Oil painting of a candlelit alchemist workshop: shelves of glowing potions, scattered reagents, and an open recipe book on a worn wooden bench

The Alchemist's Shelf

A deep dive into Shroud of the Avatar's potions, food, and brews: what they really cost, what they really do, what Ultima Online and the genre since can teach them, and twenty-eight concrete proposals.

Every consumable in SotA is data: a bottle that fires the same effect engine a spell uses, paced by a channel budget and a real diminishing-returns sickness stat, with formulas that re-evaluate on login. That is a better engine than most of the genre has. This document audits the power and the cost of the 533-item consumable catalog against shipping game data, takes the genre's lessons from Ultima Online forward, proposes fourteen improvements, and stocks the shelf with fourteen new consumables that revive every dead reagent in the game.

0 · Executive summary 1 · How a consumable works today 2 · The power audit 3 · The cost audit 4 · Lessons: Ultima Online to modern 5 · The fourteen improvements    Tier 1 · Data only (S1–S8)    Tier 2 · Client work (S9–S12)    Tier 3 · Direction (S13–S14)    Considered and rejected 6 · The new shelf (S15–S28) 7 · Sequencing 8 · Appendix
Section 0

Executive summary

Ultima Online shipped the whole argument in 1997: an alchemist whose skill mattered, potion kegs that turned grandmasters into vendor businesses, and poisoning as its own mastery. The genre then spent twenty-five years learning how to pace consumables. WoW invented the buff slot budget (2007) and discrete quality tiers on consumables (2022). RuneScape priced potency in hitpoints. Guild Wars 2 cut everything to two legible slots. ESO and FFXIV each picked one axis of depth and polished it.

SotA built an unusually good engine for all of this: every consumable is data, a 55-channel stacking budget, a real diminishing-returns sickness stat, formula-driven magnitudes that re-evaluate on login, and a brewing rail that ages casks into forty bottles. Then it stopped stocking the shelf. The demand is on record: the developer discussion venue carries "potion system completion" as a filed idea, players asked this week for exceptional potions, an alchemist's bauble, kegs, and a real potion-crafter identity, and the forum's top crafting ask (47 replies, 2,177 views) is bulk batches. The gaps cluster in three places:

  1. Power gaps. No consumable in the game grants Chaos Resistance; the Elemental and Magic potion families cover the other eight schools. Gathering and crafting are a desert: one whiskey's +3% mining chance is the only gathering buff among 533 items. Chain drinking is hard capped at 2.5 potions of value (775 HP from four Greater Health potions), yet the whole low ladder pays the identical cost for a fraction of the effect.
  2. Cost gaps. Potion of Acumen costs 1,881g to craft from bought parts against a 600g vendor price, because one skull costs 5,000g. Cooking runs upside down almost everywhere: Baked Trout costs 47.5g to make and vendors at 16g. A crafted Recall Scroll costs 131.6g while the NPC sells the same scroll for 100g.
  3. Depth gaps. Alchemy and Cooking are the only crafting trees that throw the exceptional roll away. Three stocked, priced reagents feed zero recipes. The brewing rail that yields forty bottles per cask has never been pointed at potions. Master alchemists have no signature product, no perk path, and no bulk vessel.
#ProposalKindTierSizeServerOne-line pitch
S1Price and Margin Repair PassImprove1Snoone repricing fixes the 5,000g trophy traps, the tier inversions, cooking's margins, and the flask floor
S2Crafted Scroll Market FixImprove1Snoa crafted Recall Scroll costs 131.6g; the NPC sells one for 100g
S3Dead Reagent RevivalImprove1Snothree reagents feed zero recipes today; every new shelf item routes through them
S4Alchemist's CharmImprove1Snoa jewelry enchant amplifies every potion the wearer drinks, capped at +25%
S5Poison Conservation by SkillImprove1Snohigh Alchemy skill sometimes keeps the poison bottle on application
S6Bulk Batch RecipesImprove1Snothe top crafting ask: x10 recipes for staples at the same total XP
S7Concentrated PotionsImprove1Sno1.5x the formula for two sickness stacks; spends more of the fixed chug budget per swallow
S8Lighter Sickness for Lesser PotionsImprove1Snohalf a sickness stack makes cheap potions the high-frequency budget option
S9Exceptional Potions and MealsImprove2Msmall hookwire the exceptional roll Alchemy and Cooking throw away to fixed Exceptional items that stack and slot
S10Consumables StripImprove2Mnoput the channel budget, food weight, and the sickness meter on screen
S11Consume GuardImprove2S-Mnowarn before a drink that would be wasted
S12Arcanist's FocusImprove2Mnoa potion specialist path whose perks never change what a bottle is
S13Potion KegsImprove3Lyesdirection: a crafted keg holds 100 doses, fills from stacks, decants to bottles
S14Feast TableImprove3M-Lyesdirection: a placeable centerpiece any party member takes a serving from
S15Potion of Chaos WardNew1Snothe first Chaos Resistance consumable in the game
S16Gathering Draughts (set of four)New1Snothe four gathering trees whiskey ignores
S17Artisan's Steady HandNew1Sno+5 points of crafting success for 30 minutes, worth it where failure destroys expensive flasks
S18Burning OilNew1Snoa fire damage weapon coat on the poison rail
S19Sharpening PasteNew1Snohalf of Haste's attack speed for ten times the duration
S20Handler's RationNew1Snothe first pet stat consumable
S21Pearl Diver's DraughtNew2Mnowater breathing for 15 minutes; the water utility shelf is empty today
S22Scholar's ReverieNew1Snodouble pooled XP for one hour, hard capped to once per real day
S23Potion of the Master CrafterNew1Sno+25% crafting speed for an hour, the name the forum asked for at a sane magnitude
S24Quickdraw PhiltreNew1Snofaster glyph charge for 10 minutes, sickness gated because it is combat power
S25Toasted Grub SkewersNew1Snogathering food that stacks with a Gathering Draught by design
S26Salted Trail JerkyNew1Snothe first movement food in the game
S27Sorrowed PortNew1Snoa brewed drink that raises Consumable Power, costing your one drink slot
S28Physicker's CaskNew1Snoforty Potions of Health from one week-long cask on the brewing rail
Section 1

How a consumable works today

A potion, a plate of food, and a scroll are all the same thing under the hood: an item that fires a rune through the same effect engine a spell uses. Two paths in, one pipeline, and every step of it is data.

