Consumable

Consumables are items that can only once be used - consumed - in quests only. They summon troops to fight on your side, reinforce your troops by granting them temporary bonuses, or even help your economy by spawning resources.
The major benefit of summoning troops via consumables is that they cost 0 population -- with their only limiting factor being the cool down time between consumption of consumables, and the cost of making/acquiring them.
==How to obtain ==
You can get consumables in the following ways:
*They may be received as a reward for completing a quest.
*They can be found in Treasure chests.
* They can be bought in stores.
* They can be crafted in a Crafting Hall through Recipes.
*They can be traded with other players.
==List of Consumables: Units==
===Bandits===
These units departed from civilization working under rogue cultures, they can be deployed early for a head-start on quests.
They cost 0 population, freeing up your civ to spend that population elsewhere.
Items 	Class	Age	Description 	Common	Uncommon	Rare	Epic
Bandit Archers 	2 	2 	Summons 5 Bandit Archers 	 	 	 	
Bandit Cavalry 	2 	2 	Summons 3 Bandit Cavalry 	 	 	 	
Bandit Spearmen 	2 	2 	Summons 5 Bandit Spearmen 	 	 	 	
Bandit Tower 	2 	2 	Builds a Bandit Tower in a target location 	 	 	 	
Rogue Priests 	2 	3 	Summons 3 Pirate Fire Ships in a target location	 	 	 	
Pirate Fire Ship 	2 	3 	Summons 3 Pirate Fire Ships in a target location	 	 	 	
Bandit Fortress 	2 	3 	Builds a Bandit Fortress in a target location 	 	 	 	
Renegade Siege Towers	2 	3 	Summons a Renegade Siege Tower near town center.	 	 	 	
===Mercenaries===
These are people that works under currency. A payment is issued out and these mercenaries will arrive to your aid. Unlike bandit consumables, these cannot be deployed early but likewise deploy a more stronger army.
They cost 0 population, freeing up your civ to spend that population elsewhere.
Items 	Class	Age	Description 	Common	Uncommon	Rare	Epic
Mercenary Archers 	2 	4 	Summons 16 Mercenary Archers 	 	 	 	
Mercenary Hippikons 	2 	4 	Summons 7 Mercenary Hippikons 	 	 	 	
Mercenary Phalanxes 	2 	4 	Summons 12 Mercenary Phalanxes 	 	 	 	
Mercenary Gaesatae 	2 	3 	Summons 12 Mercenary Gaesatae 	 	 	 	
Celtic Mercenaries 	2 	4 	Summons 18 Celtic Mercenaries 	 	 	 	
Mercenary Headhunters 	2 	3 	Summons 2 Mercenary Headhunters 	 	 	 	
Mercenary Woad Raiders	2 	3 	Summons 8 Mercenary Woad Raiders	 	 	 	
===NPC Civilization soldiers===
These are units of non-player civs that can fight for the player. These can be summoned via consumables and can be used by any civilization.
Some of these are craftable, some are not.
They cost 0 population, freeing up your civ to spend that population elsewhere.
Items 	Class	Age	Description 	Common	Uncommon	Rare	Epic	Craftable	Purchasable
Nubian War Elephants	2 	3 	Summons 2 Nubian War Elephants	 	 	 	 	No 	Yes
Nubian Archers 	2 	3 	Summons 2 Nubian War Elephants	 	 	 	 	No 	Yes
Mycenaean Bowmen 	2 	4 	Summons Mycenaean Bowmen 	 	 	 	 	No 	No
Mycaenean Hoplites 	2 	4 	Summons Mycaenean Hoplites 	 	 	 	 	No 	Yes
==List of Consumables: Economy==
===Resources===
These are special abilities that give powerful boosts to your civilizatoin's economy. They are of special importance on maps where normally the player is unable to generate some of these resources (ex. food) to build a proper base.
Items 	 	 	 	 	
Name 	Planted Bush 	Cattle Rustler 	Discovery Mine 	Quarry Pit 	Grow Tree
Age 	1 	1 	1 	1 	1
Cooldown 	3m 	5m 	5m 	5m 	5m
Description	Plants a Berry Bush of __ Food at a target location	Summons __ Cows (200 food per) as a resouce	Uncovers a Gold Deposit of __ Gold at a target location	Uncovers a Stone Mine of __ Stone at a target location	Plants a Great Tree of __ Wood at a target location
Common 	400 	2 	400 	400 	400
Uncommon 	600 	3 	600 	600 	600
Rare 	800 	4 	800 	800 	800
Epic 	1000 	5 	1000 	1000 	1000
===Storehouse===
While it's usefulness depends heavily on the situation for most civilizations, the Babylonian Civilization prizes these consumables far more than any other: Due to their lack of ability to build storehouses through any other means.
