Requiem of Reuinis Consumables Database
All demo consumables in Requiem of Reuinis — healing potions, ATK and DEF buffs, alchemy-crafted items, and boss preparation recommendations.
Consumables overview
Consumables in Requiem of Reuinis are single-use items providing temporary combat or utility effects — primarily healing potions, ATK buffs, and DEF shields crafted through alchemy at camp. Unlike equipment, consumables deplete on use and must be replenished through material spending and alchemy days. Boss encounters across the demo's six gates demand careful consumable stock planning because mid-boss crafting is impossible.
The demo consumable pool is intentionally focused — a handful of recipe tiers rather than hundreds of obscure items. This keeps alchemy decisions meaningful without overwhelming recipe lookup during a run. Every consumable connects to materials documented in the Materials Database and crafted using processes explained in the Alchemy Guide.
Healing potions
Healing potions restore HP during and between combat encounters. Basic healing potions craft from Herb Bundle materials collected in the Cave Entrance — your first camp session should produce at least two for the Guardian of the Threshold. Advanced healing potions unlock through research tiers and consume more materials per craft but restore larger HP pools.
Boss potion recommendations: two for Guardian of the Threshold, three for Ruin Warden and Ashen Sentinel (same push), three to four for Deep Sanctum bosses including Demo Final Guardian. Running out mid-boss-chain forces retreat and wastes exploration days. Stock conservatively — one extra potion costs fewer camp days than a failed boss attempt and full re-run.
- Basic Healing Potion — Herb Bundle recipe, Cave Entrance priority
- Advanced Healing Potion — research unlock, Forgotten Ruins onward
- Boss stock: 2 / 3 / 3–4 for regions 1 / 2 / 3 respectively
ATK and DEF buff potions
ATK buff potions provide temporary attack increases for threshold encounters — Stone Golem in the Forgotten Ruins if you fight rather than bypass, Ashen Knight patrols, and Demo Final Guardian burst windows. DEF buff potions substitute for Guard skill turns or supplement Iron Buckler against telegraphed boss slams. Both consume catalyst materials from Forgotten Ruins branches.
Buff potions compete with healing potions for the same material pool. Alchemy Master builds craft more buffs because extended camp days provide material stock; Balanced Explorer builds prioritize healing and rely on Guard skill for DEF. State Burst builds use ATK buffs sparingly — Golden Triumph state multipliers replace raw ATK potion value in the Deep Sanctum.
Utility consumables
Utility consumables include key-adjacent items like temporary map reveals, enemy scan scrolls, and material detection charms found in optional chests rather than alchemy recipes. These appear infrequently in the demo and serve quality-of-life purposes rather than combat necessity. Skip utility consumable detours unless they lie on your critical routing path.
Some consumables bridge exploration and camp — items that restore a small number of days or provide one-time research discounts. These are rare demo rewards from boss caches and secret chests. The Interactive Map marks utility consumable locations if you collect everything across repeat runs.
Consumable planning workflow
Before each exploration push, verify consumable stock against your target boss from the How to Beat Bosses Guide. If stock is insufficient, spend camp alchemy days crafting before re-entering the region. The Day Planner helps schedule alchemy days alongside research commits.
Connect consumable recipes to material farming routes in the Walkthrough Hub and material nodes in the Materials Database. Consumables are the tangible output of the Explore-Alchemize-Research loop — exploration finds herbs, alchemy converts them to potions, and those potions enable deeper exploration. Break any link in that chain and boss gates become walls.
Track consumable usage during boss attempts to calibrate future stock. If you consistently finish the Ruin Warden with one potion remaining, reduce next run stock from three to two and redirect the saved alchemy day to research. If you run out mid-fight, add one potion to your standard loadout rather than retrying with identical preparation. Consumable planning improves through run logging.
Frequently Asked Questions
Can I craft potions during exploration?
No. Alchemy requires camp days. Stock potions before entering regions and boss chains.
How many healing potions for the Demo Final Guardian?
Three to four, accounting for Calamity Echo add phase and Guardian enrage burst.
What materials make healing potions?
Herb Bundle and common herbs from Cave Entrance nodes. Advanced recipes need research unlocks.
Are ATK potions worth crafting for State Burst builds?
Low priority. Golden Triumph state multipliers replace most ATK potion value in Deep Sanctum.
Do consumables transfer to the full game?
Inventory consumables transfer via save transfer. Verify details in the Save Transfer Guide.