flowchart LR
  A["Double-click in inventory\n(out of combat only, no cooldown tracked)"] --> C
  B["Combat deck card\n(locked 30s or 60s cooldown)"] --> C
  C["The item fires its rune\n(the same engine a spell uses)"] --> D{"Channel check\none of ~55 buff channels"}
  D -->|channel full| E["Blocked, or oldest buff replaced\n(per channel rules)"]
  D -->|room| F{"Sickness gate\nConsumable Power above zero?"}
  F -->|no| G["Drink refused"]
  F -->|yes| H["Formula evaluates with your level\nand Consumable Power Bonus"]
  H --> I["Buff lands; survives relog\nand re-evaluates on load"]
  H --> J["Restoratives also add a sickness stack\n-0.25 power for 30s, up to 6 stacks"]
  style D stroke:#c9a55a,stroke-width:2px
  style F stroke:#c9a55a,stroke-width:2px

Potion sickness, measured

Each restoration drink stacks a 30 second, minus 0.25 debuff on your Consumable Power. Four Greater Health potions back to back at level 80:

DRINK 1
Power 1.00
310 HP delivered
DRINK 2
Power 0.75
232.5 HP delivered
DRINK 3
Power 0.50
155 HP delivered
DRINK 4
Power 0.25
77.5 HP delivered
DRINK 5
Power 0.00
Refused: "Consumable power is still too low." Total delivered: 775 HP, exactly 2.5 potions of value.

Built already; this document does not re-propose it

The ground rules. These proposals leave the crafting engine untouched. Every new item here is ordinary catalog data: a fixed item that stacks, trades, and slots into combat decks exactly like the bottles that exist today. Crafting success stays a server rolled chance; nothing here changes how the roll works, only what it can produce. Effect enforcement is being hardened server-side as separate work.
Section 2

The power audit

Every number in this section was read from the shipping game data: the rune assets that define each consumable's formula, duration, channel, and cooldown. Reference character: Adventurer Level 40 / 80 / 120, Consumable Power at 1.0. Formulas are shown as they exist in the data; "~" is a random range and the tables use its mean.

T1 · The restoration ladder

All rows are instant, 30 second locked cooldown, sickness gated, and each drink adds a sickness stack, except the Regeneration rows, which skip the gate, add no stack, and persist through death. Craft cost is at skill 80 from fully vendor-bought inputs (the methodology is in section 3).

PotionFormula in the dataRestores @L80Craft cost/useGold per 100 HP
Health, Lesser((50~100)+(Level*0.25)) x Power9516.0*16.8
Health((100~200)+(Level*0.5)) x Power19029.315.4
Health, Greater((200~300)+(Level*0.75)) x Power31055.417.9
Health, Imbued((300~400)+(Level)) x Power430105.924.6
Health, Aether((400~500)+(Level*1.25)) x Power550443.980.7
(40.6 at skill 120)
Restoration((60~120)+(Level*0.25)) x Power, applied to Health and Focus both110+11034.015.5 per 100 points
Regeneration10 x Power per tick, one hour3,600 total700 vendor buy19.4, no gate, no sickness
Regeneration, Imbuedsame, 2 HP per second7,200 total

*Lesser assumes difficulty 0 and a batch of 3 (48g of inputs). The Potion of Focus tiers use identical formulas. Restoration tiers run Lesser through Aether with the same shape.

Gold per hitpoint is U-shaped. The plain Potion of Health is the efficiency king at 15.4g per 100 HP. Aether costs five times that at skill 80 because failure eats the batch. And the vendor's own 700g Regeneration bottle delivers 3,600 HP at 19.4g per 100, with no gate and no sickness, undercutting everything above Greater.

T2 · Food vs potion, same stat

ItemWhat it gives @L80DurationNotes
Potion of Might+15 Strength, scales with level1halso -3 Int, -3 Dex
Potion of Might, Aether+22 Strength1halso -5 Int, -5 Dex
Sharkfin Soup+10 Strength, flat4hno penalty
Seared Shark Steak+9 Strength, +75 Focus, regen riders4hriders potions lack
Potion of Deftness / Acumen+15 (+22 Aether) Dex / Int1hsame shape, same penalties
Grilled Wyvern Chops+9 Dexterity, flat4h
Sweet Cunning Cat Stew+5 Dex, +5 Int4hdual stat, no penalty
Perennial Red Wine+4 Intelligence1hcosts the drink slot
Venison Stew+1 Str, +2 Dex1hthe floor

Food is flat, potions scale, and they stack, because food and potion channels are separate systems. The potion's premiums are the level term and instant application; its costs are the sickness gate, the hidden attribute penalty, and one hour against food's four.

T3 · The stat coverage map

Stat familyPotionFood / drinkVerdict
Str / Dex / Int11-28, 1h, scaled1-10, 1-4h, flatcovered both
Instant HP / Focus restorefive tiers eachnonefood has zero burst
HP / Focus regenRegeneration linenearly every foodcovered both
Max HealthnoneDark Coffee +200, stews +50-75no potion
Max FocusDistilled Aether +200 (5 min)dishes +75 (4h)covered both
Elemental resist+25 / +50 all four, 1hminor riderspotion dominant
Magic resist+25 / +50, 1hminor riderspotion dominant
Chaos resistnothingnothinggap → S15
Attack speedHaste +0.20, 6 min onlynoneno food → S19
Move speedWolf Speed +2, 1hnoneno food → S26
Jump / stealth / safe fallcoverednonepotion only
Attunementnonetwo dishes, +15no potion
XP / learningblessing linesweets +0.25covered both → S22
Carry capacity+50%, 7 daysBacon +0.25, 1hcovered both
Gathering yieldnothing25 Year Whiskey, mining onlygap → S16, S25
Crafting success / speednothingnothinggap → S17, S23
Weapon buffs beyond poisonnothingnothinggap → S18, S19
Water / utilitynothingnothinggap → S21
Curespoison + plaguenonepotion only
Pet statsnothingplain feed onlygap → S20

T4 · Cooldowns and channels at a glance

Cooldowns across 439 rune-bearing catalog items: 1s x85 (fireworks and throwables) · 2s x1 · 5s x218 (all food, drink, and brews) · 10s x57 (mounts and bait) · 12s x10 (weapon poisons) · 15s x3 (cures) · 30s x64 (stat, resist, restoration, scrolls) · 60s x1. Zero-cooldown consumables: none.

Channels across 455 rune assets: EatFood x223 (a budget of 6 by summed weight, oldest replaced) · no channel x172 (all restoratives, which stack freely) · Poison x11 · SpecializationPotions x9 · ResistancePotion x7 · one exclusive channel per attribute potion family · Drink, capacity 1. The sickness gate is set on 49 catalog items.

