Elixirs and How to Make and Use them

Elixirs! What are they!

Elixirs are potions that only those with the Witch job can create, using the specific command, /crafting brew. These elixirs can grant boons of all kinds that will help your characters explore and navigate the world they live in! Your character can only have one active buff elixir at a time, occupying a buff slot. You can carry many bottles of elixirs though! The bot applies one buff until it is spent or until a one-shot finishes.

Two Kinds of Elixirs:

There are elixirs that have lasting buffs, and elixirs that are only provide a one-time boon!

Elixirs with Lasting buffs are: Chilly, Spicy, Electro, Bright, Sticky, Mighty, Tough, Sneaky, and Hasty.

After /item, the buff stays until the bot spends it in a matching activity (travel, combat, gather, loot, etc.).

Elixirs that are One-shot only: Hearty, Fairy Tonic, Enduring, and Energizing.

The effect applies on /item; the buff slot is free again right away. Hearty / Enduring can leave extra current hearts or stamina until you take damage or spend stamina. Energizing refills stamina up to max.

Hearts & stamina (current stats vs max stats): Usually current stats are at or below max. Hearty and Enduring add temporary current stats only (max stats unchanged), so you can briefly show current stats above max stats (e.g. 5/3 hearts). Fairy Tonic, Energizing, and most other heals keep current stats at or below max.

Stamina chunks: Whole numbers only. 5 chunks ≈ 1 wheel if you think in wheels.

Tiers: Elixirs come in tiers based on how potent they are. They are: Basic, Mid, and High. Autocomplete shows the stack, e.g. Mighty Elixir [Mid] or Chilly Elixir [High|m2] — where m means that a fairy was mixed-in, leading to hearts on that row; pick the line that matches your inventory. For full potency, choose the matching line; the bot may use stacks in tier order when several apply.

Legacy elixirs: Elixirs created before the current tier system — or any inventory row without a saved Mid or High tier — are treated as Basic for effects and rolls. New brews from /crafting brew get a tier from the mixer (Basic, Mid, or High).

Choosing what to use!


Hazards & elements

You’re dealing with:

  • Heat, fire, hot places, fire-themed threats: Chilly Elixir

  • Cold, ice, frost, ice-themed threats: Spicy Elixir

  • Lightning, shock, storm-style danger: Electro Elixir

  • Water, wet threats, water-themed enemies: Sticky Elixir

  • Blight (rain, blighted explore, Gloom Hands, infection rolls): Bright Elixir

    Combat & travel

    You want:

  • Harder hits (attack): Mighty Elixir

  • Less damage taken (defense): Tough Elixir

  • Stealth or better flee (gather, loot, travel): Sneaky Elixir

  • Faster travel (time halved, min 1 day): Hasty Elixir1 / 2 / 3 charges by tier when a leg shortens

    Hearts & stamina (one-shot)

    You want:

  • Temporary extra hearts above normal: Hearty Elixir

  • Heal missing HP up to a budget (never past max): Fairy Tonic

  • Temporary extra stamina chunks: Enduring Elixir

  • A straight stamina refill: Energizing Elixir (+5 / +7 / +9 chunks by tier)

Elixirs by Groups and Tier Functions

Resist elixirs (Chilly, Spicy, Electro, Bright, Sticky)

  • Chilly Elixirs — Heat & fire resistance ×1.5 at Basic, Mid, and High. This buff is spent in combat, help wanted quests, raids, and looting when the encounter is fire/heat-themed (fire element or matching names). When Exploring: it is a hot-quadrant hazard counter if used during the expedition.


  • Spicy Elixirs— Cold & ice resistance ×1.5 at Basic, Mid, and High. This buff is spent in combat, help wanted quests, raids, and looting when the monster name includes Ice. When Exploring: it is a cold-quadrant hazard counter if used during the expedition.


  • Electro Elixirs— Electric Resistance ×1.5 at Basic, Mid, and High. This buff is spent in combat, help wanted quests, raids, and looting when the monster name includes Electric. When Exploring: it is a thunder quadrant hazard counter if used during the expedition.


  • Bright — Blight Resistance ×1.5 at Basic, Mid, and High. Spent on blight rain checks (loot, gather, travel, help wanted quests, raids), blighted quadrant entry (explore), or Gloom Hands after a raid. However, higher tiers of Bright Elixirs do help with grotto mazes. Within Grotto mazes: 1 / 2 / 3 extra rings of map revealed by tier; party member with the highest tier Bright Elixir wins.


