Consumables
What to bring, how each item works and when to use it.
Health potions
Restore health immediately. Each tier combines a fixed amount with 10% of your maximum health, so the same potion heals more on a character with more maximum health. Healing bonuses and reductions can change the result, and healing cannot take you above full health.
Higher tiers have a larger fixed heal and a higher level requirement. Health potions have a base 25-second cooldown shared with other survival potions, including regeneration potions and serum.
| Potion | Level | Base healing | At 20,000 health |
|---|---|---|---|
| Weak | 1 | 400 + 10% max health | 2,400 |
| Common | 5 | 800 + 10% max health | 2,800 |
| Strong | 20 | 1,500 + 10% max health | 3,500 |
| Powerful | 40 | 2,800 + 10% max health | 4,800 |
| Infused | 55 | 4,000 + 10% max health | 6,000 |
Before healing modifiers and limited by how much health you are missing.
At 20,000 maximum health, an Infused Health Potion restores 4,000 + 2,000 = 6,000 health before healing modifiers. If you are only missing 3,000 health, the remaining healing is wasted.
Mana potions
Restore mana immediately so you can keep using mana-consuming abilities. They restore a fixed amount rather than a percentage of maximum health. Higher tiers restore more mana.
Their base cooldown is 15 seconds and uses the mana-potion cooldown group, separate from survival potions. Drink before you need your next cast, allowing for the potion animation.
| Potion | Required level | Mana restored |
|---|---|---|
| Weak | 1 | 40 |
| Common | 5 | 50 |
| Strong | 20 | 60 |
| Powerful | 40 | 85 |
| Infused | 55 | 100 |
If your maximum mana is 100 and you currently have 70, an Infused Mana Potion can only restore the missing 30.
Regeneration potions and serum
Restore resources over time instead of delivering an immediate large heal. Regeneration potions restore health and mana for 15 seconds. Common, Strong, Powerful and Infused versions require levels 5, 20, 40 and 55 respectively.
Regeneration Serum requires level 61. In the game data used here it lasts 25 seconds, restoring 400 health plus 1.1% of maximum health, 3 mana and 3 stamina each second. Its base 40-second cooldown is shared with survival potions, so drinking it also delays an emergency health potion.
| Regeneration potion | Health each second | Mana each second |
|---|---|---|
| Common | 80 + 1.1% max health | 1.5 |
| Strong | 150 + 1.1% max health | 2 |
| Powerful | 270 + 1.1% max health | 2.5 |
| Infused | 400 + 1.1% max health | 3 |
At 20,000 maximum health, an Infused Regeneration Potion or serum restores 400 + 220 = 620 health per second before modifiers. The benefit arrives over time, so it cannot rescue you from an immediate lethal hit.
Attribute food
Temporarily adds attribute points, which count towards your attribute breakpoints. Choose food for the attribute your build needs and allocate your permanent points with the food buff active.
Different recipes grant different attributes and amounts. Higher-tier meals can offer larger bonuses and longer durations. For example, the tier-V Constitution food in the game data grants 48 Constitution for 40 minutes. Eating another attribute food replaces the earlier attribute-food bonus.
If a build needs 350 in an attribute and your food gives 48, you need 302 from your other sources while that food is active. Check the actual meal's bonus rather than assuming every food gives 48.
Desert Sunrise
Reduces the duration of incoming damage-over-time effects. The tier-V drink requires level 60, reduces DoT duration by 17.5%, and lasts 40 minutes. It also provides the food recovery effect.
It shortens the effect rather than reducing every damage tick by 17.5%, and it does not remove an existing debuff like a cleanse. Other duration modifiers, refreshed stacks and the effect's tick interval affect the final outcome.
Desert Sunrise and Incense use the same resistance-buff category. Consuming one replaces the other's resistance benefit. Attribute food is a different category.
With no other duration modifiers, a 10-second burn becomes 10 × (1 − 0.175) = 8.25 seconds. A 20-second bleed becomes 16.5 seconds. The damage of each remaining tick stays the same.
Weapon coatings
Increase damage against a particular enemy family. Match Ancient coatings to Ancients, Angry Earth coatings to Angry Earth, and so on. The expedition's mutation element does not determine its enemy family.
Coatings provide an enemy-family damage bonus outside the ordinary 50% Empower cap. They still help against matching enemies when your ordinary Empower is already capped. This is why a build can use both a coating and its usual Empower sources.