The ten power findings

Oil painting of a balance scale weighing a glowing potion against a stack of gold coins, over an open merchant's ledger
The cost audit in one image: what the bottle is worth against what the bottle costs. For a surprising amount of the catalog, the scale tips the wrong way.
Section 3

The cost audit

Methodology. Effective cost per use = ingredient gold divided by (batch size x success chance). Success chance = base chance by difficulty + 0.5% per skill point; skill 80 throughout. Ingredients are priced at merchant buy prices, the honest worst case; gathered-input costs are noted where they change the verdict. Worked example: Potion of Health = 10 Garlic (40g) + 3 Corpse Wax (18g) + 3 Empty Flask (30g) = 88g of inputs, difficulty 0 so success is 100%, batch of 3: 29.3g per potion against a 200g vendor price.

T5 · Craft against vendor, twelve representative items

ItemInputs (buy)Success @80Cost/useVendor sells atVerdict
Potion of Health88100%29.3200healthy, 6.8x
Potion of Health, Greater15895%55.4500healthy, 9.0x
Potion of Health, Aether56642.5%443.91,500pays only near grandmaster; each failure eats 300g of hardened flasks
Potion of Restoration102100%34.0700healthy, but the base outprices Greater (500) at the vendor
Potion of Acumen5,08090%1,881.5600broken: the Lich Skull ingredient costs 5,000g to buy
Potion of Resistance, Elemental5,18085%2,031.4700broken: Phoenix Talon costs 5,000g
Poison Potion, Deadly10095%35.1600healthy, 17x
Recall Scroll12595%131.6100inverted; the batch of 12 is worse per scroll (147)
Baked Trout95100%47.516inverted 3x
Sweet Cunning Cat Stew34255%310.920inverted 15x, the level 100 signature dish
Bacon6190%11.315the only sampled dish in the black
Brittany Ale (per bottle)13.295%13.250healthy 3.8x; one cask yields 40 bottles

T6 · Cost per buff-hour

Across 208 food runes the two hour buff is the mode (97 runes), then 1h x38, 4h x35, half-hour x8. All standard brews run one hour. That makes cost per hour the honest food metric:

ItemCost/useDurationCost/hourBuffs
Seared Shark Steak13.04h3.3Str + Focus + regen
Bacon11.31h11.3carry weight
Sugar Cookie6.40.5h12.8Focus + regen
Brittany Ale13.21h13.2Strength
2 Year Whiskey14.91h14.9gathering speed
25 Year Whiskey19.11h19.1+3% mining nodes; vendors at 2,500g, 130x the craft cost, gated only by aging time
Grannus Beef Stew59.42h29.7regen + Health
Baked Trout47.51h47.5regen
Venison Stew59.41h59.4same craft cost as Grannus, half the hours
Sweet Cunning Cat Stew310.94h77.7Dex + Int + regen

Duration tiers are uncorrelated with cost. A level 1 recipe is twenty-four times cheaper per buff-hour than the level 100 signature dish.

T7 · Dead and underused reagents

Three true reagents are stocked, priced, weightless, and consumed by exactly zero recipes: Elixir of Dread, Gem of Truth, Tear of Sorrow. Behind them sits a tail of low-use inputs:

ReagentRecipes using itValue / buy price
Elixir of Dread · Gem of Truth · Tear of Sorrow03 / 6
Corpion Poison Gland · Venom Sack115 / 150
Corpion Claw310 / 50
Daemon Hoof350 / 5,000
Troll Head · Wolf Head350 / 100 · 10 / 20
Bear Head · Rotting Flesh · Slime Ooze410-40 buy
Chaos Plant Pollen · Phoenix Talon530 / 300 · 50 / 5,000

Note the 100x markup from base value to buy price on Daemon Hoof, Lich Skull, and Phoenix Talon against the 2-10x norm; these three alone break the bought-parts economics of every potion that needs them. Every item in section 6 routes through this pool; the delta table at the end of section 6 shows the dead trio ending at 4, 6, and 3 recipes.

T8 · Where the gold actually goes

The eight cost findings

Section 4

Lessons: Ultima Online to modern

Ultima Online (1997) shipped alchemy as a skill whose owner mattered: the thrower's skill scaled explosion potion damage, tinker-crafted Potion Kegs held 100 doses and turned grandmasters into vendor businesses, and Poisoning was a separate mastery. The 2003 Enhance Potions jewelry property (5-35% per piece, capped) let gear amplify every potion the wearer drinks; a 2011 update folded the skill itself into that property so pure alchemists beat jewelry-wearers. World of Warcraft invented the formal buff budget: one battle elixir plus one guardian elixir, flasks filling both and persisting through death; Dragonflight (2022) added three discrete quality ranks on consumables, and The War Within added Concentration, a recharging resource spent to guarantee the next rank. Elder Scrolls Online: every reagent hides four effects; eating reveals the first, combining reveals the rest, though wikis solved the discovery game within a week. Final Fantasy XIV: two-tier quality on everything and radical legibility, one food slot and one medicine slot with timers. Guild Wars 2: exactly one food and one enhancement (a stone, oil, or crystal), always stacking; feasts serve the whole squad. Path of Exile: the flask is permanent crafted gear refilled by kills, powerful but so fiddly it needed years of automation fixes, and everyone self-crafts so there is no consumables economy. Albion Online: consumable crafting as a regional trade profession gated by daily focus, leaning on a full-loot destruction sink SotA does not have. RuneScape: Herblore's level ladder is a potion ladder; doses and free decanting solved vessel logistics decades ago, and divine variants price a locked boost in hitpoints.

1997
UO Alchemy
Crafter skill scales potion power. The profession matters.
~2000
UO Potion Kegs
100-dose vessels make grandmasters into vendors.
2003
UO Enhance Potions
Gear amplifies consumables. S4's ancestor.
2007
WoW elixir slots
The first formal buff budget.
2010
RS Overload
The capstone potion, priced in hitpoints.
2012
GW2 two slots
Radical legibility; group feasts.
2013
PoE flasks
Consumable as gear. A warning as much as a lesson.
2014
ESO discovery
Taste to learn; combinatorial traits.
2018
OSRS divine potions
Pay potency with hitpoints. S7's ancestor.
2022-24
WoW quality ranks
Discrete tiers + crafter agency. S9's ancestor.

