A word to describe the anxiety felt when faced with the potential value of an object.
Most common scenario's include RPG's or video games in which healing / restorative items. A player may be compelled to use an item with a high potential value that might save an otherwise doomed scenario yet feel it might potentially be a waste.
A shrodinger-esque thought experiment in which a single item may deliver victory but the player is unwilling to utilize the item as it may have a similar potential value in a situation with more at stake.
'Healing items in RPG's give me Elixer Anxiety.'
'I want to use this but I've got Elixer Anxiety.'