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Surviving in Smalland means more than swinging a tiny sword at oversized bugs. The Smallfolk world is packed with edible loot and brewable concoctions, and skipping them is the fastest way to run out of fuel halfway through a fight. The real question is which foods and potions are actually worth a slot in your pack.
This guide covers every cookable dish, every brewed potion, the ingredients each one needs, and which options carry the run.

Two ways to fill the pantry: harvest from the world, or take it off whatever just tried to eat you. Cooking is split across three stations, with each tier giving better nourishment returns and longer protection against hunger loss. Every cooked dish in the game can also be fed to tamed creatures.
Quick, cheap, and the first cooking station you unlock. Each campfire recipe restores +30 nourishment and blocks nourishment loss for 180 seconds.
The cauldron pushes nourishment to +50 and stretches blocked hunger loss to 360 seconds. A few recipes also grant Cold Protection +50 for 240 seconds, which is worth stockpiling before any chilly biome trip.
The top shelf of Smalland cooking. Every Stone Oven dish gives +70 nourishment and blocks nourishment loss for 720 seconds. That is the kind of buffer that lets you focus on the fight instead of your hunger bar.
These items can be eaten straight off the ground or from enemy corpses. The numbers are small, but they work as emergency snacks when no cooking station is nearby. All raw items can also be fed to creatures.

Raw enemy drops work as emergency fuel, but cooked food carries longer expeditions. A Beetle Heart restores 6 nourishment if you eat it on the spot. Combine it with Insect Fat and you get Beetle Sausage at +30 nourishment plus 180 seconds of blocked hunger loss. That is already a big jump, and Beetle Sausage is not even close to the top of the menu.
For the strongest options in the game, prioritize these:
Stone Oven recipes carry the longest hunger lockout, so if the ingredients are on hand, default to those. The cauldron meals with cold protection are worth keeping in reserve for any cold-weather run.

Potions in Smalland handle three core jobs: restore health, refill stamina, or block poison. Some also raise stat caps for a stretch of time, which makes them less of a panic button and more of a planned buff window.
Lower tier than potions, cheaper to craft, and useful for sustained fights when stopping to drink a potion would just leave you exposed.

Smalland's potion tiers are clear: the upgraded version of any brew almost always pays back the ingredient delta. Lesser Health Elixir gives 10 health over 3 seconds. Regular Health Elixir doubles that to 20 for the same window, and the cost is just one extra Nectar.
Ignoring resource economy, these are the strongest picks per category:
Stock at least one of each before any long expedition, plus a few bandages for the moments where pulling out a potion would just get you killed.
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