Capability matrix

CapabilityUOWoWESOFFXIVGW2PoEAlbionRSSotA todaySotA proposed
Craft quality tiers on consumables○ roll discarded● S9, S12
Effect discovery / experimentation○ fixed recipes○ rejected (R4)
Combinatorial multi-effect recipes○ single effect○ rejected (R5)
Buff slot budget● 55 channels, a genre lead● S10 shows it
Diminishing-returns pacing● sickness stat● S7 spends it, S8 tunes it
Refillable vessels / kegs◐ brew casks only● S28 now, S13 later
Batch / bulk production◐ batches of 2-12● S6 + S28
Weapon coatings and oils◐ poisons only● S18, S19
Non-combat utility consumables◐ scrolls, blessings● S16-S17, S21-S23, S25
Magnitude scales with progression◐ potions yes, food flat● S4 adds gear scaling
Healthy craft-vs-vendor band○ margins inverted● S1, S2
Consumable-crafter identity◐ tree exists, no product● S12 path + S9 product
Buff visibility UI◐ bar, no budget meter● S10, S11

● native · ◐ partial · ○ absent. RS = RuneScape including Old School. "SotA today" = the migration branch, 2026-07.

The pattern is the thesis: SotA is ahead of most of the genre on plumbing (the budget and pacing rows) and behind on content and depth (quality tiers, coatings, utility, margins, identity). The proposals that follow stock the shelf the engine already deserves.

Section 5

The fourteen improvements

Every card below is grounded in a finding from the audits (the P and C numbers) or a documented player ask. Tier 1 cards are pure data: catalog rows, recipe rows, formula edits, all of which apply retroactively because buffs re-evaluate on load. Tier 2 cards need client code. The two Tier 3 cards are direction, not commitment.

Tier 1 · Data only

S1 · Price and Margin Repair Pass

Tier 1Size SServer: none

One coordinated repricing fixes four audited breaks at once: the 5,000g trophy prices on Lich Skull, Daemon Hoof, and Phoenix Talon that make Potion of Acumen cost 1,881g to craft against a 600g vendor price (C3); the Restoration tier inversion where the base potion outprices Greater and Deftness sells at a third of Might (C7); cooking's near universal margin inversion, Baked Trout at 47.5g to make and 16g at the vendor (C2); and the Empty Flask floor, 10g to buy and 1g in value, 62.5% of a Lesser potion's cost while cooking's jar costs 2g (C6). Numbers only, no mechanics. One honest caveat: repricing revalues existing player stockpiles, so it ships with an announcement.

Seen in: WoW and Albion both keep a deliberate craft-vs-vendor price band; FFXIV prices normal-quality food as the floor.

Implementation notes

Value and purchase price fields on existing catalog assets plus vendor price rows; recipe data re-export; zero new items. Unblocks honest cost math for every card below.

work data onlyserver routine data redeployrisk stockpile revaluation

S2 · Crafted Scroll Market Fix

Tier 1Size SServer: none

A crafted Recall Scroll costs 131.6g at skill 80 while the NPC sells the same scroll for 100g, and the batch of 12 recipe is worse per scroll, not better (C4). The fix has three parts: raise the NPC scroll price above crafted cost, give the batch recipe a real per-unit discount, and trim scroll drop rates. The drop-rate part is contested on the forum, where some players worry about thinning an already thin economy, so this card presents both sides; the price fix alone is uncontested.

Seen in: RuneScape keeps teleport items crafter supplied; WoW moved ports to services and kept crafted ports scarce.

Implementation notes

Vendor price rows, loot table weights, one recipe difficulty edit. Ships in the same export as S1.

work data onlyserver routine data redeployrisk drop-rate debate

S3 · Dead Reagent Revival

Tier 1Size SServer: none

Elixir of Dread, Gem of Truth, and Tear of Sorrow are stocked, priced, weightless, and consumed by exactly zero recipes (C8), with a tail of eleven more reagents at five uses or fewer (T7). Every new shelf item in section 6 deliberately routes through this pool. This card is the commitment: the dead trio ends this proposal with at least three recipes each; the delta table at the end of section 6 keeps the score.

Seen in: ESO gives every reagent four discoverable effects so no herb is trash; WoW rebased old herbs into new phials.

Implementation notes

Ingredient rows inside the section 6 recipes; no standalone work.

work rides the shelfserver nonerisk none beyond shelf balance

S4 · Alchemist's Charm

Tier 1Size SServer: none

The alchemist's bauble, answered. A jewelry enchant grants +0.05 Consumable Power Bonus per piece, capped at +0.25 total worn, amplifying every potion the wearer drinks at the moment of drinking. Because the bonus lives on the drinker and not the bottle, stacking and deck slotting are untouched. Alchemy is already the reroll skill for gear enchants, which makes this alchemist flavored gear on rails that exist today.

Seen in: UO Enhance Potions (5-35% per jewel, capped at 50%; a 2011 update folded crafter skill in). The Alchemist's Bauble artifact is the namesake.

Implementation notes

Enchant rows targeting the Consumable Power Bonus stat on the existing gear enchant rails; no new stat, no new effect type. It multiplies with drinker level scaling; the +0.25 worn cap is the guard, with one balance check against S7 Concentrated variants before shipping.

work enchant data rowsserver nonerisk stacking with S7, capped

S5 · Poison Conservation by Skill

Tier 1Size SServer: none

A zero-reply, thousand-view forum ask: high skill should sometimes not consume the poison bottle. A conserve-chance mechanic already exists in the Subterfuge specialization; this extends the same pattern so Alchemy skill grants a chance to keep the bottle on application, scaling to about 25% at grandmaster. Poisons keep their 12 second cooldown and one coat at a time, so throughput stays paced even at maximum conserve.

Seen in: UO Poisoning, a separate mastery whose skill changes what the same bottle does.

Implementation notes

Existing conserve stat pattern plus one Alchemy skill tree data row. A mild demand dip on poison bottles is offset by the new coat recipes (S18) raising coat variety.

work skill tree dataserver nonerisk small demand dip

S6 · Bulk Batch Recipes (x10, equal XP)

Tier 1Size SServer: none

The single highest-traction crafting ask on the forum (47 replies, 2,177 views): x10 batch recipes for staple consumables and refining, granting the same total XP as ten singles so the idle-crafting objection is answered by design. Each x10 recipe is a new recipe row with scaled ingredients and batch count; the craft pipeline itself is untouched.

Seen in: WoW multicraft, ESO's quantity slider, Albion's focus boosted batches, RuneScape bulk herblore.

Implementation notes

New recipe assets only; success rolls per batch unchanged. Pairs with S28's cask route for potions specifically. The companion crafting proposal's batch queue (its S11, at /blog/proposals/crafting/) automates the repeat pressing at the interface; these x10 recipes are the data-side complement, and they settle the equal-XP half of the ask, which that page left open as server balance.

work recipe rows per familyserver routine data redeployrisk idle-crafting perception

S7 · Concentrated Potions

Tier 1Size SServer: none

A Concentrated variant of the Health, Focus, and Restoration lines: 1.5 times the formula, but it applies two sickness stacks instead of one. This spends the audit's key math on purpose: chugging is hard capped at 2.5 potions' worth (P2), so a Concentrated bottle burns more of that fixed budget per swallow. A real choice, not a strict upgrade.

