Shianra

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Consumables

Here you’ll find information regarding all the consumables you can find in the game.

No. Item Cost Description Effect
001 Potion 20pg A potion made by decocting several medicinal herbs that grow in the mild and then dissolving the resulting mixture in cure water. This easy-to-make potion is a staple remedy found in many homes. Restores 150 HP to the drinker.
002 Hi-Potion 150pg A potion made by decocting miraculous herbs, both medicinal and non-medicinal, that only grow in remote regions, and then dissolving the resulting mixture in a cura solution. Restores 500 HP to the drinker.
003 X-Potion 1500pg A sacred potion made by collecting the morning dew that forms on crystals, soaking a charm in it, and adding mending mushrooms, therasprouts, and shoots of the panacea plant that only grow within temples, and then combining it with a curaga solution. Restores 1,500 HP to the drinker.
004 Phoenix Down 100pg A mystical item said to be made from the feathers of the phoenix, a mythological bird from the dim, distant past. The item itself is from the land of Wa, which vanished centuries ago. Revives an incapacitated (K.O.) target.
005 Ether 1000pg A tonic made by dissolving wind drake wing, alraune petals, megalodon fang and treant root in an aspir solution for five weeks, then extracting the clear fluid that accumulates at the top. Restores 40 MP to the drinker.
006 Turbo Ether A tonic made by decocting wind drake tears, mandragora petals, chomper juice and treant fruit for six weeks and the diluting it with an aspir solution. Restores 150 MP to the drinker.
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009 Antidote 10pg At the bottom of these leaves is herbal medicine containing poisonal, a substance that instantly counteracts almost all forms of poison in the body. It tastes as bitter as drinking poison. Relieves the target of poison.
010 Eye Drops 20pg Eye drops consisting primarily of pure distilled water in a small vial. Its primary use is flushing foreign objects out of the eyes, but it is also effective for bloodshot eyes, eye fatigue, and pollen allergies. Relieves the target of blind.
011 Echo Herbs 25pg A herbal medicine used with minimal preparation. The leaves are ground up and swallowed to cure throat ailments. Relieves the target of silence.
012 Wakeup Bell 50pg A magical bell that rings loudly and violently yo wake even the deepest of sleepers. It is very popular among adventurers, especially those who have trouble getting up in the morning. Relieves the target of sleep.
013 Basalm 100pg An ointment made by kneading together several types of herbs. When applied to the base of the throat of victims of the dread state, it will immediately calm them and relax their breathing. Relieves the target of dread.
014 Remedy 500pg A powdered medicinal compound that contains small doses of medicine for each of the status ailments. Relieves the target of various status ailments.
015 Bomb Fragment 200pg A portion of a bomb, a creature that went extinct back in the Age of Myths. It has been completely dried out and wrapped tight. No one really knows if it is really made from a bomb, but the effect is real enough. Deals moderate fire damage to all enemies (or allies).
016 Bomb Arm 2000pg The right arm of a bomb, a creature that went extinct back in the Age of Myths. It has been completely mummified and a cursed sigil placed upon it. It has the slight smell of gunpowder, but its effect is guaranteed. Deals major fire damage to all enemies (or allies).
017 Antarctic Wind 200pg An ice crystal that never melts. It is found in the Antarctic, where it is said to form when Luxendarc enters an ice age. Raising it up and chanting causes a fierce, cold wind to shoot forth. Deals moderate water damage to all enemies (or allies).
018 Arctic Wind 2000pg A frozen substance known as cryorelite that was cut from the heart of a gigantic ice mass floating in Luxendarc’s arctic sea. Raising it up and chanting causes a blast of freezing wind to shoot forth, freezing everything in its path. Deals major water damage to all enemies (or allies).
019 Zeus’s Wrath 200pg A sphere of lightning said to contain the wrath of Zeus, the father of the gods and ruler of the world in the Age of Myths. Deals moderate lightning damage to all enemies (or allies).
020 Pantheon’s Wrath 2000pg A metal sphere of roaring thunder that is said to contain the wrath of countless gods from the Age of Myths. Deals major lightning damage to all enemies (or allies).
021 Tengu Yawn 200pg A small vial containing the yawn of a tengu, a supernatural flying creature from the land of Wa, a mysterious island nation that vanished centuries ago. Deals moderate wind damage to all enemies (or allies).
022 Tengu Sneeze 2000pg A strange gourd containing the sneeze of a tengu, a supernatural flying creature from the land of Wa, a mysterious island nation that vanished centuries ago. Deals major wind damage to all enemies (or allies).
