Medicine
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Out there, the medic is you. Medicine are items that can help prevent or fix different Conditions like Bleeding, Injury, Toxicity or Maladies.
Item | Inv. slots | Price | Properties | Uses | Description |
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Antidote | 1×1 | 75 | Intoxication: -75% Intoxication Resistance: +25% (30 t) Health Replenishment: -5% Poison Resistance: +75% (30 t) Removes Poisoning |
1 | This ingenious contraption performed a breakthrough in treatment of poisonings. The ensuing headaches are not that much of a side effect when it comes to saving lives. |
Antitoxin | 1×1 | 35 | Thirst: +20% Intoxication: -25% Intoxication Change: -1% (25 t) Fatigue Change: +0.10% (25 t) |
1 | An effective remedy for consequences of bad habits. |
Bandage | 1×1 | 5 | Stops a selected body part from bleeding. | 2 | It might help with not bleeding to death. |
Ether Inhaler | 1×2 | 90 | Intoxication: +40% Pain: -75% Pain Resistance: +100% (30 t) Sanity: +5% |
2 | This bizarre vessel was invented a couple decades ago by the Alchemist's Guild. Its fumes are poisonous, but they ease pain and clear the mind. |
Gwynnel's Elixir | 1×2 | 1000 | Intoxication: -75% Pain: -75% Energy Replenishment: +75% Health Replenishment: +75% Healing Efficiency: +33% (360 t) |
1 | The lifework of Gwynnel, a metropolitan alchemist. After his retirement, an already high price on his elixirs flew through the roof. |
Healing Salve | 1×1 | 40 | Health Restoration: +2% (20 t) Injury Treatment: +15% |
3 | It's said that this ointment was originally used to treat scabies. Its restorative properties were discovered purely by accident. |
Herbal Extract | 1×1 | 20 | Intoxication: +5% Intoxication Change: +0.50% (30 t) Pain Resistance: +25% (30 t) Pain Change: -1% (30 t) Healing Efficiency: +15% (30 t) |
1 | Infusions of intoxicating herbs are often employed by village healers. Cheapness and availability far outweighs a common side effect of terrible visions. |
Leeches | 1×1 | 20 | Morale: -5% Can be applied to a selected body part. Grants the following effect for 30 turns: Body Part Condition: +0.5% Healing Efficiency: +25% Intoxication: -0.5% Pain Change: +0.2% |
1 | These heinous creatures can be of use if you know how to apply them. |
Soporific Sponge | 1×1 | 32 | Intoxication Change: +1% (10 t) Pain Change: -5% (10 t) |
1 | Barbers in the capital often use these sponges before pulling out a bad tooth. |
Splint | 2×1 | 15 | Injury Treatment: +35% Can only be applied to injured body parts. |
1 | An indispensable item for sprains and fractures. |
UNOBTAINABLE [[Surgeon's Kit|Surgeon's Kit]] [[File:Surgeon's Kit|alt=Surgeon's Kit|class=image2x|link=Surgeon's Kit|Surgeon's Kit]][[File:Surgeon's Kit|alt=Surgeon's Kit|class=image2x|link=Surgeon's Kit|Surgeon's Kit]] [[File:Surgeon's Kit|alt=Surgeon's Kit|class=image2x|link=Surgeon's Kit|Surgeon's Kit]][[File:Surgeon's Kit|alt=Surgeon's Kit|class=image2x|link=Surgeon's Kit|Surgeon's Kit]]
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Vivifying Essence | 1×2 | 220 | Sanity: -3% Energy Replenishment: -35% Health Replenishment: +35% |
2 | When asked about its recipe, alchemists prefer to maintain mysterious silence. |
See Also
Page last edited during patch: 0.7.0.7
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