Effects and tiers
Swipe the table to see all columns.
| Consumable | Tier I / II / III | Effect |
|---|---|---|
| Prestige Cologne | ×1.5 / ×2 / ×3 | Eligible Reputation gains |
| Eye Drops | +50 / +100 / +200 m | Vision after the normal ceiling |
| Card Case | +25 / +50 / +100 | Deck capacity |
| Coin Rolls | ×1.5 / ×2 / ×3 | Map coin value |
Stock and activation
Rewards and Cash purchases add consumables to your stock. Activate one from Equipment when you need it. Reference durations are 10, 30 and 60 minutes by tier. Duration and value lock when activated.
You may run different families together, but never two of the same family, even at different tiers. Trying while one is active does not spend stock. Both stock and still-running effects survive a season reset.
What each boost affects
- Prestige Cologne is reward-only and never sold. It boosts eligible immediate Reputation. For map contracts it is applied at claim, not when collecting a hoarded reward. Tutorial, first objective, story and admin Reputation are excluded.
- Eye Drops add distance after the ordinary vision ceiling. They can also create room for permanent action-range equipment.
- When Card Case expires, excess cards stay in your deck. New pickups wait until you have space again.
- Coin Rolls multiply map Coins after percentage bonuses and before inflation. RetroMagnet uses the same value. Cards and Cash pickups are unaffected.
Shop availability
The shop sells Eye Drops, Card Case and Coin Rolls at configured prices; the reference tiers cost 10, 25 and 50 Cash. Prestige Cologne is available through rewards such as the Clock-In calendar.
Season 12 reference. Balance values may change; the prices, timers and rewards shown in the game take precedence.
