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The full release of patch 2.1 also sees the advent of a growing list of consumable items, purchasable by players.

 

These items are not soulbound as the armory items are, and can be traded to other players / given to alts for use, as a way to bleed off excess currency players may accrue.

 

Consumables are meant to be more utility based rather than 'stat-stick' incorporations. Some of them have the same effects as armory items, but with the caveat that they are only usable for one-phase / round only.

 

Suggestions for these prices will be listed. Their introduction into the economy of the Compendium's adoptees will vary entirely on cost - which is also variant on the DM or GMs/officers running their own incorporation of the system.

 

Consumable items are also intended to stack with armory items, traits, set bonuses and class buffs.

Players may only use one consumable per player or enemy phase.

Health Potions

HEALTH POTIONS

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Lesser Health Potion
Restores +1HP.
Takes one full action to ingest.

1 Badge per 3.

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Health Potion

Restores +2HP.

Takes one full action to ingest.

1 Badge per 2.

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Greater Health Potion

Restores +3HP.

Takes one full action to ingest.

1 Badge per 1.

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Full Health Potion

Restores all of one player's HP.

Takes one full action to ingest.

2 Badges per 1.

Lesser Recovery Potion
Restores +1HP.
Does not consume a player's turn.

1 Badge per 2.

Recovery Potion
Restores +2HP.
Does not consume a player's turn. 

1 Badge per 1.

Greater Recovery Potion
Restores +3HP.
Does not consume a player's turn.

2 Badges per 1.

Full Recovery Potion
Restores all of one player's HP.
Does not consume a player's turn.

3 Badges per 1.

ON-USE ITEMS

On-Use Items

Blessed Sharpening Stone

Enhance your weapon to add an additional +1 to your roll result when attacking demons or the undead. Good for one encounter.

2 Badges per 1.

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Bottle of Disemboweled Eye Juice

The imbiber of this void-tainted potion sprouts innumerable pairs of functional eyes all over their body, including on the back of their head. They gain vision in every direction and cannot be flanked for DC requirements or be snuck up on by Stealthed targets. Effect lasts for two player phases, but the trauma lasts forever.

3 Badges per 1.

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Emollient of Elemental Endurance

A player with this salve on their body will not suffer any harm from being what is, to them, an abnormally hot or cold environment. The player's armor and weapons are also suitably protected. Lasts until the end of the event.

2 Badges per 1.

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Eraser of Erasure

Three Uses: This bubble-gum pink eraser removes writings of either a magical or a mundane nature from a scroll, parchment, wooden slab, stone engraving or other similar surfaces. You can remove explosive runes, traps, arcane sigils, or illusory spells.

3 Badges per 1.

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Essence of Azshara's Favor

Inhale the essence and temporarily deign a player to have +1 Constitution for the remainder of the encounter. This does not heal them for +1HP, or give them shielding, rather, it increases their base HP.

2 Badges per 1.

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Fan of a Delightful Drift

A hand-held Pandaren paper fan, likely a souvenir of some kind, that grants the player immunity from clouds, gases and vapors as area of effect poisons or dangers. The fan works for one phase before breaking due to its flimsy nature.

3 Badges per 1.

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Glue Grenade

Pulling the pin on this grenade and throwing it activates it. On the following player phase, the grenade will slough everything in the playing area with a layer of sticky glue, and both the DM and every player must make a saving roll to not be trapped. The DC varies on the terrain in which the playing field is located; flat grass is 8, a stony incline is 10, and rocky or hazardous paths with plenty of surfaces on which to faceplant and get stuck further is 14. Breaking free from the glue is a full action. The effect lasts for three rounds.

3 Badges per 1.

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Gnomish Carbon Filter

This filter makes spoiled, rotten, diseased, poisonous or otherwise contaminated food safe for eating and drinking. Wrapping an item in the pliable filter prevents it from spoiling for 3 player phases. Passing holy water or items through the filter strips it of its holy status.

