In addition to Equipment there are items available within missions, such as healing items, magical potions and potent explosives.
Consumables[edit | edit source]
Consumables are single use items that can be found in every mission. Each of these types of consumables have their own storage slot, and only one of each type may be carried at a time.
Healing[edit | edit source]
Healing items are carried in the third slot.
|Healing Draught||Health potions can be consumed to heal 75 health, replacing temporary health.||Y|
|Medical Supplies||Medical supplies can be consumed to heal 80% of your missing health, this will also turn your temporary health into permanent. Can be used on allies. Some Talents or Traits can grant benefit to the acting player when the heal another player.||N|
Potions[edit | edit source]
Potions are carried in the fourth slot.
|Potion of Speed||boosts movement speed and attack speed (with all weapons) for the duration.||Y|
|Potion of Strength||boosts all damage dealt (both melee and ranged) and grants armour penetration for the duration. Stacks with other bonuses, and can be devastating if used in the right combination.||Y|
|Potion of Concentration||boosts Career Ability recharge rate-- during the potion's lifespan, many career skills can be re-triggered almost immediately||Y|
Bombs[edit | edit source]
Bombs are carried in the fifth slot.
|Bomb||When lit and thrown, it explodes the first moment it contacts something, whether enemy or terrain, dealing armor-piercing damage and staggering enemies. Best used against bosses or armored groups.||Y|
|Incendiary Bomb||When lit and thrown it explodes and creates a large area of flames dealing damage over time. Best used to deal with large and non-armored groups.||Y|
Collectibles[edit | edit source]
Collectibles are items that grant bonus XP at the end of the level, or contribute to the completion of Okri's challenges.
|Tomes||Occupies the Healing slot. Can be swapped to use a healing item and picked right back up. Can be lost if a player falls off the map. Grants 50% of a loot bar and XP depending on mission difficulty. It does not matter who carries the tome-- all players get credit for it reaching the end.||N (but can be swapped by picking up a health item, and having another player pick up the tome)|
|Grimoires||Occupies the Potion slot. Cannot be swapped with a potion. Can be discarded by selecting it and [M1] destroying it in the process. Lost if a player dies. Grants 75% of a loot bar and XP depending on mission difficulty. The party possessing a Grimoire reduces the maximum available health for each character (the amount can vary by characters, talents, and traits [specifically, Curse Resistance])-- a second Grimoire amplifies the effect. This limitation is indicated by a reddish section on the right of each character's health bar. It does not matter who carries the grimoire-- all players get credit for it reaching the end.||N|
|Loot Die||Can be found in containers or dropped by Sack Rats. Also awarded from Boss battles-- when, where, and how many appear seems to be random. Grants 20% of a loot bar and XP depending on mission difficulty. It does not matter who picks up the loot die-- all players get credit for it.||n/a|
|Ravaged Art||There are three Ravaged Art on every level, each spawning in one of several locations within specific areas. Collecting Ravaged Art helps complete challenges that grant you works of art that you can hang in your Keep. Unlike other bonus items, Ravaged Art must be picked up by each player that wishes to receive credit for it.||n/a|
Usable Items[edit | edit source]
Miscellaneous[edit | edit source]
|Aethyr Crystal||An interactive element for the objective in Athel Yenlui|
|Bell||An interactive element for certain objectives. Bells appear in several maps, where they are often used to commence an end event (such as the end-of-level event).|
|Boards||An interactive element that must be broken to move through. Although boards appear to bar the way on several maps, they can often just be walked around-- but it's fun to break things, isn't it?|
|Buboes / boils||A interactive chaos element that must be destroyed for certain objectives and puzzles. These appear on two maps, though they're only integral on one of them. An exploding buboe sprays a fountain of acid that will linger on the ground (similar, or identical, to Bile Troll puke).|
|Candles||An interactive element for certain puzzles.|
|Branches||An interactive element that must be broken to move through. Branches typically appear as mossy vines, hanging between trees or other surfaces. Attacks on them will break them, allowing passage. However, it appears that horde creatures (infantry and even elites) do not get this concept, and there are some cases where you can bunch the enemy behind a wall of these vines where they will just congregate, vulnerable to fire attacks or attacks from above.|
|Cannon||An interactive element for certain objectives. Interactive cannon appear on two maps. In both cases, the cannon is required to progress the level. Cannons are only interactive in the sense that you must interact with them to trigger their pre-scripted behavior. They do not operate as free-form mounted weapons.|
|Cannonball||An interactive element for certain objectives. On the map Fort Brachsenbrucke, the last shot to be fired depends upon the retrieval of a cannoball that will appear randomly on the Fort grounds at the time of the necessity of its retrieval. It can be carried by a party member, where it follows the same rules for carrying other objects-- except it can't be ignited. It can be thrown or dropped to injure enemies (and there is an achievement for this), but its ultimate destination is by the cannon in the foot, which triggers the exit Portal.|
|Chains||An interactive element for certain objectives. Can be broken. Chains appear on two maps, and in both cases, must be broken using melee attacks in order to advance map objectives. Health bars may indicate the health of the chain (as in the Garden of Morr).|
|Cages||An interactive element for certain objectives. In Against the Grain, freeing survivors that are locked in cages is the objective. The cages are unlocked simply by interacting with them; no key is necessary.|
|Doors||An interactive element for proceeding through doorways. Doors can be interacted with, or can be broken with melee weapons or explosives. Doors will delay ingress/egress of enemies but only very briefly.|
|Doorlock||An interactive element for opening locked doors. Often only accessible from one side.|
|Grindstone||An interactive element with an unknown purpose.|
|Generators||An interactive element for certain objectives.|
|Key||Used to unlock certain locked elements in-mission. Most-typically, keys are used to unlock chests that contain Grimoires. It does not matter which player picks up a key-- once any one member has the key, any other player may unlock the related door or chest.|
|Locked Chest||An interactive element for certain puzzles. Used in conjunction with Key.|
|Lever||An interactive element for certain objectives. Levers have many shapes and sizes, and some may be hidden from view behind other objects (e.g., a "Suspicious Brick" as part of a wall hidden behind crates).|
|Minecart||An interactive element for certain objectives. Carts appear on two maps and, in both cases, are used to transport barrels of explosives. Minecarts have a completely pre-programmed path, whether on rails or not, and can be moved forward simply by characters touching them-- actual pushing isn't necessary, and the speed is deterministic. Minecarts that are speeding down slopes can injure or kill enemies.|
|Porticullis (chain)||An interactive element for certain objectives.|
|Skittergate Keystaff||An object required to progress through the Skittergate. Like Keys, it does not matter which player picks up the Keystaff-- any player may activate the Skittergate once a party member has grabbed the Keystaff.|
|Suspicious Bricks||An interactive element for certain puzzles. Suspicious Bricks highlight in the environment like other objects.|