These objects can have negative results if used when a Sim's aspiration bar is not at least Gold. If a Sim's aspiration bar is green, there is a 50% chance of failure when using an aspiration reward, and if it is red, there is an 80% chance of failure. What appears to matter is the Sim's aspiration level when the reward begins to operate, which is not always when the Sim begins to use it. In general, a reward will continue to operate if the user's aspiration bar drops to green while it is operating. However, if a Sim's aspiration bar drops to green between the time he or she begin to use a reward and the time it begins to operate, the reward may fail.
|Money Tree||Unlimited||3000||Success: When watered regularly, the Money Tree will pay §40 when harvested |
Failure: Will pay only §1 when harvested.
Unfortunately, it's also the one reward object guests can use autonomously! Place it in a locked room to prevent this.
|Noodlesoother||24 hours||5000||Success: Sim's mood is boosted, but needs decay at a faster rate|
Failure: Sim's energy drops completely and Sim passes out.
Accelerated needs decay will eventually outweigh the benefits of wearing a Noodlesoother.
|ReNuYuSenso Orb||5 Uses||6250||
Success: Changes the aspiration of a Sim, including Lifetime Wants, and changes the attraction accounted for by aspiration.
|Weathernaught 57X||5 Uses||7000||
Success: Sim can set weather to any desired season, prolong the current season, and set the current weather
|Pasteur's HomoGenius Smart Milk||5 bottles of Smart Milk||7500||Success: Toddler learns skills at an accelerated rate for about 3 hours|
Failure: Toddler loses a skill point.
|Cool Shades||5 pairs of glasses||10000||Success: First social interaction has amplified positive effect.|
Failure: First social interaction has amplified negative effect.
|Kibble of Life||5 Uses||12000||
Cat or dog is made three days younger. (Will not go back an age group)
|The Eclectic and Enigmatic Energizer||5 Uses||14000||Success: All needs get a boost|
Failure: All needs drop. Cannot kill a Sim.
|Thinking Cap||24 hours||16000||Success: Skill learning rate is increased dramatically|
Failure: Energy drops completely. Sim passes out and loses a Skill point.
|SimVac||5 Uses||17500||Success: Sim specifies another Sim and transfers 3000 aspiration points or one skill point. Has negative effect on Sims' relationship.|
Failure: Aspiration points or skill point goes to other Sim.
|Love Tub||4 hours||20000||Success: Relationship outcomes are increased between two Sims in the tub.|
Failure: No effects.
|Genuine Buck's Famous Counterfeiting Machine||3 hours||27500||
Success: Sims counterfeit simoleons; after 3 hours it will catch on fire.
|Elixir of Life||5 Uses||30580||
Success: Sim is made three days younger but can not be used go back an age group.