Seen in: OSRS divine potions, a locked boost at an HP cost; RuneScape Overload's stat-for-damage trade.

Implementation notes

New catalog rows plus rune assets; the sickness stack magnitude is per-rune data; a discrete tier, so stacking holds. The risk is readability of the double stack cost; S10's sickness meter is the pairing, best shipped after S10 but acceptable before.

work catalog + rune rowsserver routine data redeployrisk cost readability before S10

S8 · Lighter Sickness for Lesser Potions

Tier 1Size SServer: none

Potion of Restoration, Lesser delivers 50 health and 50 focus at level 40 yet pays the identical 30 second cooldown and the identical full sickness stack as the Aether tiers, which leaves the whole low ladder strictly dominated. The fix: Lesser and base tiers apply a half stack (minus 0.125), so cheap potions become the high frequency budget option instead of dead catalog.

Seen in: RuneScape's dose system gives weak potions a volume role; WoW keeps low phials relevant per bracket.

Implementation notes

Sickness effect rows in the existing Lesser and base rune assets; no new items. Slightly raises the total chug ceiling for mixed-tier carriers, bounded by the unchanged 6 stack cap.

work rune data editserver routine data redeployrisk mixed-tier chug ceiling

Tier 2 · Client work

S9 · Exceptional Potions and Meals

Tier 2Size Msmall shared hookHeadline

The most asked-for card in this document. The game already computes an exceptional chance for every craft; Alchemy and Cooking are the only trees that throw the roll away. This card wires that existing roll to exceptional output rows for about twenty flagship recipes: an Exceptional bottle carries +25% magnitude or +50% duration. The stacking answer in one sentence: an exceptional result is a separate fixed catalog item, so every Exceptional Potion of Health is identical to every other one and stacks, trades, and slots into combat decks exactly like the base bottle. Master alchemists get a sought-after product without any continuous quality.

Seen in: WoW Dragonflight quality ranks; FFXIV normal and high quality; UO's grandmaster alchemist reputation economy.

Implementation notes

About forty new catalog and rune rows (data), plus a small hook mapping the already computed exceptional roll to the alternate output for consumable recipes; the client shows the existing exceptional styling on the new items. Risk: "everyone only buys exceptional"; the modest +25% delta and unchanged base recipes keep base tiers as the volume market. S12 gives specialists a bias on the roll later.

work ~40 data rows + one output hookserver small shared hookrisk tier crowding, kept modest

S10 · Consumables Strip

Tier 2Size MServer: none

The engine already runs a strict, legible budget: six food weight, one drink, exclusive potion channels, and a sickness stat that silently blocks drinking at zero. None of it is on screen. A new UI strip shows occupied channels with timers, remaining food weight, and a Consumable Power meter that fills red as sickness stacks land, turning invisible rules into player knowledge.

Seen in: WoW buff frames, FFXIV's two slot legibility, GW2's food and utility icons, PoE's flask readouts.

Consumables
Consumable Power
0.50
Food 4/6Drink 1/1MightResistance
Bear Steak and Potatoes1h 12m
Garlic Cheese Bread44m
Brittany Ale22m
Potion of Might51m
Potion of Resistance, Elemental18m
Implementation notes

A UI panel reading existing client effect state; no new stats. Scope guard: ship channels and the sickness meter first, per-buff timers second. Multiplies the value of S7, S15, and S24.

work client UIserver nonerisk scope creep, staged

S11 · Consume Guard

Tier 2Size S-MServer: none

Stop the drink from being wasted. A pre-consume check warns, with a confirm, when the buff is already active at equal or higher tier, when food weight is full and the oldest buff would be replaced, or when sickness has the gate closed so the potion would be refused anyway. Pure waste prevention, no economy effect.

Seen in: FFXIV replaces food cleanly with a timer prompt; GW2 shows the active food before overwrite.

Implementation notes

A check at the existing consume points plus one small confirm dialog; a "don't ask again for this item" flag guards against over-prompting. Shares state plumbing with S10.

work client check + dialogserver nonerisk over-prompting, flagged off per item

S12 · Arcanist's Focus

Tier 2Size MServer: none

The identity ask, in players' own words: the gem and enchant work is fine, but it is not what a potion crafter signed up for. A specialization path in the Alchemy tree whose perks are all on the crafter's side of the table, so no bottle ever varies: a bigger exceptional bias on consumable crafts (feeding S9), the S5 conserve chance, reduced sickness duration on self-drunk potions, and batch size perks for S6 recipes. Master alchemists become visibly better producers and consumers of potions while every bottle stays identical.

Seen in: Albion's per-line specialization; UO's grandmaster alchemist as a build identity; WoW profession specializations.

Implementation notes

Skill tree data rows targeting existing stats; the potion specialization channel already exists; a small tree UI addition. The rule that contains power creep: every perk is quality of craft, never bottle strength. S5 and S9 land first so the perks have hooks.

work tree data + small UIserver nonerisk perk creep, ruled out by design

Tier 3 · Direction, not commitment

S13 · Potion Kegs

Tier 3Size Lserver work

The most corroborated container ask in the dataset: asked on Discord and independently on the forum as craftable potion barrels. The direction: a crafted keg holds up to one hundred doses of one potion type, fills from stacks, and decants back to bottles on demand, making the alchemist a vendor profession the way UO kegs did. Needs server-side work; sequenced last. The near term bulk need is already served by S28, which ships in phase 1.

Seen in: UO Potion Kegs (100 doses, tinker crafted, dyeable); RuneScape decanting.

work L, deferredserver yesgate S28 proves demand first

S14 · Feast Table

Tier 3Size M-Lserver work

A placeable cooked centerpiece any party member can take a serving from, one crafter feeding the group. A showcase for cooking and for the game's decoration strength, answering food's missing social role. Needs server-side work; sequenced last.

Seen in: GW2 feasts; WoW raid cauldrons and fish feasts.

work M-L, deferredserver yesgate purely additive

Considered and rejected

Section 6

The new shelf

Oil painting of a freshly stocked apothecary shelf: a wrapped poultice, an amber oil flask, a dark venom vial, gathering draughts, and a small wooden cask
Fourteen new consumables, every one a fixed catalog item that stacks and slots like the bottles that exist today.
Reading the cards. Costs use the section 3 methodology: merchant-buy inputs at skill 80. Staples: Chunk of Coal 6g, Empty Flask 10g, Empty Glass Jar 2g, Wooden Bowl 10g, Wooden Plate 10g, Empty Bottle 10g. Numbers on new items are illustrative and will be tuned before anything ships. Every card states what stops it stacking forever.

