These occupy your buff slot after /item until the bot spends them in a matching activity. Mid and High tiers multiply Basic effect numbers by ×1.15 and ×1.3 (e.g. ×1.5 resistance → ×1.725 / ×1.95). Sticky's duplicate-loot ranges are tier-based separately and do not spend the buff.
Each card lists what the elixir does, when the bot spends it, and any special rules.
Heat & fire resistance — spent in combat, loot, raids, and Help Wanted vs fire threats.
- Resistance×1.5 Basic; Mid ×1.725; High ×1.95 (Basic × 1.15 / 1.3)
- Spent whencombat, loot, raids, or Help Wanted vs monsters with fire element or Fire / Igneo / Meteo in the name
- Exploringactive Chilly on any party member, or Chilly used from the expedition loadout, counters hot quadrant hazards for the rest of the run (does not spend the combat buff)
Cold & ice resistance.
- Resistance×1.5 Basic; Mid ×1.725; High ×1.95
- Spent whencombat, loot, raids, or Help Wanted vs monsters with Ice in the name
- Exploringactive Spicy on any party member, or Spicy from the expedition loadout, counters cold quadrant hazards (does not spend the combat buff)
Electric resistance.
- Resistance×1.5 Basic; Mid ×1.725; High ×1.95
- Spent whencombat, loot, raids, or Help Wanted vs monsters with Electric in the name
- Exploringactive Electro on any party member, or Electro from the expedition loadout, counters thunder quadrant hazards (does not spend the combat buff)
Blight resistance — rain, exposure, and grotto mazes.
- Resistance×1.5 Basic; Mid ×1.725; High ×1.95
- Spent whenblight rain during loot, gather, travel, Help Wanted, or raids; blight exposure on explore; Gloom Hands blight after raids
- Grotto mazeshighest-tier Bright active on the party reveals 1 / 2 / 3 extra fog rings (Basic / Mid / High); viewing the maze does not consume Bright
Water resistance plus duplicate loot when you earn items.
- Water resistance×1.5 Basic; Mid ×1.725; High ×1.95
- Sticky bonuswhile the buff is active, extra copies of the same item when you earn loot: +1–2 Basic, +3–4 Mid, +4–5 High (gather, loot, travel, explore, steal, Help Wanted — bonus does not spend the buff)
- Spent whentravel (any trip), or combat / Help Wanted / raids / loot vs monsters with Water in the name
Attack boost for combat content.
- Attack×1.5 Basic; Mid ×1.725; High ×1.95 (added to combat attack rolls)
- Spent whencombat, Help Wanted, raids, loot
Defense boost when taking hits.
- Defense×1.5 Basic; Mid ×1.725; High ×1.95 (added to combat defense rolls)
- Spent whencombat, Help Wanted, raids, loot
Stealth and flee for quieter routes.
- Stealth & flee+1 each at Basic; Mid +1.15; High +1.3
- Spent whengather, loot, or travel
Speeds up travel and helps exploration rolls.
- Traveltime halved (minimum 1 day per leg)
- Charges1 / 2 / 3 travel charges per bottle (Basic / Mid / High); one charge spent when a leg is actually shortened
- Exploring×1.5 weight toward Quadrant explored for the roller who has Hasty active (does not spend a travel charge)