023 Earth Drum 200pg A conch shell containing the thunderous sound of the Titans, a race of giants that are said to have opposed the gods in the Age of Myths. Deals moderate earth damage to all enemies (or allies).
024 Earth Mallet 2000pg A cowry shell containing the impact of a hammer blow from the Titans, a race of giants that are said to have opposed the gods in the Age of Myths. Deals major earth damage to all enemies (or allies).
025 Gold Hourglass An hourglass filled with glittering gold sand from the Celestial Realm. When raised to the sky, its contents burst forth, robbing the target of its colour and time. Applies stop effect to all enemies (or allies).
026 Stardust Summons a group of meteors wandering the galaxy to rain down on the designated target. Effect of comet on target.
027 Light Curtain A barrier of light that embodies the bitter cry of an old wizard who lost the one he loved because of his abuse of powerful magic. It reflects all magic. Applies reflect effect to target.
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029 Bacchus’s Wine A fiery drink of a man known as the God of Spirits in the Age of Myths. It causes the imbiber to fly into an uncontrollable rage and attack all opponents. Applies berserk effect to target.
030 Beast Liver 200pg The dried and shrunken liver of a beast. Even so, it is still about the size of a fist. It is carried around on a cord that has been passed through a hole made in one corner. It is extremely bitter and used in restoratives, among other things. Can be used for compounding.
031 Hard Scale 200pg A transparent scale about the size of a man’s palm. Annual growth rings can be seen faintly, numbering about 250. When struck with a metal rod, a hard, clear sound lingers in the air for a little while. Can be used for compounding.
032 Insect Antenna 200pg A winding insect antenna that looks like a giant fern. It is covered with fine hairs, and when shaken, glowing scales like those from butterfly wings flutter down endlessly. Can be used in compounding.
033 Monster Fibre 500pg A strange fibre that never dries out, even after being cut off for several years. No one knows what part of the creature it comes from, but the eerie pattern that flickers upon it is quite disturbing. Surprisingly, it gives off a nice smell. Can be used in compounding.
034 Spirit Bone 500pg The bone of a noncorporeal spirit, which is strange because it should not have a physical form. It is nearly invisible until held up to the sun, at which point its shape is just barely discernible. Can be used in compounding.
035 Demon Tail 500pg A thick tail covered in tough hair. The end of the tail is hooked and moves from time to time. It takes some time to get used to this creepy item. Can be used in compounding.
036 Dragon Fang 5000pg A long, fat, pointy, calcified mass that people claim to be the fang of a dragon. It is hollow and makes a rattling sound when shaken. Cracks can be found here and there across its surface. Can be used in compounding.
037 Phlogiston 200pg A strange substance in a suspicious-looking sealed flask. It is said that the substance is released when burning some sort of material, but exactly which material remains a mystery. Can be used for compounding.
038 Permacrystal 200pg An extremely cold crystalline body that is formed from giant snowflakes and never melts. Each one has a unique shape, but is always about the size of a man’s palm. Can be used in compounding.
039 Fairy Wing 200pg A transparent wing made of a delicate material as colourful as stained glass. It is exceedingly light, resilient, and beautiful, but has a slightly offensive odour. Can be used in compounding.
040 Fulmen Shard 200pg A hard mass that looks like a bolt of lightning frozen in time. Care must be taken when handling it, as its edges are extremely sharp and it packs a powerful electrical charge. Can be used in compounding.
041 Desert Rose 200pg A type of sand crystal that only forms in the Harena Desert on the night of the summer solstice. It has a strange stickiness that causes it to form rose-like shapes when blown by the desert wind. Can be used in compounding.
042 Glitterbug 200pg A jewel beetle said to have inhabited the land of Wa, a mysterious island nation that vanished centuries ago. It was used in artworks and handicrafts, and was traded for its weight in gold. Can be used in compounding.
043 Dark Matter 200pg A substance that does not reflect light and, therefore, cannot be directly observed. Its shape, however, can be discerned by the light it blocks behind it. It is contained in a celestial wine glass that has been tightly sealed. Can be used in compounding.
044 Teleport Stone 100pg A strange mineral also known as memory stone. It memorises the quickening of the pulse that happens at the entrance of a dungeon, and then when its user raises it up and chants later on, it instantly takes the entire party back to that spot. Returns to the dungeon entrance.