Consumables
Consumables in Fatekeeper are the umbrella term for items that disappear after use: potions, weapon vials and oils, and handbombs. All three are produced through the three-ingredient alchemy system. The skill tree's consumable branch turns this category from a tactical option into a build identity.
Members
Potions - drink for buffs, heals, or cures.
Weapon Vials and Oils - apply to a weapon for elemental damage.
Handbombs - throw for area damage or status.
Skill Tree Connection
The skill tree's consumable branch is the centerpiece of one of the four officially showcased archetype builds. Nodes improve alchemy results, increase consumable duration, add a chance not to consume items on use, and scale effects based on the number of consumables carried. A committed alchemist Druid can keep most of their consumable buffs active for entire encounters.
Best Build
See the Consumable Alchemist build guide for the canonical setup that leans into this branch.