A use item is any item a character consumes from their inventory to trigger an immediate effect. The effect can be as simple as restoring HP, or as elaborate as boosting a stat for ten minutes, summoning a monster ally, warping the character home, or scrolling a stat bonus onto an equip. Every use item shares two characteristics: it occupies the Use tab of the inventory, and using it removes one instance from the stack.
Use items are how most damage-class players survive moment-to-moment combat, the primary path for upgrading worn equipment, and a frequent reward from quests and monster drops. Most use items are stackable up to a per-type cap (200 for potions, 100 for scrolls, lower for specialty items) so that a fresh-from-shop bag of potions is one inventory slot rather than fifty.
Contents
Subcategories
Use items split into well-defined subcategories. Each row links to the corresponding section on Category:Use items, which lists every item in that subcategory in a sortable table.
| Subcategory | What it does | Example |
|---|---|---|
| Potion | Restores a flat HP, MP, or both on consumption. The most-bought item type in the game. | Red Potion, Power Elixir |
| Food | Behaves mechanically the same as a potion, with a food-themed sprite and a different shop source. | Pure Water, Fried Chicken |
| Buff item | Grants a temporary stat or status boost for a duration in minutes, instead of an instant HP / MP refill. | Speed Potion, Warrior Potion |
| Scroll | Upgrades a piece of equipment. Each scroll targets a specific equipment slot and grants a stat bonus on success, often with a small risk of destroying the item on failure. | Bottomwear DEF Scroll: Greater |
| Return scroll | Warp-home consumable. Use to teleport to a fixed map. The most accessible way to skip a long return walk. | Return Scroll to Henesys |
| Throwing star | Off-hand ammunition for claws. Consumed one per attack. | Ilbi Throwing Stars |
| Arrow | Off-hand ammunition for bows and crossbows. Consumed one per shot. | Arrows for Bows |
| Box | Loot container. Opens to a random or fixed item drop from a defined pool. | Companion's Magic Box |
| Meso pouch | Direct meso reward. Consume to add a fixed meso amount to the wallet. | |
| EXP coupon | EXP multiplier for monster kills, active for a fixed duration. | |
| Pet food | Refills pet hunger. Consumed by pets, not by the character. | |
| Quest item | Use-category items tied to a specific quest's required-item or reward flow. Most quest-bound items live under etc instead; the items in this bucket are the use-category exceptions. |
Using them
A consumable is used by double-clicking it in the inventory or by binding it to a number-row hotkey on the hotkey bar. The effect resolves instantly: HP/MP potions add their flat amount to the appropriate pool, buff potions apply their stat bonus and start their duration timer, return scrolls trigger the teleport animation and dump the character at their destination.
Buff potions stack additively with skill buffs of the same stat, up to the per-stat soft cap. Two different buffs that grant the same stat (a Warrior Potion W.ATK boost plus a Warrior's own Rage buff, for instance) both apply at full value as long as their durations overlap.
Use items live in the Use tab of the inventory, separate from worn equipment and from quest materials. Each tab has a slot limit (the default starting count is 24, expandable through cash-shop upgrade coupons or event rewards). Stacking lets a player carry a meaningful supply of potions in one or two slots, so the practical limit is rarely "how much can I carry?" and almost always "how much can I afford?".
Different items stack to different ceilings. Potions and food typically stack to 200; scrolls and specialty items to 100 or less. The Max stack row on each item's infobox documents the exact ceiling.
Cooldowns
A small number of high-impact use items carry a built-in cooldown after use, preventing the same item (or sometimes a related item family) from being used again immediately. The classic-era examples are the Elixir family (Elixir, Mana Elixir, Power Elixir), which restore a percentage of HP or MP but lock out repeat use until the cooldown expires. The cooldown is the balancing constraint that keeps percentage-recovery potions from trivialising every encounter; without it a fresh stack of Power Elixir would heal indefinitely.
Standard flat-recovery potions (Red Potion, White Potion, Orange Potion, Blue Potion) have no cooldown and can be chained as fast as the player can click.
Restoration and buff families
The subcategories above cover the whole Use tab. The families below are the ones a character reaches for during ordinary combat, described in more detail.