S15 · Potion of Chaos Ward

Tier 1Alchemy2 assets + 1 recipe

A murky draught that settles the mind against magic with no school at all.

The first Chaos Resistance consumable in the game. The Elemental potion covers Fire, Water, Earth, and Air; the Magic potion covers Life, Death, Sun, and Moon; Chaos falls between the families (P7). This bottle closes the hole, on the channel the resistance family already uses.

+25 x Consumable Power Chaos Resistance · 1 hour · channel ResistancePotion · cooldown 30s · sickness gated

Recipe: 2x Chaos Plant Pollen (600g) + 1x Elixir of Dread (6g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 648g. Difficulty 6, batch of 3, 80% success: 270g per use. The Elemental Resistance potion buys +25 to four schools for 700g at the vendor; a single-school Chaos bottle at about a third the price is proportionate.

stack guard ResistancePotion channel, one at a time; sharing it with Elemental and Magic is the deliberate cost

Seen in: WoW school protection potions; ESO spell-resist draughts.

S16 · Gathering Draughts (Woodsman's, Skinner's, Fieldhand's, Angler's)

Tier 1Alchemy8 assets + 4 recipes

One bottle for the axe, the knife, the hoe, and the line.

Aged whiskey's +3% mining chance is the only gathering buff among 533 items (P9). These four bottles give forestry, skinning, agriculture, and fishing the same courtesy, and leave mining as whiskey's turf so nothing is dominated.

+0.03 x Consumable Power to the matching gathering yield chance · 1 hour · new GatheringDraught channel, one of the four · cooldown 30s · not gated

Recipe (Skinner's shown): 1x Bear Head (40g) + 1x Gem of Truth (6g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 88g; the other three swap the trophy. Difficulty 4, batch of 3, 90% success: 32.6g per use, against the 25 Year Whiskey's 19.1g per hour for mining only.

stack guard exclusive channel, one draught active

Seen in: RuneScape juju gathering potions; FFXIV gatherer meals; Albion gathering food.

S17 · Artisan's Steady Hand

Tier 1Alchemy2 assets + 1 recipe

The hands stop shaking. The work remembers how it wanted to be made.

The first crafting consumable. Five points of success chance, worth it exactly where the audit says failure hurts: at Aether-tier difficulty, each failed attempt destroys 300g of hardened flasks (C5). The magnitude is kept below one difficulty step so it aids the roll rather than trivializing it.

+0.05 x Consumable Power crafting success chance · 30 minutes · new ArtisanTonic channel · cooldown 30s · not gated

Recipe: 2x Gem of Truth (12g) + 1x Corpion Claw (50g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 104g. Difficulty 8, batch of 3, 70% success: 49.5g per use. No comparable exists today.

stack guard exclusive channel + 30 minute window

Seen in: FFXIV crafter tinctures; the intent behind WoW's Concentration.

S18 · Burning Oil (and Biting Oil)

Tier 1Alchemy3 assets + 1 recipe each

It clings to the edge and does not care what the edge is made of.

A fire damage weapon coat on the rail poisons already use, bringing a damage school poisons cannot. A cold sibling, Biting Oil, reuses the same numbers with the water school. The Deadly poison stays the damage default; the oils are the answer when the target shrugs poison off.

coat lasts 20+(skill/4) seconds · each landed hit applies (2~6) fire damage x5 ticks · Poison coat channel · cooldown 12s · not gated

Recipe: 1x Corpion Poison Gland (150g) + 1x Elixir of Dread (6g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 198g. Difficulty 5, batch of 3, 85% success: 77.6g per use, against Poison Potion, Deadly at 35.1g which hits slightly harder.

stack guard one coat at a time on the Poison channel; the coat is a timer, not charges

Seen in: UO Poisoning coats; ESO weapon poisons; RuneScape weapon poison tiers.

S19 · Sharpening Paste

Tier 1Alchemy2 assets + 1 recipe

Grit, ooze, and patience in a jar.

Potion of Haste gives +0.20 attack speed for just six minutes (P8). The paste is half the magnitude for ten times the duration, on a new weapon oil channel that always stacks with food and potions, so Haste stays the burst pick and the paste becomes the maintenance pick.

+0.1 x Consumable Power Attack Speed · 1 hour · new WeaponOil channel · cooldown 30s · not gated

Recipe: 1x Slime Ooze (100g) + 2x Corpse Wax (12g) + 1x Empty Glass Jar (2g) + 2x Chunk of Coal (12g) = 126g. Difficulty 4, batch of 3, 90% success: 46.7g per use.

stack guard exclusive WeaponOil channel

Seen in: GW2 sharpening stones and maintenance oils; WoW wizard oils.

S20 · Handler's Ration

Tier 1Cooking2 assets + 1 recipe

Your pet will not ask what is in it. Do not tell your pet what is in it.

The first pet stat consumable. Plain pet food only feeds; the coverage map shows nothing that buffs a tame (T3). Fed on the existing pet food rail, the ration gives the pet a mid-tier meal of its own, so tamer power moves by single digits, not tiers.

pet gains +5 Strength, +5 Dexterity, +25 Health · 2 hours · one pet meal active per pet · cooldown 10s · not gated

Recipe: 1x Rotting Flesh (10g) + 1x Wolf Head (20g) + 1x Pork Sausage Links (10g) + 1x Wooden Bowl (10g) + 2x Chunk of Coal (12g) = 62g. Difficulty 2, batch of 2, 100% success: 31.0g per use.

stack guard one active meal per pet

Seen in: WoW pet food buffs; GW2 pet-adjacent nourishment.

S21 · Pearl Diver's Draught

Tier 2Alchemynew breath effect

One deep breath that lasts as long as you need it to.

The water utility shelf is empty today (T3). Fifteen minutes of water breathing plus a swim speed rider opens diving spots, sunken salvage, and every underwater errand the map already contains. The one shelf item that needs a new client effect type, which is why it carries a Tier 2 chip.

water breathing 15 minutes + 2 x Consumable Power Move Speed while swimming · new DivingDraught channel · cooldown 30s · not gated

Recipe: 1x Tear of Sorrow (6g) + 1x Venom Sack (150g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 198g. Difficulty 5, batch of 3, 85% success: 77.6g per use; priced above the base restoratives, below the combat buffs.

stack guard exclusive channel; re-drinking inside the window is pointless

Seen in: RuneScape utility potions; WoW water breathing elixirs.

S22 · Scholar's Reverie

Tier 1Alchemy2 assets + 1 recipe + 1 lock

An hour where everything you practice stays practiced.

