Shroud of the Avatar · Player Guide

Potions, Food and Drink

What every consumable in the game actually does, why your fifth potion in a row gets refused, how the six food slots work, and which meal is worth carrying.

One thing on this page is not on the shard yet. Section 11 describes the level a consumable is made for, and the strength penalty for using one above your level. That is built and being tested as of 23 August 2026; it is not in the live build. Everything else on this page is in the game now. This note comes down when the change ships.
1. What counts as a consumable 2. Consumable Power, and the refused potion 3. The two elixir skills 4. The six food slots 5. Health, Focus and Restoration 6. Attribute elixirs 7. Resistance potions 8. Other potions worth knowing 9. Food 10. Drink 11. The level it was made for
Section 1

What counts as a consumable

Anything you double-click in your bags that gets used up. In practice that is five groups, and they behave differently enough to be worth separating:

GroupWhat it doesHow long
Potions and elixirsRestore health or focus outright, or buff you for a whileInstant, or 1 to 60 minutes
FoodRegenerates health and focus over time, and usually raises your maximum2 minutes to 8 hours
DrinkOne small buff, plus intoxication1 hour
TorchesLight, plus an attunement to one school while carried1 hour
UtilityScrolls, cures, bait, fireworks, dyes, growth potionsVaries

Two rules apply to all of them. You cannot use a consumable from your bags while you are in combat: put it in your deck first. And you cannot use one while mounted.

Section 2

Consumable Power, and the refused potion

This is the single most useful thing on this page, and it is not explained anywhere in game.

You have a stat called Consumable Power Bonus. It starts at 1.00, and every health, focus or restoration potion you drink multiplies its own effect by it. It also docks itself by 0.25 for thirty seconds every time you drink one.

So the fourth potion in half a minute takes you to zero, and the fifth is refused outright. You get a message telling you your consumable power is too low. Wait for the penalty to lapse and you are back to full.

Potion, within 30 secondsConsumable PowerWhat you get
First1.00Full strength
Second0.75Three quarters
Third0.50Half
Fourth0.25A quarter
Fifth0.00Refused

The practical reading: chugging is already heavily taxed. Two potions back to back cost you a quarter of the second one. If a fight is going badly, a single strong potion beats three weak ones by a wide margin.

The penalty is per potion drunk, not per potion type. Mixing a health potion and a focus potion still stacks it.
Section 3

The two elixir skills

Two skills change what consumables do for you, and they cannot both be trained. Learning either one sets the other to untrain, and the game tells you so when you try.

SkillTreeWhat it raisesEffect
Elixir ReceptiveFocusConsumable Power BonusPotions hit harder
Elixir ExtensionTacticsConsumable Duration BonusBuffs last longer

Extension climbs considerably faster than Receptive does. If you live on hour-long buffs, Extension is the better buy; if you fight out of potions, Receptive is, and it also softens the drinking penalty in section 2 by giving you more headroom before you hit zero.

Duration applies to anything the game treats as a consumable, so it stretches your food and your drinks as well as your potions. It does not stretch an instant heal, because there is nothing to stretch.

Section 4

The six food slots

Food does not stack indefinitely. Every meal occupies slots in a shared budget of six, and heavier dishes take more than one.

CostDishesRoughly
1 slot118Raw ingredients, breads, simple dishes
2 slots45Mid-range cooked dishes
3 slots45The heavy stews, pies and roasts

Eat past six slots and the oldest meal drops off to make room, and it drops as many as it needs to. Two three-slot dishes fill you completely. Six pieces of fruit also fill you completely, and are worth a great deal less.

Drinks sit in the same budget as food, so a beer costs you a slot you could have spent on a stew.

Section 5

Health, Focus and Restoration

Three ladders, five rungs each, sharing one naming convention. Lesser at the bottom, then the unsuffixed potion, then Greater, Imbued and Aether. All three are instant.

