Consumables
Consumables are items made to temporarily boost the stats of a clone. The strength of a consumable depends on its rarity.

You will surely need them to complete various missions and goals in your Shadow Depths journey, however, it is important to understand how they work to maximize their benefits.
How to obtain consumables
Crafting is the traditional way of generating consumables. This action can be performed by Junker T.09 threw the Workshop requiring materials and ressources. Once crafted they will be automatically deposited in the warehouse.

Rules
- By default you can craft up to 5 consumables at a time 
- A consumables stacked is limited to 200 unit. 
- Crafting consumables require various amounts of Ressources 
- Every consumable have his own craft time and require a craft slot 
You can import up to 40 consumables a day from the Safehouse or more if you possess the special Dematerializer NFT stacked into the Booster Zone. Head over to the Safehouse section to learn more how it works and how to obtain those consumables there if you have none.

How does consumables works in mission
Once crafted, consumables can be equipped to facilitate the clone's explorations. Depending on the type of consumable, these can be activated at the beginning of each level or when particular conditions are met, for instance when a fight is done.
This category contains consumables which activate at the beginning of each level. The 3 main characteristics of those consumables are :
- They automatically activate at the beginning of every level 
- It is possible to simultaneously equip different consumables to cumulate bonuses 
- It is possible to equip multiple times the same consumable but, their effect will not stack. Only the first one will be active while the others will be wasted. 

STEALTH MODE Decrease by 50% the chance of encountering enemies.

COUNTER ATTACK 30% chance for additional attack after being hit.

REGENERATION +2 regeneration.

MAKESHIFT REPAIR SET Repair most damaged equipment item once per mission level. Reduces the maximum durability 10% more than standard repairs. Used when equipped items at 80% or less of their max durability.

PRECISION MODE Crit. chance +25%, Accuracy +10%.

ADRENALINE SHOT Increase by 50% the chance of encountering enemies.

FIELD REPAIR KIT Repair most damaged equipment item once per mission level. Reduces the maximum durability 5% more than standard repairs. Used when equipped items at 20% or less of their max durability.

RESSOURCE MAPPER Reduces material discovery by 10% but increases token discovery by 10%.

SMOKE BOMB +30 Evasion, +1% Evasion cap.
This category contains consumables which activate after each fights. The 3 main characteristics of those consumables are:
- They automatically activate at the end of a fight if needed 
- It is possible to simultaneously equip different consumables to cumulate bonuses 
- It is possible to equip multiple times the same consumable and their effect will add up. For instance, if 3 bandages are equipped in the 3 different consumable slots, the clone will recover 3 times 10% (30% total) of its life after a fight. 

BANDAGE Heals 10% of your clone max HP after a battle.

FIRST AID KIT Heals 30% of your clone max HP after a battle.

LARGE MEDKIT Heals 40% of your cloneβs max HP after battle.

XP BOOSTER Increases XP earned by 30% after killing an enemy.
Dismantling consumables
Unwanted consumables can be dismantled. Dismantling is a random process with 2 outcomes:
- Getting back some materials 
- Getting back nothing 
The outcome is calculated using the following formula:
O = C x R
O = the outcome (getting something or not)
C = the number of consumables being dismantled divided by 5
R = a random number between 0.25 and 0.6
The value of O determines the outcome and, in case of reward, how many units of materials will be given back. This logic follows few simple rules:
- If O is below 0.5, the player gets nothing. 
- If O is above 0.5, the player gets back something. 
- For materials, O is always rounded up if its decimals are above .50 (e.g. 0.51 is rounded up to 1) 
- For materials, O is always rounded down if its decimals are equal or below .50 (e.g. 0.50 is rounded up to 0) 
- The final value of O determines how many units of material a player will get back. For instance, if O = 3.46, O will be rounded down to 3 and the player will get back 3 units of a given material. 
A player wants to dismantle some Stealth consumables. To be crafted, the Stealth consumables requires
10 FUSIUM + 1x RUSTED COVER + 1x GREEN MOLD
This means that the player can only get back some RUSTED COVER and some GREEN MOLD.
Reminder: O = C x R
with O = Outcome, C = (number of consumables being dismantled)/5 and R = Random number between 0.25-0.6
Example 1 : A player dismantles 1 stealth consumable.
In this case, C = 0.2 (Number of Consumables being dismantled, 1, divided by 5. So 1/5)
The system takes the first material of the recipe needed to craft the item: RUSTED COVER
The player is lucky and the random number is 0.56.
Then O = 0.2 x 0.56. O is then equal to 0.112. Since the decimals are below .5, O is rounded down. O = 0 and the player doesn't get back any RUSTED COVER.
The process is repeated for every component of the recipe: GREEN MOLD.
Thus any player dismantling a small amount of consumable will most likely get nothing back.
Example 2 : A player dismantle 10 stealth consumables.
In this case, C = 4 (Number of Consumables being dismantled, 20, divided by 5. So 20/5)
The system takes the first element of the recipe needed to craft the item: RUSTED COVER
The player is lucky and the random number is 0.56.
Then O = 4 x 0.56. O is then equal to 2.24. The player gets back 2.24 units of RUSTED COVER.
Then, the process is repeated for the next material required to craft the item: GREEN MOLD
C still equals 4 but this time, the random number is equal to 0.38.
O = 4 x 0.38 = 1.52. Since the decimals are above 0.50, O is then rounded up to 2. The player gets back 2 GREEN MOLD.
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