Consumables divide into several functional families:
HP restoration potions
The largest family. Each potion restores a flat HP amount when used. Higher-tier potions cost more meso per HP point but are more inventory-efficient. One slot of high-tier potions lasts much longer than one slot of low-tier ones, which becomes important once a character starts taking thousands of damage per hit and a stack of Red Potions would only cover a couple of monsters.
Common items: Red Potion, Orange Potion, White Potion, Elixir, Power Elixir.
MP restoration potions
Mirror of HP potions for the spellcaster classes. Magicians rely on these almost continuously during training, often outspending their HP budget by 2:1 because their skill MP cost climbs faster than their MP-per-level growth. Physical classes carry a small backup stack for buff costs, but never need them in volume.
Common items: Blue Potion, Mana Elixir.
Combined HP/MP potions
Single items that restore both pools simultaneously. More expensive per use than dedicated potions, but inventory-efficient when a player wants to commit fewer slots to potions. The Elixir and Power Elixir are the canonical entries; some food items (notably Watermelon) also restore both.
Common items: Elixir, Power Elixir, Watermelon.
Food
Functionally identical to potions for restoration purposes (flat HP or MP heal on use), but priced and stocked differently. Many food items are cheaper per HP than the equivalent potion tier, with the trade-off that they often don't stack as high. Food is the budget option for low-level training and the standard option for non-combat downtime healing.
A subset of food items also grants a temporary stat bonus, blurring the line with buff potions. Cider grants Weapon ATK, Drake's Blood grants a larger Weapon ATK boost, Fairy's Honey grants Avoidability, and so on. These are typically more expensive per use than the equivalent dedicated buff potion but stack to a larger supply.
Common items: Apple, Egg, Meat, Orange, Lemon, Watermelon, Cider, Drake's Blood, Hot Dog Supreme.
Buff potions
Timed stat-boost items. The buff lasts for a fixed duration (typically 10 minutes in real time), during which the character gains a flat bonus to one specific stat. Buff potions are most useful before a difficult encounter or a long training session, where the cost of the potion is amortised over many kills.
The major buff potions in the early-to-mid game are Sniper Potion (Accuracy), Dexterity Potion (Avoidability, despite the name), Speed Potion (Speed), Warrior Potion (Weapon ATK), and Magic Potion (Magic ATK). Higher-tier variants exist for late-game content but are rare in town shops.
Common items: Sniper Potion, Dexterity Potion, Speed Potion, Warrior Potion, Magic Potion.
Return scrolls
Single-use teleportation items. Most variants return the character to a specific town's spawn point (Return Scroll to Henesys, Return Scroll to Ellinia, and so on); the Return Scroll - Nearest Town variant picks whichever Victoria Island town is closest to the player's current map. There is no cooldown between casts beyond the few-second activation animation.
Class-restricted consumables
Some consumables can only be used by specific job branches, typically buff items tailored to a class's role. Warrior-only damage stims, Magician-only MP boosters, and so on. The item description states the restriction; trying to use a wrong-class potion fails silently with no meso refund.
Where they come from
Most use items have at least one of three sources:
- Shop purchase. Most basic potions, food, and scrolls are sold by NPC shopkeepers in the major towns. The starter potions are intentionally cheap to make the early game forgiving.
- Monster drops. Many use items drop directly from monsters, often the same monsters whose level range matches the item's intended use. A reader following a level-30 hunting route will find level-30-tier potions dropping from the monsters they fight.
- Quest rewards. Use items are a frequent reward bundle, particularly for early quests where the wiki-recommended path produces the player's starter potion supply as a side effect.
The shop list documents which NPC sells which use item, and each monster's article lists the use items in its drop table.
Most consumables are sold at NPC shops in towns. Generic HP/MP potions and basic food are stocked by general-purpose town vendors; Luna in Henesys Department Store is the canonical example, carrying the full Lv 1 to 30 healing line plus the three Henesys-tier buff potions and the basic edible inventory. Specialty items (high-tier elixirs, niche cures) often require visiting a specific town or NPC.
A small subset of consumables drops from monsters. Drop rates are usually below 1% per kill, so monster-drop consumables are best treated as bonus loot rather than a sustainable supply. Quest rewards are the third source, with several early-game quest chains paying out small stacks of potions as part of their reward bundle.
