat it, drink it, or use it, and the effect fires. An item that holds more than one use carries a durability value, which the item card shows as the uses you have left over the uses it started with, and each use spends one point. A consumable that reaches zero is gone.
An on-use effect sits in the same place a piece of gear keeps its item effect, which is the item's single suffix. On gear that effect is a power you call on while the thing is worn, and on a consumable it is what using the item does. The item card names it before you spend it, drawbacks included.
Consumables cannot go in a belt slot. A belt item works because it sits there, while a consumable works because you use it.
Where they come from
Two of the four crafting trades make them, with Cooking turning provisions into meals and Potions turning real ingredients into draughts, remedies, tonics, and antidotes, as described on Crafting. Beyond that they are found, looted, and bought, and merchants whose trade covers food or medicine keep them on the shelf.
For the full list, see Category:Consumables.
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