Consumables

Consumables are a class of inventory item that is destroyed once it is used. This can include Alchemy Batteries, Coins, Observance Day tickets, Keys and Resident Perks.

Consumables that can be purchased for Myora will occasionally go on sale for ~20% below normal price. Frequency of sales and specific consumable(s) discounted are understood to be randomly selected, and until the next day most shops carrying the discounted consumable(s) will reflect this discount.

Alchemy Batteries
Alchemy Batteries are used to power Battery-Operated Chest Dispensers and to open up powered doors throughout Alaria. Different devices may require a different number of Alchemy Batteries to fully power the mechanism. Once the correct number of Batteries is placed, a Chest will be spawned or the door will open.

Ancient Coins
Ancient coins can be found in Chests or purchased from the Airship shop, Flower Shop, or General Store. They come in two versions: Ancient Coin (Signa) and Ancient Coin (Firus). These coins are used to open various Lucky Boxes.


 * Note that these were originally called Gacha Tokens because the Lucky Box machines resemble Gacha Machines from Japan.

Festival Tickets
Festival tickets are acquired on Festival days. Each Festival has specific requirements for earning that particular Festival day's tickets. For example, on Boulder-Bashing Day, one ticket is earned for each Boulder or Mining Node the Apprentice reduces to rubble. One ticket is awarded automatically per action*, and unspent tickets for each specific Festival will remain in the Apprentice's inventory even after the event is over, allowing for tickets to be accrued over multiple Festival Days of that type, although there is a maximum limit of 99 total tickets for each Festival day.


 * Note that on International Smile day, it's possible to earn as many as five tickets from a single action, depending on what the Apprentice does to make people happy.

Keys
Keys are single-use items used to open certain Chests. They can be found in some Chests, Fished up from certain glowing pools, purchased from various vendors, or received as a reward from Lucky Boxes.

Vendor selections are updated randomly each day. Currently, the following vendors have a chance to offer one or both Keys:
 * Flower Shops
 * General Stores
 * The tent at the Festival Grounds on Festival days
 * Traderkin who operates the Airship shop, which can randomly appear each day on worlds with the appropriate Trading area.

Resident Perks
Resident Perks are used to improve or change the skills of Residents, or change their Dream Job, or even their name. They can be received as rewards for completing certain Goals, found in some Chests or purchased from tables at the Temple or Bathhouse.

IMPORTANT NOTE: Perks that reference transforming a resident into an expert (except "Feeling Lucky") will re-roll the resident's dream job and skills to match the new skill category, more details can be found in the dream job changes section below.


 * Career Change - Randomly changes a Resident's dream job (Only the job preference. Does not affect skills)
 * Crowd Pleaser - Boosts Wellness and Production skills by a small amount
 * Dinner and a Show - Boosts Food and Wellness skills by a small amount
 * Farm to Plate - Boosts Food and Production skills by a small amount
 * Fast Food - Boosts Food and Service skills by a small amount
 * Feeling Lucky - Transform a Resident into an Expert in a random skill (Re-rolls all skills, setting ONE skill to be 7 or higher. Does not alter Dream Job)
 * It's All in the Name - Allows you to rename a Resident (Can choose a custom name.)
 * It's Show Time - Boosts Service and Wellness skills by a small amount
 * Jack of all Trades - Re-roll a Resident's job preferences (Re-rolls all skills, setting several to expert level. Does not alter Dream Job)
 * Make Dreams Reality - Transform a Resident into a Creative Expert
 * Make It Happen - Transforms a Resident into a Production Expert
 * Marketing Manager - Boosts Creative and Production skills by a small amount
 * Red Carpet - Boosts Creative and Wellness skills by a small amount
 * Service with a Smile - Transform a Resident into a Service Expert
 * Set Dressing - Boosts Creative and Service skills by a small amount
 * Small/Medium/Large Creative Boost - Boosts Creative skills by a small/medium/large amount
 * Small/Medium/Large Food Boost - Boosts Food skills by a small/medium/large amount
 * Small/Medium/Large Production Boost - Boosts Production skills by a small/medium/large amount
 * Small/Medium/Large Service Boost - Boosts Service skills by a small/medium/large amount
 * Small/Medium/Large Wellness Boost - Boosts Wellness skills by a small/medium/large amount
 * Spinning Plates - Boosts Food and Creative skills by a small amount
 * Start The Show - Transform a Resident into a Wellness Expert
 * Supply Chain - Boosts Service and Production skills by a small amount
 * Yes, Chef - Transform a Resident into a Food Expert

Dream Job Changes
Dream Job changes caused by a perk that 'transforms a resident an expert' select from a predictable pool of dream jobs based on the skill category referenced in the perk description. "Feeling Lucky" is the exception, as it does not alter the Dream Job at all.

If the resident already has a dream job within the skill category associated with the perk, the random job re-roll can set it to the same as it was before, seemingly not changing it at all.