A consumable is any item that has a special effect when used. All consumables require the player to double-click the icon to activate. Regular consumables are stackable and disappear after one use; some have multiple uses and don't stack, such as kits. Some have unlimited uses, such as everlasting tonics.
Most consumables can be classified by effect:
- Alcohol causes drunkness, which can add points to the Drunkard title.
- Dye changes the color of specific items, usually weapons or armor.
- Festive items create a visible animation on use and add points to the Party Animal title.
- Kits, having two types, either identify or salvage other items in the inventory.
- Presents grant one of several things depending on the consumable and random chance, including items, gold, or blessings.
- Scrolls create a Party Bonus that increases the experience gained per kill.
- Skill tomes are used to learn profession-specific skills unlocked on the account.
- Summoning stones summon a temporary ally for the party.
- Sweets usually cause a speed boost in towns or outposts and add point to the Sweet Tooth title.
- Tonics change the appearance of the user to a tonic-specific model.
- Identification Kits and Salvage Kits were the first consumables in the game.
- The term "consumable" found use with the introduction of Consumable item crafters in Eye of the North.
- For that reason, the player term "consumable set" (or "conset") refers to a trio of items offered by those NPCs, namely a Grail of Might, Essence of Celerity, and Armor of Salvation.
- The term "food" predates Eye of the North and was often used when referring to consumables that provided a beneficial effect in PvE and/or in towns and outposts, but has since fallen out of use, especially since "food" could not be taken literally; while some "food" has a real-world, edible counterpart, others do not.