Potion of Health

PotionHealsMerchant price
Potion of Health, Lesser55 to 105100
Potion of Health120 to 220200
Potion of Health, Greater245 to 345500
Potion of Health, Imbued380 to 4801000
Potion of Health, Aether525 to 6251500
Potion of Health, Bound60 to 100200

Potion of Focus runs the identical ladder, restoring focus instead of health, at the same prices.

Potion of Restoration

Restoration does both at once, at roughly 60 per cent of what the single-purpose potion gives on each side. It is the better buy when you need both and the worse buy when you need one.

PotionHealthFocus
Potion of Restoration, Lesser33 to 6333 to 63
Potion of Restoration70 to 13070 to 130
Potion of Restoration, Greater143 to 203143 to 203
Potion of Restoration, Imbued220 to 280220 to 280
Potion of Restoration, Aether303 to 363303 to 363
Every number in these tables is the potion at full Consumable Power. Read section 2 before you plan a fight around them.
Section 6

Attribute elixirs

Three potions, each raising one attribute for an hour and lowering the other two. The penalty is easy to miss and it is not small.

PotionRaisesLowersMerchant price
Potion of MightStrength +13Intelligence and Dexterity, 3 each500
Potion of AcumenIntelligence +13Strength and Dexterity, 3 each500
Potion of DeftnessDexterity +13Strength and Intelligence, 3 each500
Potion of Might, AetherStrength +25Intelligence and Dexterity, 5 each1500
Potion of Acumen, AetherIntelligence +25Strength and Dexterity, 5 each1500
Potion of Deftness, AetherDexterity +25Strength and Intelligence, 5 each1500

These are for a build that leans hard on one attribute. If two of your three matter, the trade is close to even and you are paying 500 gold for very little.

Section 7

Resistance potions

Four schools at a time, for an hour. The elemental potion covers Fire, Water, Earth and Air; the magic potion covers Life, Death, Sun and Moon.

PotionCoversEachPrice
Potion of Resistance, ElementalFire, Water, Earth, Air+25500
Potion of Resistance, Greater ElementalFire, Water, Earth, Air+501000
Potion of Resistance, MagicLife, Death, Sun, Moon+25500
Potion of Resistance, Greater MagicLife, Death, Sun, Moon+501000

There is a PvP variant of each, sold as of the Obsidians. They last two minutes rather than an hour, and they buy their resistance by taking it off the other half: the magic version gives +25 across Life, Death, Sun and Moon and takes 30 off the elemental four. Read the tooltip before you drink one in a fight you did not choose.

Section 8

Other potions worth knowing

PotionWhat it doesLasts
Potion of Regeneration10 health every 10 seconds, so 3,600 health if you let it run1 hour
Potion of Regeneration, Imbued10 health every 5 seconds, so 7,200 health1 hour
Vial of Distilled Aether+200 Focus5 minutes
Potion of Haste+0.2 attack speed6 minutes
Potion of Shadow Form+20 Dexterity and +30 combat dodge, at the cost of 20 Sun attunement1 hour
Potion of the Stalking CatRend, sneak attack and attack-from-behind damage1 hour
Potion of Distilled Light Unicorn Blood200 to 300 health, the same again in focus, and clears three damage-over-time effectsInstant
Immortality FruitHeals 1,000, then locks itself out for a dayInstant

The regeneration potions are the best value in the list by a wide margin if you are somewhere safe enough to let them run. They are also the worst value in a fight, because you only ever collect the few seconds of them you survive.

Section 9

Food

A cooked dish gives you four things at once, and they scale together. Out-of-combat health and focus regeneration, a smaller combat regeneration, and usually a flat rise to your maximum health or maximum focus.

The combat numbers are the ones that matter in a fight, and they are roughly a third of the out-of-combat figure. A dish listing 6 health per second is giving you 2.25 while something is hitting you.

