Elixir

An Elixir is a consumable item in the Golden Sun series. Like most consumable items, each party member can hold up to 30 elixirs in a single inventory slot. When used, an elixir removes any temporary status condition, such as delusion, paralysis, sleep, Psynergy seals, and curses, from a single party member. Elixirs can be bought for 30 coins and sold for 22 coins.

Golden Sun Elixirs
Elixirs are dropped by Plated Rats, Drone Bees, Fighter Bees, Warrior Bees, Stone Soldiers, Calamars, Horned Ghosts, Wights, Harpies, Viragos, and Ravagers.

The Lost Age Elixirs
Elixirs are dropped by Flash Ants, Drone Bees, Fighter Bees, Squirrelfangs, Stone Soldiers, Calamars, Conch Shells, Spiral Shells, Horned Ghosts, Wights, Harpies, Viragos, Angle Worms, Mummies, Ravagers, and Devil Frogs.

Dark Dawn Elixirs
Elixirs are dropped by Drone Bees, Fighter Bees, Warrior Bees, Plated Rats, Weird Nymphs, Man o' Wars, Wolfkin Cubs, Bone Fighters, Harpies, and Viragos.

Elixirs can also be found in the following locations:
 * The first elixir in Dark Dawn is in a treasure chest in Tanglewood. To be specific, a chest in the fourth and final "room," where the remains of the Soarwing can be found.
 * A barrel under the only bridge in Patcher's Place holds another elixir.

Analysis
Although not completely useless, elixirs are among the least practical items in the game, due largely to the fact that all status conditions elixirs cure are only temporary and will disappear at the end of battle (if they haven't before then). Also, the Restore Psynergy has the same function as elixirs, and several Djinn (such as Tonic and Salt) are able to remove all status conditions from the entire party, including those elixirs can't cure. Furthermore, elixirs are more expensive than antidotes, ironic considering that antidotes are likely more valuable than elixirs.

As if all the above wouldn't discourage the use of elixirs, most of the status conditions they heal are more of a nuisance than a true threat: stunned party members will not stay stunned for more than a couple of turns; delusion only reduces the likelihood of hitting enemies with normal weapon attacks while Psynergy, Djinn, Summons, and even Unleashes remain unaffected; although it lasts longer than paralysis, sleep is not a common status condition until some time after elixirs become available, and even then it tends to only be used by weaker enemies; death curses don't take effect until seven turns have passed, by which time most enemies will have been defeated; Psynergy seals are perhaps the most dangerous of these status conditions, especially if an Adept that knows Restore is the victim, but Psynergy seals are both rare and cannot be inflicted on multiple characters at once. About the only time elixirs would actually be useful is during a late-game boss battle, but in those cases either everyone will have a status condition, making Djinn the far more practical alternative, or the boss will simply re-inflict the status condition again in a few short turns - sometimes both!