Double pooled XP for one hour, hard capped to once per real day. The cap rides the same 24 hour personal lock the Immortality Fruit already uses, which survives death and works offline, so the daily limit needs no new machinery. This is the middle ground the XP threads asked for against the recorded pushback on open ended double XP.

flat 1.0 Skill Learning Speed (double pooled XP) · 1 hour · 24 hour personal lock after drinking · deliberately not power-scaled, so the cap is honest · not gated

Recipe: 2x Gem of Truth (12g) + 1x Troll Head (100g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 154g. Difficulty 10, batch of 1, 55% success: 280g per use, against the blessing line's Guidance potion, which is weaker but uncapped.

stack guard 24 hour lock that survives death and logout

Seen in: FFXIV XP food; WoW XP draughts; the forum's own capped-daily design.

S23 · Potion of the Master Crafter

Tier 1Alchemy2 assets + 1 recipe

The queue at the table moves faster when you stop watching it.

The name the forum asked for, at a sane magnitude: an hour of +25% crafting speed instead of the requested week of double. Speed, not success, so it does not compound with S17 beyond time saved; the deep throughput fixes arrive separately via S6 batches and the S28 cask.

+0.25 x Consumable Power crafting speed · 1 hour · new CraftingTonic channel · cooldown 30s · not gated

Recipe: 1x Jug of Whiskey (20g) + 1x Ginger Root (10g) + 1x Elixir of Dread (6g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 78g. Difficulty 6, batch of 3, 80% success: 32.5g per use.

stack guard exclusive channel

Seen in: Albion Crafting Focus; the 7 Year Whiskey speed thread.

S24 · Quickdraw Philtre

Tier 1Alchemy2 assets + 1 recipe

The glyph is ready before you finish reaching for it.

Faster glyph charge on the locked deck for ten minutes, by the consumable route the accessibility thread itself suggested. It is combat power, so it is sickness gated: it spends the same Consumable Power budget the heals spend, which is a real cost (P2), and the short window keeps it from becoming an always-on deck tax.

+0.15 x Consumable Power reduction to locked deck glyph charge time · 10 minutes · new CombatTonic channel · cooldown 30s · sickness gated

Recipe: 1x Chaos Plant Pollen (300g) + 1x Elixir of Dread (6g) + 3x Empty Flask (30g) + 2x Chunk of Coal (12g) = 348g. Difficulty 8, batch of 3, 70% success: 165.7g per use. One data caveat: this assumes the charge-rate stat exists in the shared stat table; if not, the card moves to Tier 2.

stack guard exclusive channel + sickness gate + 30s cooldown

Seen in: OSRS divine-style pay-for-tempo designs.

S25 · Toasted Grub Skewers

Tier 1Cooking2 assets + 1 recipe

Crisp on the outside. Best eaten while looking at the horizon.

Gathering food that stacks with a Gathering Draught by design, because food and drink channels are disjoint (P5). Half the draught's magnitude, spread across all four trees, at a snack price; the beetle-food forum ask, generalized.

flat +0.015 to all four gathering yield chances · 2 hours · EatFood channel, weight 1 · cooldown 5s · not gated

Recipe: 1x Ginger Root (10g) + 1x Raisin Pile (10g) + 1x Wooden Plate (10g) + 2x Chunk of Coal (12g) + gathered grubs = 52g. Difficulty 1, batch of 5, 100% success: 10.4g per use.

stack guard EatFood weight budget of 6, oldest replaced

Seen in: Albion gathering food; FFXIV gatherer meals.

S26 · Salted Trail Jerky

Tier 1Cooking2 assets + 1 recipe

Salted for the road. The road is long.

The first movement food in the game (T3: move speed is potion-only today). Half of Wolf Speed's strength for twice the duration, on a food slot; the two stack to +3, still under mount speeds.

flat +1 Move Speed · 2 hours · EatFood channel, weight 1 · cooldown 5s · not gated

Recipe: 1x Pork Sausage Links (10g) + 1x Tear of Sorrow (6g) + 1x Wooden Plate (10g) + 2x Chunk of Coal (12g) = 38g. Difficulty 1, batch of 5, 100% success: 7.6g per use.

stack guard EatFood weight budget

Seen in: GW2 speed food; RuneScape logistics food.

S27 · Sorrowed Port

Tier 1Brewing, aged2 assets + 1 recipe

A dark port with a long memory. It makes everything after it hit harder.

A potion drinker's table wine: a brewed, cask-aged drink that raises Consumable Power by +0.05 for the hour. It occupies your one Drink slot, displacing whiskey and ale, and that displacement is the cost. It feeds S4 and S7 builds without touching any bottle.

flat +0.05 Consumable Power Bonus and +0.5 intoxication · 1 hour · Drink channel, capacity 1 · cooldown 5s · not gated

Recipe (cask of 40 bottles, ages like a 2 Year Whiskey): 2x Jug of Grape Juice (40g) + 5x Tear of Sorrow (30g) + 1x Raisin Pile (10g) = 80g per cask, plus 1x Empty Bottle (10g) per bottle. Difficulty 3, 95% success: 12.1g per bottle, against the Elixir of Potency's same magnitude without the slot cost.

stack guard Drink capacity 1 + the aging clock gates supply

Seen in: RuneScape barbarian mixes; raid-night wines everywhere.

S28 · Physicker's Cask

Tier 1Brewing1 recipe + 1 yield entry

A week in the cask, and the shelf takes care of itself.

Bulk potion production on the brewing rail that already turns one cask into forty bottles of ale (C8). The cask matures into forty standard Potions of Health over seven in-game days; the output is the ordinary catalog item, so it stacks with every bottle already in the game. This is the keg-adjacent item that ships in phase 1; the keg system proper is S13.

no effect on drink; production only · 40x Potion of Health per cask · 7 in-game day brew

Recipe: 30x Garlic (120g) + 10x Corpse Wax (60g) + 40x Empty Flask (400g) + 4x Chunk of Coal (24g) = 604g per cask. Difficulty 5, 85% success: 17.8g per bottle against 29.3g single-craft, a roughly 40% bulk discount priced in a week of cask time.

stack guard the brew timer paces throughput; output obeys every normal potion gate

Seen in: UO Potion Kegs' economic role, delivered through batch brewing instead of new container tech.