Only one coating can be active at a time. Check the enemy family when changing expeditions or fighting a boss from a different family. The coating's bonus can coexist with weapon traits.
| Tier | Damage against matching family | Duration |
|---|---|---|
| II | 9% | 25 minutes |
| III | 11% | 30 minutes |
| IV | 13% | 35 minutes |
| V | 15% | 40 minutes |
An Infused Ancient Coating gives a 15% Ancient-family damage bonus for 40 minutes. It still contributes at 50% ordinary Empower, but gives no bonus against an Angry Earth enemy. Overgrown changes the mutation element, so it does not make an Angry Earth coating appropriate for Lazarus's Ancient enemies.
Honing stones
Provide a timed weapon-damage bonus without selecting an enemy family. Use one before entering an expedition and check whether the buff needs refreshing between runs.
Weak, Common, Strong and Powerful stones give 4%, 5%, 6% and 7% respectively, lasting 25, 30, 35 and 40 minutes.
Honing stones count towards the ordinary 50% Empower cap. Their weapon-damage bonus adds to Empower. It does not create a separate base-damage multiplier.
Judge the stone across the fight. Reaching the cap during a short ability buff does not mean you stay capped between uses. The stone can help fill those gaps, even if part of its bonus is unused while every buff is active.
With 45% ordinary Empower already active, a Powerful Honing Stone takes the selected total to 52%, capped at 50%. With 50% already active, it adds no damage while those other buffs remain active.
Ward potions
Reduce damage received from a specific enemy family. They are defensive counterparts to coatings: a coating helps you hurt the matching enemy; a ward potion helps you survive it.
The infused Ancient ward, for example, grants 10% absorption against Ancients for 40 minutes. Another family's ward replaces it. Family protection is separate from selecting elemental protection for Hellfire, Overgrown, Icebound or Eternal.
In an Overgrown Lazarus run, Ancient ward addresses the enemy family. Nature protection addresses the mutation's elemental damage. They answer different parts of the same encounter.
Blight tinctures
Remove accumulated Blight affliction and provide temporary protection against further Blight buildup. They are useful in areas such as Garden of Genesis, where the affliction can interfere with your survival and healing.
Common through Infused tinctures offer progressively stronger protection. They target Blight specifically; they are not a general cleanse for every poison, burn, disease or mutation curse.
Use a Blight Tincture when Blight is the problem. It will not remove Censored's silence zones or replace moving out of them.
Incense
Adds resistance to affliction buildup. This helps with afflictions such as Blight and Corruption; it is different from increasing armour or shortening an ordinary burn.
Weak, Common, Strong and Powerful Incense add 20, 30, 40 and 50 resistance for 10, 15, 20 and 30 minutes. These are resistance points, not percentages of damage reduction. Incense replaces Desert Sunrise's resistance buff.
Choose Incense when affliction buildup is the obstacle. Choose Desert Sunrise when the incoming DoT duration is the problem; you cannot keep both resistance buffs active together.
Gemstone Dust
Provides a short burst of elemental-armour protection. The game data assigns it to armour-based Fortify. Its listed percentage therefore does not mean the same percentage less elemental damage.
Weak, Common, Strong and Powerful dust give 10%, 17%, 25% and 35% elemental armour. Each lasts at most 20 seconds, ending earlier after 6, 9, 12 or 15 qualifying hits respectively. The base cooldown is 100 seconds and is shared with other absorption consumables.
With 1,000 elemental armour and no other armour modifiers, Powerful Gemstone Dust raises it to 1,350. Use it near a dangerous elemental attack rather than at the start of a long run.
Combat trophies
Housing trophies provide passive bonuses while placed in your houses. Combat trophies target enemy families, so check which family a trophy benefits before buying or upgrading it.
Minor, Basic and Major versions provide progressively stronger bonuses. Place the appropriate trophies in your houses; carrying a trophy in your inventory does not activate it. Housing slots and placement restrictions limit which bonuses you can maintain.
An Ancient combat trophy helps with Ancient enemies in Lazarus. It does not become an Angry Earth trophy when you switch to Garden of Genesis.
Heartrunes
An equipped combat ability with its own charge meter. Heartrunes are reusable equipment, not single-use potions. They charge through their specified combat conditions and can be activated when ready.
Upgrades and variants change both the benefit and the trade-off. Choose the variant your build calls for rather than matching only the base icon. Defensive, control and damage options solve different problems.
A damage-focused Detonate variant and a defensive Stoneform variant serve different purposes. Plan the activation around the encounter instead of spending a full charge automatically.