3 Badges per 1.

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Grease Grenade    

Pulling the pin on this grenade and throwing it activates it. On the following player phase, the grenade will slough everything in the playing area with a thick layer of slippery grease, and both the DM and every player will have to add a DC of 10 to not slip and fall prior to attempting attack, healing or defense rolls. The effect lasts for three rounds.    

3 Badges per 1.


Herbal Poultice    

Medicinal herbs gathered from the Plaguelands, used in the treatment of the Undead and living alike. Heals for +1HP for 3 rounds; consumed on use.    

2 Badges per 1.


Imported Incense Bundle    
Light the bundle of incense, shrouding anyone in its melee range from view for one round. The enemies who attempt to find the players within the incense cloud are calmed, lowering their attack rolls by -5 for the applicable phase.    

2 Badges per 1.


Noth's Special Brew    

Recovered from the dreaded halls and dusty shelves of Acherus. Heals all Undead players and targets for +4HP. Poisons all living players and enemies for -2HP. Consumed on use.    

3 Badges per 1.

Offending Offal Oil    

Undead enemies or allies cannot see, hear or smell players who are coated in this oil. Any player who has their weapon or armor coated in this flammable oil will deal an extra +1 damage to all undead sources. Non-intelligent undead creatures such as zombies or skeletons act as if the warded player is not there, and will not attack; intelligent undead creatures must make a saving Will throw to attack the affected player. Any players who attempt to use the school of the Holy Light while coated in, or on players coated in, this oil, will automatically purge it from their person. The oil's effect lasts for two player phases.    

4 Badges per 1.


Oil of Resistance    

Provides an additional +1 to DC saves against environmental or area of effect hazards. The oil can be consumed after a roll is announced, but not before the roll is made.    

2 Badges per 1.


Oil of Sanctification    

This Light-blessed oil, when used to anoint a corpse, will automatically stop it from being raised into the undead. Consumed after 2 uses.    

2 Badges per 1.


Plastic Bag of Nauseating Vapors    

This tied-off bag exudes a rotten stench that fills the playing field when opened. The vapors do not obscure any vision, but Stuns every target on the field that has the feasible capability to smell. Players and DM-controlled enemies alike must pass a set DC to not double over and be sick for 2d3 damage. The bag is potent for one round.    

4 Badges per 1.


Polish of Glamoured Weaponry    

Use this polish to enchant your weapon to look like something else, either inconspicuous or another less harmful weapon. The weapon retains all of its normal enchantments and attack bonuses, and does not replicate the imitation's abilities.    

2 Badges per 1.


Potion of Blurred Visions    

The imbiber's outline becomes blurred and wavering; this distortion grants them a +5 to their DC to avoid direct damage. Good for one enemy phase. Potion must be consumed prior to the phase in which it's applied.    

3 Badges per 1.

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Smelling Salts

Revives one player to 1HP without requiring a roll. Takes one full action to use both from the reviver and the one being revived.

3 Badges per 1.

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Spider Spit

Lasts 2 player phases. Imbibing this potion causes a player to be able to spit an adhesive substance instead of their own saliva, which can then be Climbed on without requiring the talent or rolls.

2 Badges per 1.

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Steamwheedle Automated External Defibrillator

Using the defibrillator on a K.O.'d player shocks them back to half health, rounded down. They are also imbued with a lightning effect; any enemy that damages them in melee takes -1HP as damage. Item is good for one use.

5 Badges per 1.

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Tincture of Light

Utilizing this tincture allows the player to glow as if they were holding a torch; the entire playing field is lit up as if it were daylight. If the playing field is already in daylight, this tincture has no effect.

3 Badges per 1.

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Vial of Acute Senses

Gain a +10 on a Perception check. Good for one player phase; does not require a full action to use.

3 Badges per 1.

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Potion of Featherlight

Imbibing this potion gives the player the ability to ignore adverse movement effects or harsh terrain. Good for one player phase, or a feasible movement in distance during that time.

3 Badges per 1.

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Powdered Kraken Barnacle

Increases all spell damage by +1 for 2 player phases. If a native Kul Tiran eats this powder, they regain half of their available health pool. Consumed on use.

2 Badges per 1.

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