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Configuration examples

Each section uses the potion's prefab name. The precise available rows and defaults are discovered from your game's original drink effects.

For a health potion, raise Health restored over time to increase the total recovery. Change Health restoration duration seconds to alter how quickly that total is delivered. Duration and reuse delay seconds separately controls the effect lifetime and native re-use restriction.

To shift recovery toward immediate healing, increase Health restored instantly and reduce Health restored over time accordingly. These two amounts are added, so increasing both also increases total recovery.

Movement bonuses use percentage points: 25 is +25%. Stamina cost modifiers also use signed percentage points: -50 reduces the native cost by 50%. Regeneration uses multipliers: 1 is unchanged and 1.5 means 150%, subject to the game's interactions with other effects.

If the effect already restores a fraction of maximum stamina, the row is labeled Max stamina restored over time %. Its value is a percentage rather than a fixed amount of stamina.

Edits apply on the next consumption. An already active effect continues with its old values. For the exact native field, original asset value and units, read the setting description in your configuration manager.