  • Sticky — Water Resistance ×1.5 plus Sticky bonus, where you can gain extra copies of an item you earned while the buff is applied. Spent on travel, or combat / help wanted quests/ raids / looting vs monsters with Water in their name. While the water resistance buff remains the same at Basic, Mid, and High tiers, the Sticky Bonus scales extra items gathered by the bonus from 1-2 at Basic, 3-4 at Mid, and 4-5 at High.

Combat & movement (Mighty, Tough, Sneaky, Hasty)

  • Mighty — Attack boost ×1.5 at Basic (attackBoost); Mid/High scale with this formula: Basic ×1.15 /Basic ×1.3. Spent in combat, help wanted quests, raids, and looting when used.


  • Tough — Defense ×1.5 at Basic (defenseBoost); same scaling as the Mighty Elixir. Spent in combat, help wanted quests, raids, and looting.


  • Sneaky — Stealth and flee +1 each at Basic; Mid/High scales for both stats with the same formula: Basic ×1.15 /Basic ×1.3. Spent on gathering, looting, traveling.


  • Hasty — Travel time is halved (min 1 day per leg). 1 / 2 / 3 charges per bottle (Basic / Mid / High); a charge is used when a leg is actually shortened. When Exploring: “Quadrant explored” outcome weight becomes ×1.5 for whoever rolls with Hasty — helps parties get the prompt so they can Move.

One-shots (Hearty, Fairy Tonic, Enduring, Energizing)

  • Hearty — Gain ceil(maxHearts × M) − maxHearts, at least +1, M = 1.2 / 1.4 / 1.7 (in order of Basic / Mid / High).Fairy / Mock Fairy mix-in on the stack can heal up to max before the tier bonus; pick the |mN line that matches your bottle. After using /item, buff slot is free again; extra current stats above max stats lasts until you take damage.


  • Fairy Tonic — Fairy / Mock Fairy extras add to heal budget on that stack. After /item, buff slot free; effect is healing only.


  • Enduring — ceil(maxStamina × M) − maxStamina, M = 1.25 / 1.45 / 1.7 (in order of Basic / Mid / High). After using /item, buff slot is free again; current stats can sit above max stats until you spend stamina; the bot may align current stats with max stats when rules call for it.


  • Energizing — +5 / +7 / +9 chunks on using /item, up to max stamina. Stamina refill only.

Commands and Brewing

Commands

  • /item: Use elixirs and items (here: elixirs).


  • /crafting brew: Witch exclusive — craft elixirs through the mixer (village town hall).


  • /crafting recipe: Fixed recipes for other jobs; Witch elixirs use /crafting brew.

Brewing steps (/crafting brew)

  1. Witch runs /crafting brew character + elixir line.


  2. Menus: creature (must match the effect family you wish to craft for) → monster part (often Chuchu Jelly; some lines need a colored jelly / element part — the bot tells you). In summary, you need a creature with the desired effect you are looking for, and monster parts as well in order to craft an elixir


  3. There are optional extras (parts or same-family creatures, up to the limit). Fairy / Mock Fairy can add bonus hearts on /item and count strongly for tier math.


  4. If you Cancel before finishing it keeps the ingredients and stamina. Finish → spend ingredients + stamina; elixir gets a tier (mixer score on the result).


Chuchu Jelly (and similar) go in the recipe; Chuchu Egg is used outside the recipe range (e.g. it is for hatching and using as a pet).

Ingredients

  • Creatures have an effect family (chilly, mighty, …) — must match the elixir you are brewing.


  • Monster Parts have an element — many brews allow neutral; some need fire (e.g. Chilly), ice (Spicy), electric (Electro), undead-adjacent (Bright), etc.

Rarity Boosts Elixir Tiers

Ingredients have rarities (1–10). The mixer blends critter + part + extras into a scoreBasic (1–3), Mid (4–6), or High (7–10). Rarer ingredients and on-theme extras help. Fairy / Mock Fairy count as at least rarity 5 for that math. Mix-in hearts from Fairies are tracked separately on the inventory row.

Final Checklist

  • One active buff elixir at a time; many elixirs in inventory is fine.


  • Quantity 1 per /item for elixirs.


  • Use creatures and monster parts from the mixer menus for the recipe you are brewing.