Difference between revisions of "Medicine"
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[[Morale]]: {{Positive|+5%}} | [[Morale]]: {{Positive|+5%}} | ||
Grants the following effect for {{c|orange|90-180}} turns:<br><br>{{c|+|+25%}} Magic Power<br>{{c|+|-25%}} Cooldowns Duration<br>{{c|+|+1}} Bonus Range<br>{{c|+|+15%}} Magic Resistance<br>{{c|-|-0.5%}} Sanity Change<br>{{c|-|-0.25%}} Morale Change<br><br>It's best to avoid abusing stardust when your Sanity is {{c|-|Low}}. | |||
|1 | |1 | ||
|An exotic substance of mysterious origin. | |An exotic substance of mysterious origin. |
Revision as of 23:38, 25 December 2020
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 | Subcategory | Properties | Uses | Description | Additional notes |
---|---|---|---|---|---|---|---|
Bandage | 1×1 | 5 | Stops the selected body part from bleeding. | 2 | Helps you not to bleed out. | ||
Antidote | 1×1 | 80 |
Intoxication: -75% Causes confusion. Removes poisoning |
1 | This ingenious contraption performed a breakthrough in treatment of poisons.
Recurring headaches are not too big of a price for saving lives. |
||
Antitoxin | 1×1 | 30 |
Hunger: +20% |
1 | An effective remedy for consequences of bad habits. | ||
Leeches | 1×1 | 15 |
Morale: -5% Is used on a selected body part. Body Part Condition: +1% |
1 | These heinous creatures can be of use if you know how to apply them. | ||
Ether Inhaler | 1×2 | 120 |
Intoxication: +40% |
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. | ||
Soporific Sponge | 1×1 | 25 |
Intoxication Change: +1% (10 t) Puts you to sleep. |
1 | Barbers in the capital often use these sponges before pulling out a bad tooth. | ||
Herbal Extract | 1×1 | 15 | Drug |
Intoxication: +15% |
1 | Infusions of intoxicating herbs are often employed by village healers. Cheapness and availability far outweighs a common side effect of terrible visions. | |
Gwynnel's Elixir | 1×2 | 1500 |
Hunger: -100% Removes all negative effects. |
1 | |||
Stardust | 1×1 | 100 | Drug |
Intoxication: +25% Grants the following effect for 90-180 turns: |
1 | An exotic substance of mysterious origin.
What will you experience this time: enlightenment or torment? Who knows... |
|
Healing Salve | 1×1 | 35 |
Health Restoration: +2% (20 t) If a selected body part is injured, salve's healing efficiency is reduced by 50%. |
3 | It's said that this solution was originally used to treat scabies. Its healing properties were discovered purely by accident. | ||
Vivifying Essence | 1×2 | 250 |
Sanity: -5% |
2 | When asked about its recipe, alchemists prefer to brush the question off with a mysterious smile. | ||
Splint | 2×1 | 10 |
Injury Treatment: +35 Stabilizes the injury of a selected body part. |
1 | An indispensable item for sprains and fractures. | ||
Surgeon's Kit | 2×2 | 150 |
Injury Treatment: +75 Greatly improves condition of a selected body part. Pain suffered during the operation depends on the current condition of the body part. |
- | The very case where expertise and courage are equally important. | TODO: describe usage |
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