Consumable items land in the shop and on the fight grid; quest popups preview rewards
24.06.2026
Items are bought in the Bazar shop. Basic potions cost 50 of their school's common material — Earth for health, Water for mana, Metal for strength — and bake their price at purchase, so changing the catalog later doesn't affect what an item already in your inventory cost. Advanced tiers will cost more once they land. Buying deducts from your stored materials at purchase time. Item drops also land on a battle scene's first clear, so some items arrive without a shop visit.
Using an item in a fight is a cast: the picked hero spends their cast slot for the turn on it, the target is picked through the same kind of confirm popup spells use, and the item is consumed from inventory. Health potions heal, mana potions restore energy, strength potions seed a non-stacking fight-long buff. A hero using an item gets an avatar tag during playout, the camera zooms the user then the target with sparkles and a stat pulse, and the item slot is locked to that hero's living, owned targets.
Because basic potions cost basic materials, every drop now opens a spend-or-craft choice: take materials to the Bazar for items that swing the next fight, or save them to craft a new spell. There's no longer a single right way to spend, and an item win can rescue a fight you were losing.
The quest-received popup now renders a reward block on the offer screen, the same way the quest-completed popup does, so you can weigh the reward before accepting instead of accepting blind.
Story-side, a few content edits go in with the items pass: Grey's shop line is rewritten, Elders Camp is renamed Elders Village, and the Traveller's 'Name the Dead' dialogue gets a plain-modern rewrite to drop a few fantasy-register lines that were drifting from the rest of the script.