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Tonics and bait ​

Tonics ​

Drink a tonic from the bank and choose a skill: it gives that skill a bonus for 1 h of game time. One tonic per skill; a new one replaces the old. Trade and Seafaring only take XP tonics; Fortitude only takes XP and saving tonics.

TonicEffectBrewed at
πŸ§ͺ Insight Tonic+5% XPβš—οΈ Alchemy 1
πŸ§ͺ Swiftness Tonic+5% speedβš—οΈ Alchemy 15
πŸ§ͺ Fortune Tonic+50% rare findsβš—οΈ Alchemy 30
πŸ§ͺ Strong Insight Tonic+10% XPβš—οΈ Alchemy 45
πŸ§ͺ Thrift Tonic+10% chance to save materialsβš—οΈ Alchemy 60
πŸ§ͺ Plenty Tonic+10% double outputβš—οΈ Alchemy 70
πŸ§ͺ Strong Swiftness Tonic+10% speedβš—οΈ Alchemy 80
πŸ§ͺ Grand Insight Tonic+15% XPβš—οΈ Alchemy 90
πŸ«™ Glasseel Elixir πŸ’  Reef good+12% XPβš—οΈ Alchemy 45 πŸ’  Ledger

Bait ​

Load one kind of bait for Fishing. While it lasts, every catch uses one and gets the bonus.

BaitEffectBrewed atPer brew
πŸͺ± Chum Bait+25% rare findsβš—οΈ Alchemy 1010 Γ— πŸͺ± Chum Bait
✴️ Glow-bait+50% rare findsβš—οΈ Alchemy 3510 Γ— ✴️ Glow-bait
πŸͺ Abyss Lure+100% rare findsβš—οΈ Alchemy 7510 Γ— πŸͺ Abyss Lure

Bonuses in general ​

All bonuses (tools, Ledger areas, Expertise, tonics, bait, trinkets, Curio Cabinet sets, Lucky Currents) add up within a stat. Speed bonuses can't make an action faster than 40% of its base time. Double and saving chances are capped at 100%. A rare-find bonus of +100% doubles rare odds.

Game data pages are generated from the game’s own engine. Tidebound is in a testnet playtest; numbers may change.