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Consumables are found literally all over the place inDeathbound. Unlike a lot of other Soulslike games, this one really wants you to use Consumables as you find them. However, not all Consumables are equal in this game, and a lot of them are a lot more sparse than you might think.
Unfortunately,at least in our experience with the game, there aren’t any NPC vendors inDeathbound, meaning you’re not able to stockpile certain Consumables nearly as much as Soulslikes which do have vendors. Thankfully, some enemies drop certain items and some areas seem to refresh the Consumable lootable items on the ground, so stockpiling is still possible (at least to an extent). With all this new information in mind, why don’t we take a look at all the Consumables inDeathboundoverall, and talk about some of the best ones?
Essence Enhancer
Healing
Heals active Essence for 80 Health, and each inactive Essence loses 40 Health.
(Small, Large, Giant) Crystallised Essence
Item/Healing
Grants X Experience and X Health (Experience & Health gained depends on the size of the Crystallised Essence).
Essence Stabiliser
Sum up the Health of all Essences and split it equally.
Freezing Liquid Flask
Throwable
Throws a flask that explodes on impact, leaving a cloud of freezing gas (that quickly applies the Freeze Ailment to anything inside).
Corrupted Essence Flask
Throws a flask that explodes on impact, leaving a cloud of Corrupted Essence (that quickly applies Corruption to anything inside).
Volatile Flask
Throws a flask that explodes on impact, causing damage and Burning enemies in a small area.
Aqua Vitae
Throw a bottle that reduces a target’s Burning Tolerance for 60 for 30 seconds.
Inner Fire Vial
Buff
Increase Freeze Tolerance by 50 for 60 seconds for all Essences.
Dry Powder
Increase Burning Tolerance by 50 for 60 seconds for all Essences.
Bleed Stopper
Clears Bleeding and increase Bleeding Tolerance by 50 for 60 seconds for all Essences.
Purest Essence
Clears Corruption and increase Corruption Tolerance by 50 for 60 seconds for all Essences.
Jar of Strength
Increase Melee Power by 30 percent for 60 seconds for all Essences.
Eye Drops
Increase Physical Ranged Power by 30 percent for 60 seconds for all Essences.
Blue Grass
Increase Spell Power by 30 percent for 60 seconds for all Essences.
Ancient Seeds
Increase Stamina Regen by 50 percent for 60 seconds for all Essences.
Fragrant Stone
Increase Sync Gain by 25 percent for 60 seconds for all Essences on attacks. Loses all Sync when the effect ends.
Ignores Poise damage on normal hits for 60 seconds.
Listed above are all the Consumables we could find throughout ourDeathboundplaythrough, and as you can see there are quite a lot of them. For the most part, theseConsumables can be broken down into three overarching categories: Healing Items, Buffing Items, & Throwables.Healing Items in this game are actually pretty rare, and there are really only three items in the game overall that’ll directly heal any of your Essences.
Buffing Items are the most common, with each one typically getting rid of some Status Ailment and then raising your Tolerance to said Ailment for the next minute or so. And finally, there are Throwable Items, which are comparable to the Firebombs in the Dark Souls games AKA items you’ll throw at the target you’re locked onto that can deal direct damage and often inflict Status Ailments as well.
The Best Consumables To Use
The Winners in Each Category
Now let’s actually get into the best Consumables for each category of item.Listed below are our top picks, our reasoning as to why we think they’re one of the best Consumables, and how difficult it is to find said item:
N/A
Honestly shouldn’t even count as a ‘Consumable’ as this is the equivalent of your Estus Flask in Deathbound. You gain 4 of these on each ‘life’ with them auto replenishing any time you die and respawn or interact with the Phylactery. Just remember, this heals your active Essence while siphoning health from your inactive ones, so it’s not as simple as just using it for a flat heal.
Healing/Experience
Common to Rare
This is one of the main ways Deathbound takes a concept that other Soulslikes use, and switches it up a bit. In other Soulslikes or even Dark Souls itself, there are often items that are basically condensed versions of whatever the ‘currency’ is in the game, allowing you to use them to get that last little bit of currency to gain another level up. In Deathbound, however, Crystallised Essences also heal your active Essence for a flat amount when used, and even the Small Crystallised Essences heal for about as much as your Essence Enhancer. Of course, you’re also running the risk of losing the very same Experience you just popped this item to gain, so it’s a bit of a high-risk high-reward option.
Next up is what we determined to be the best Throwable item in Deathbound, the Freezing Liquid Flask. These are found relatively often in the first few areas of the game, but they become a lot more rare the further you explore (and Fast Travel is sadly not unlocked until the last 10-20 percent of the game). When used, it’ll Freeze whatever enemy you hit with it (most enemies are frozen with one Flask), allowing you to readjust, heal up, and then even position yourselfbehind the enemy with Anna to backstab them, if they’re human-sized that is.
Common
This includes the Jar of Strength, Eye Drops, and Blue Grass, with the recommended item of choice being the one that matches the damage type you deal the most. Ifyou’re using Tehkri the most, you’ll want to use Blue Grass, if yourely on Anna’s Crossbow a lot, use the Eye Drops, and then of course use the Jar of Strength for any Melee Damage builds. These items are relatively common and are a massive damage buff that last for a whole minute each use.
Rare
Anaesthetic is our last Consumable recommendation on here, and it’s pretty deceptive at first as to the actual ‘use’ of this item. Your mileage may vary, but for us, the combat of Deathbound felt pretty awkward and restrictive a lot of the time, which made just swinging until the enemy goes down a better choice (a lot of the time) then actually worrying about Morph Dodges, Perfect Blocks, and so on. And, in those scenarios where you just want to have a DPS race with the boss of choice, Anaesthetic is great, as it makes it a lot harder for the enemy to knock you out of your attack animation.
And those are, what we feel to be, the best Consumables inDeathbound. You may notice that none of the items that raise your Tolerance are on here as well as the Ancient Seeds, and that’s simply due to the fact that Status Ailments don’t matter against a lot of the bosses inDeathbound, and even if you are inflicted with Burning or Corruption, you can usually easily outpace the damage it deals with the innate lifesteal you gain on your inactive Essences by dealing damage.
If you’re really struggling with a boss that deals a lot of Buildup, they’re obviously worth using, but they are far from the ‘best’ Consumables you may find in the game. For the Ancient Seeds as well as all the other Consumables not mentioned in the table above, it really just boils down to them being difficult to find. Again,Deathboundhas a Fast Travel system, but you don’t unlock it until really the final stretch of the game, so if you wanted to go back to a previous area to see if the environmental Consumables had respawned, you have to tediously make the trek all the way back, which no one is really going to do.