The strongest dishes in the game

DishHealth/secFocus/secIn combatLasts
Dragon Stew6.04.52.25 / 1.58 hours
Pumpkin Soup6.04.52.25 / 1.54 hours
Piece of Pumpkin Pie4.56.01.5 / 2.254 hours
Darkstarr Fried Oysters4.53.01.5 / 1.04 hours
Troll Spare Ribs4.53.01.5 / 0.758 hours
Obsidian Wolf Chops4.53.01.5 / 0.754 hours
Bark Bread2.01.50.75 / 0.51 hour

Pumpkin Soup is the best meal a player can cook. It matches Dragon Stew on every regeneration number and costs a fraction as much to make. Dragon Stew's advantage is that it runs eight hours instead of four, which saves you eating twice, and it carries a little damage resistance on top.

Flat health and focus

Separately from regeneration, many dishes raise your maximum. This is a different axis and it does not track the regeneration numbers at all:

DishGrantsLasts
Plesiosaurus Pie+300 maximum Health4 hours
Ichthyosaur Fried Ice Cream+300 maximum Focus4 hours
Black Cutworm Cupcake+200 maximum Health2 hours
Hemlock and Ham+200 maximum Focus2 hours
Dragon Stew+75 maximum Health, and 5 damage resistance8 hours

A big flat grant and strong regeneration rarely come on the same plate, and you have six slots. A common answer is one dish for the pool and one for the sustain.

Food that does something else entirely

A large part of the cooking book has nothing to do with fighting. Dishes carrying gathering, refining, cooking or experience bonuses are a crafter's tools, and they occupy the same six slots. Baked Pacu raises four fishing levels and your fishing range. Obsidian Bacon improves field dressing. Several cakes raise your skill learning speed.

Section 10

Drink

Brewed drinks give one buff for an hour and a short spell of intoxication. Five of them carry something a fighter wants:

DrinkGrants
Brittany Ale+4 Strength
Satyr Spirits+4 Dexterity
Perennial Red Wine+4 Intelligence
Drach Bock Beer+7 damage resistance
Edelmann Beer+7 damage avoidance

The rest of the cellar is for crafters. The aged whiskeys improve mining, forestry, field dressing, smelting, tanning and textiles depending on the vintage; Elven Brandy speeds up agriculture batches; Paladis White Wine reduces your fizzle chance and Kobold Spirits raise spell critical chance.

Every drink also raises Intoxication Level for fifteen seconds. The 25 Year Whiskey raises it by ten, which is fifty times what an ale does. That is the joke, and it is also a warning.

Section 11

The level it was made for

Not on the shard yet. This section describes a change that is built and being tested as of 23 August 2026. Nothing in it is in the live build.

Consumables are being given the adventurer level they were balanced for, and the tooltip will say so. At or above that level you get everything on the label. Below it you get a proportional share, and never less than a quarter.

Your level against a consumable made for 80You receive
80 or above100%
6075%
4050%
20 or below25%

The tooltip carries two new lines. One naming the level the item was made for, and, only when you are below it, one telling you what percentage you are getting. The effect numbers above them are already reduced to match, so what you read is what you will get.

The reason for the change is that a consumable used to do exactly the same thing at every level. A character an hour into the game could drink the strongest potion in it for full value, which left no reason to buy anything but the top tier and no progression in cooking at all.

What is not being gated

A good deal, deliberately:

How the level is decided

Potions tier by the ladder already in their names. Food and drink tier by how strong the buff is. An eight-hour dish is not automatically ranked above a four-hour one: a long buff means you eat less often, which is convenient rather than powerful. Pumpkin Soup ranks near the top of the food list because it is the strongest meal in the game, not because of how long it sits on you.

Two changes come with it. The top health, focus and restoration potions used to add a slice of your level on top of their listed amount, uncapped, which barely separated a new character from a veteran; that has been folded into the printed number, so an Aether Potion of Health now reads 525 to 625 rather than 400 to 500 plus a fraction of your level. And brewed beer, wine and whiskey have never counted as consumables in the code, which means Consumable Duration Bonus has never lengthened a single drink. It does now.

This page is one of a series of player guides at catnipgames.net/blog/guides. It describes the game as it stands on 23 August 2026, with the one exception marked in section 11, and will be kept current as things change. If a number here does not match what you see on screen, say so in the comments below and it gets fixed.

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