The rarity determines the cooldown
Item	Name 	Age	Class	Common	Uncommon	
Rare	Epic
 	Quick Storehouse	1 	1 	120s 	60s 	30s	10s
Description:
 Creates a storehouse at target location
===Information===
Ever wish you could see into an enemies base and drop a Bandit Fortress? Only to lament from needing line of sight to do so? That's where this consumable comes into play. Hidden Spy allows for an area to be revealed for a limited time, either giving your age 4 siege units the vision required to hit that target out of sight up a cliff, or allowing for a multitude of other things that cannot be performed into the fog of war.
Item	Name 	Age	Cooldown	Class	Common	Uncommon	Rare	Epic
 	Hidden Spy	1 	3m 	1 	10s 	13s 	17s 	20s
Description:
 Provides true Line-of-sight in a specified area for a set time
==List of Consumables: De/Buffs==
While these may seem a waste to the casual player, expert players know how powerful a temporary boost can be in the heat of battle.
Given the frequency of these types of consumables in Chests, they can have a significant impact in turning the tide of a battle. Use them wisely, as deciding when to use them will mean the difference between a victorious encounter or a route, due to the power of these consumables.
===Special Abilities===
Name 	Class	Description 	Common	Uncommon	Rare	Epic
Battle Cry 	1 	Increases targeted unit's damage by 10/13/16/20% for a short period of time. 	 	 	 	
Combat Fatigue 	1 	Decreases targeted enemy units' movement speed by 20/27/33/40% for a short period of time 	 	 	 	
Warrior's Fortitude	1 	Increases targeted units' health by 15/20/25/30% for a short period of time 	 	 	 	
Swiftness 	1 	Increases targeted units' health by 24/32/40/50% for a short period of time 	 	 	 	
Pillage 	1 	Increases targeted units' bonus damage against buildings by 30/40/50/60% for a short period of time 	 	 	 	
Weaken Enemy 	1 	Decreases targeted enemy units' damage by 15/30/45/60% for a short period of time 	 	 	 	
Sustained Health 	1 	Increases targeted units' health by 10/15/20/25% for a longer period of time 	 	 	 	
Sustained Weakness 	1 	Decreases targeted enemy units' damage by 10/15/20/25% for a longer period of time 	 	 	 	
Elixir of Strength 	1 	Increases targeted units' damage by 20/30/40/50% for a short period of time 	 	 	 	
Elixir of Fortitude	1 	Increases targeted units' health by 55/70/85/100% but decreases damage by 20/25/30/35% for a short period of time 	 	 	 	
Elixir of Power 	1 	Increases targeted units' damage by 20/25/30/35% but decreases movement speed by 10/13/16/20% for a short period of time	 	 	 	
Elixir of Flight 	1 	Increases targeted units' movement speed by 36/48/60/72% but decreases health by 10/15/20/25% for a short period of time	 	 	 	
Elixir of the Gods 	1 	Increases targeted units' health, damage, and movement speed by 6/8/10/12% for a short period of time 	 	 	 	
Enfeebling Poison 	1 	Decreases targeted enemy units' health and damage by 15/20/25/30% for a short period of time 	 	 	 	
==List of Consumables: Uniques==
===Heroic Aid ===
This consumable can be quite hard to come by for casual players, considering that after the initial 5 given to player civs upon creation in Project Celeste, there are only 2 ways to acquire them. The first is from the Empire Store, from the Summer Grab Bag and Celebration Grab Bag, which both yield another 5 per civilization for 600 EP, each (along with other goodies), but both of them can only be purchased once. The second is to purchase them for Winter Points, during the Winter Event, from the Winter Store. They were originally a bonus for buying the premium version of a civilization.
Image	Consumable	Age	Class	Cooldown	Description 	Units
 	Heroic Aid	1 	2 	5m 	Summons 30 Mercenaries	3 pieces for 
300 — Epic
===Scouts===
These are generally used as a means of replacing a scout lost to combat. hence the very low cost per consumable.
Item	Name 	Age	Cooldown	Description 	Source 	Cost
 	Recon Man	2 	3m 	Summons 1 (Civilization) Scout to add to your ranks	General Store	60
==Class explanation==
There are 4 classes of consumables in Age of Empires Online. 
The first class is used primarily for non-combat bonuses. The second class is used primarily for unit spawning or other combat related bonuses. The third class is used exclusively for adding resources directly to a player during a game. The final class is called the "Global" class, as it has affects that effect your entire account. 
* 1 = Non combat
*2 = Units or combat
*Class 3 = direct resource injection
*Global Class = Account wide benefits
--------------------------------------------------
[Use example]
 Class1 was used.
 In order to use Class1 more, it waits for cooldown.
 But, it does not wait in order to use Class2.
[Background color]
 Common=White Uncommon=Green Rare=Blue Epic=Purple
[Class2 Rare value]
 fundamental changes are health and damage only.
 almost rough value.
 Veteran×1.15 Master×1.30 Champion×1.50
sort [acquisition>age>cooldown>+-]
Category:Consumables
Category:Gameplay Elements