Comparison tables
The remainder of this page lists every consumable currently catalogued on the wiki, broken down by what the item does. All tables are sortable by any column; click a column header to re-sort. Click an item name for the full item page (including the shops that sell it, drop sources, and any quest uses).
HP restoration
Items that restore HP only. Sorted by HP restored ascending; sort by Sell price to see the relative meso value per use.
| Item | HP restored | Sell price | Stack |
|---|---|---|---|
| 30 | 300 | ||
| 40 | 2 | 300 | |
| 50 | 100 | 200 | |
| 50 | 200 | ||
| 50 | 200 | ||
| 60 | 3 | ||
| 100 | 200 | ||
| 100 | 200 | ||
| 100 | 5 | 200 | |
| 120 | 6 | ||
| 150 | 200 | ||
| 150 | 200 | ||
| 160 | 8 | ||
| 250 | 15 | 200 | |
| 300 | 18 | ||
| 300 | 18 | ||
| 360 | 25 | ||
| 500 | 35 | ||
| 500 | 35 | ||
| 600 | 48 | ||
| 600 | 1 | 100 | |
| 800 | 80 | ||
| 1000 | 100 | ||
| 1500 | 150 | ||
| 2000 | 200 | ||
| 2500 | 250 |
MP restoration
Items that restore MP only. Used almost exclusively by Magician characters.
| Item | MP restored | Sell price | Stack |
|---|---|---|---|
| 30 | 3 | ||
| 50 | 5 | ||
| 150 | 15 | ||
| 200 | 22 | ||
| 200 | 22 | ||
| 450 | 1 | 100 | |
| 450 | 54 | ||
| 800 | 112 | ||
| 900 | 126 | ||
| 1500 | 225 | ||
| 2000 | 300 | ||
| 2500 | 375 |
Combined HP/MP
Single items that restore both pools at once.
| Item | HP restored | MP restored | Sell price |
|---|---|---|---|
| 100 | 100 | 15 | |
| 300 | 300 | 48 | |
| 300 | 300 | 1 | |
| 300 | 300 | 48 | |
| 800 | 800 | 192 |
Buff potions
Timed stat-boost items. Each row populates only the stat column that buff actually affects, so sorting by a stat surfaces the available options for that bonus.
| Item | W.ATK | M.ATK | ACC | AVO | Speed | Jump | Duration (min) | Sell price |
|---|---|---|---|---|---|---|---|---|
| GM's Blessing of the Keen Eye | 60 | |||||||
| 60 | ||||||||
| 60 | ||||||||
| 60 | ||||||||
| 60 | ||||||||
| 60 | ||||||||
| 60 | ||||||||
| 60 | ||||||||
| +5 | 10 | 250 | ||||||
| +10 | 10 | 250 | ||||||
| +5 | 10 | 250 | ||||||
| +8 | 10 | 250 | ||||||
| +10 | 10 | 250 |
Buff food
Food items that grant a stat bonus instead of (or in addition to) HP/MP recovery. Overlaps in effect with the buff potions category but is shelved separately in the in-game inventory and tends to come from food vendors and monster drops rather than potion shops.
| Item | W.ATK | M.ATK | W.DEF | M.DEF | ACC | AVO | Sell price |
|---|---|---|---|---|---|---|---|
| +15 | 1 | ||||||
| +12 | 300 | ||||||
| +10 | 250 | ||||||
| +10 | 250 | ||||||
| +12 | 300 |
Return scrolls
Single-use teleport scrolls. Sort by Sell price to see the destination's premium (longer-distance scrolls cost more).
| Item | Sell price | Stack |
|---|---|---|
| 200 | ||
| 500 | ||
| 250 | ||
| 400 | ||
| 250 | ||
| 250 | ||
| 250 | ||
| 500 | ||
| 250 | ||
| 300 |
See also
- Category:Use items: full browseable list of every use item, split into sortable tables per subcategory.
- Items/Use: the same list as a mainspace browse page.
- Items: top-level items hub.
- Equipment: worn items, the other major item category.
- Etc item: quest materials and currency-like items.
- Scrolling: the equipment-upgrade mechanic that consumes Scroll-subcategory use items.
- Throwables: ammunition for claws, also a use item but a separate mechanic.
- Arrow and Bolt: ammunition for bows and crossbows.
- Meso: the currency for buying them.
- Inventory: the Use tab, and what each consumable stacks to.