The stocked shelf, in one table

#ItemCraftChannelCDGatedDurationCost/useNearest counterpart
S15Potion of Chaos WardAlchemyResistancePotion30sY1h270Elemental Resistance
S16Gathering Draughts (x4)AlchemyGatheringDraught (new)30sN1h32.625 Year Whiskey
S17Artisan's Steady HandAlchemyArtisanTonic (new)30sN30m49.5none, new niche
S18Burning Oil (+Biting Oil)AlchemyPoison coat12sNcoat timer77.6Poison Potion, Deadly
S19Sharpening PasteAlchemyWeaponOil (new)30sN1h46.7Potion of Haste
S20Handler's RationCookingpet meal10sN2h31.0none
S21Pearl Diver's DraughtAlchemyDivingDraught (new)30sN15m77.6none
S22Scholar's ReverieAlchemy24h personal lockn/aN1h280Guidance blessing
S23Potion of the Master CrafterAlchemyCraftingTonic (new)30sN1h32.5none
S24Quickdraw PhiltreAlchemyCombatTonic (new)30sY10m165.7Potion of Haste
S25Toasted Grub SkewersCookingEatFood, weight 15sN2h10.425 Year Whiskey
S26Salted Trail JerkyCookingEatFood, weight 15sN2h7.6Potion of Wolf Speed
S27Sorrowed PortBrewingDrink, capacity 15sN1h12.1Elixir of Potency
S28Physicker's CaskBrewingproduction onlyn/an/a7 day brew17.8/bottlesingle craft at 29.3

What the shelf does to the dead reagents

ReagentRecipes todayNew recipes consuming itAfter
Elixir of Dread0S15, S18, S23, S244
Gem of Truth0S16 (all four draughts), S17, S226
Tear of Sorrow0S21, S26, S273
Corpion Poison Gland1S182
Venom Sack1S212
Chaos Plant Pollen5S15, S247
Slime Ooze4S195
Rotting Flesh4S205
Wolf Head3S16 (Woodsman's), S205
Bear Head4S16 (Skinner's)5
Troll Head3S224
Corpion Claw3S174
Ginger Root · Raisin Pile · Pork Sausage Links · Jug of Grape Juice · Jug of Whiskey · Wooden Bowl · Wooden Plate · Empty Bottle0across S20, S23, S25, S26, S271-2 each

Dead trio requirement met: Elixir of Dread 0 to 4, Gem of Truth 0 to 6, Tear of Sorrow 0 to 3.

Section 7

Sequencing

PhaseShipsCardsWhy together
1Data rebalance + shelf wave 1: one recipe data export, routine redeployS1, S2, S3, S7, S8 + S18, S20, S25, S26, S28Everything rides existing channels and rails: the poison coat, pet food, food slots, the brew rail, and sickness stack data.
2Shelf wave 2 + new channels + enchant and skill dataS4, S5, S6 + S15, S16, S17, S19, S22, S23, S24, S27New channels are single data entries; S4 is enchant rail rows; S22's daily cap reuses the existing 24 hour lock pattern.
3Client code cardsS9, S10, S11, S12, S21The exceptional output hook and rows, the consumables strip, the consume guard, the specialist tree, the breath effect.
4Deferred directionsS13, S14Need server-side work; presented as direction, sequenced last.
flowchart TD
  S1["S1 repricing"] --> S2["S2 scroll market"]
  S1 -.honest cost basis.-> W1["Shelf wave 1\nS18 S20 S25 S26 S28"]
  W1 --> W2["Shelf wave 2\nS15 S16 S17 S19 S22 S23 S24 S27"]
  W2 --> S3["S3 dead reagent revival\n(delta table met)"]
  S5["S5 poison conserve"] --> S12["S12 Arcanist's Focus"]
  S9["S9 Exceptional"] --> S12
  S10["S10 consumables strip"] -.readability.-> S7["S7 Concentrated"]
  S10 --> S11["S11 consume guard"]
  S28["S28 Physicker's Cask"] -.proves demand.-> S13["S13 potion kegs (deferred)"]
  S14["S14 feast table (deferred)"]

S1 ships in the same export as everything in phase 1. S12 waits for S5 and S9 so its perks have hooks. S7 reads best after S10's meter exists, but nothing breaks if it ships first. S13 is explicitly gated on S28 proving the demand; S14 is purely additive.

Section 8

Appendix

A1 · Every number was read from shipping game data

TablesSource
T1, T2, sickness strip, channels, cooldowns455 rune assets under the PortResources consumable runes folder; docs/skills/crafting/consumables.md; docs/skills/crafting/catalog/consumables-potions-food.md
T3 stat coveragethe same rune scan joined against the shared stat table
T5, T6 margins and buff-hoursdocs/skills/crafting/catalog recipe and reagent files; the success formula from docs/skills/crafting/production.md; brew yields from the brewing yield assets
T7, T8 reagents and sinksreagent catalog used-in counts; merchant pricing rules from docs/systems/economy-vendors-store.md
Genre matrix and timelinepublic game wikis, listed in A4

Footnotes: the Lesser Health cost assumes difficulty 0 and a batch of 3; the dynamic pricing window is 3 hours per the shipped default; food durations are measured from rune tick data, not the catalog prose.

A2 · Constraints every proposal honors

A3 · Test surface

Consumables currently have zero automated EditMode coverage beyond the combat deck slotting suite. This proposal's data-heavy shape is testable: a PotionSicknessTests suite (stack add and expiry, the gate at zero, the 6 stack cap, S7's double stack, S8's half stack), a ChannelBudgetTests suite (the food weight budget, oldest-replaced eviction, exclusive families, each new channel from section 6), and a formula evaluation suite pinning the restoration ladder and every new shelf formula at fixed levels. A small catalog consistency test should also assert that every section 6 recipe's ingredients exist and that the dead trio's recipe counts match the delta table.

A4 · Selected sources

UO: uoguide.com (Alchemy, Potion Keg, Enhance Potions, Alchemist's Bauble, Poisoning) and the uo.com wiki. WoW: wowpedia (Elixir), wow-professions.com and warcrafttavern.com (Dragonflight alchemy, The War Within Concentration). ESO: en.uesp.net (alchemy trait discovery, Laboratory Use), eso-hub.com. FFXIV: consolegameswiki.com (Meals), fandomspot.com (Well Fed). GW2: wiki.guildwars2.com (Nourishment, Enhancement). PoE: pathofexile.fandom.com (Flask), maxroll.gg, poe-vault.com. Albion: wiki.albiononline.com (Crafting Focus), albionmarket.app, albioncodex.com. RuneScape: oldschool.runescape.wiki (Decanting, Divine super combat potion, Overload), runescape.wiki (Barbarian mixes).

Prepared 2026-07-26 against the unity-6.5 migration branch. Companion markdown: docs/plans/2026-07-26-alchemy-consumables-proposal.md. Twenty-eight proposals: fourteen improvements and fourteen new consumables; twenty-one are data only, five need client code, two are deferred directions.

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General comments

No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.