Consumables
Temporary Efficiency boosts to your interns.
Consumables provide short-term Efficiency boosts to individual Interns.
Consumables
Consumables are temporary boosts that last 24 hours and can be applied to a single Intern. Each Intern can have a maximum of 1 Consumable active at a time.
Pack Cost: 25 $CASH
Each Consumable Pack contains one Consumable — either a flat boost (additive Efficiency) or a multiplier boost (percentage Efficiency). Both types share the same pack, giving you 12 possible outcomes.
Flat Boosts
Flat boosts add a fixed amount of Efficiency to the Intern they're applied to.

Coffee
Common
+10
22.5%

Eye Drops
Uncommon
+30
15%

Steak Dinner
Rare
+50
7.5%

Joint
Epic
+200
3.5%

Pills
Legendary
+600
1.25%

Fortune Cookie
Mythic
+2,000
0.25%
Multiplier Boosts
Multiplier boosts increase the Intern's Efficiency by a percentage of their base value.

Protein Bar
Common
+1%
22.5%

Energy Drink
Uncommon
+3%
15%

Cigarettes
Rare
+5%
7.5%

Adderall
Epic
+20%
3.5%

Insider Info
Legendary
+60%
1.25%

Cocaine
Mythic
+200%
0.25%
How They Stack
Flat and multiplier boosts work differently depending on which Intern you apply them to:
Uncommon Intern (300) + Rare flat boost (+50) = 350 Efficiency for 24 hours
Epic Intern (2,000) × Epic multiplier (1.2) = 2,400 Efficiency for 24 hours
Multiplier boosts scale with the Intern's base Efficiency, making them significantly more valuable on higher-rarity Interns.
Strategy Notes
Consumables are not always worth their 25 $CASH cost. Their value depends entirely on which Intern you apply them to:
On a Common Intern (100 efficiency), the average consumable barely moves the needle — often negative expected value.
On an Epic Intern (2,000 efficiency), you're roughly breaking even.
On a Legendary or Mythic Intern, consumables are clearly profitable.
Optimal play: Save your best consumables for your highest-rarity Interns. A Mythic multiplier (+200%) on a Mythic intern (20,000) gives you 60,000 effective Efficiency from that single desk for 24 hours.
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