Medicine

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Revision as of 02:48, 20 February 2021 by old>Pumasky2 (Updated: Links to attributes)
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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 PriceGold.png Subcategory Properties Uses Description
Abasa
1×2 150 Drug

Intoxication: +25%

Grants the following effect for 60 turns:

+20% Damage
+25% Crit Efficiency
+20% Armor Penetration
+50% Pain Resistance

Consuming it leads to an unpleasant Aftermath.

1 First brewed be a Jibean alchemist from a wormwood mix, abasa took inns and taverns of the realm by storm. Eventually, it was prohibited be the highest law for its ability to invoke the basest of sins.
Al'qud
1×1 125 Drug

Intoxication: +16%

Grants the following effect for 360 turns:

+25% Max Energy
+25% Energy Restoration
-15% Abilities Energy Cost

Consuming it leads to an unpleasant Aftermath.

1 The recipe of al`qud is one of the most carefully guarded elven secrets. Only one thing is known for sure - it's prepared from some medicinal herb. Al`qud sees frequent use by Maafian soldiers when they need to ward off fatigue in combat.
Antidote
1×1 80

Intoxication: -75%
Health Replenishment: -5%
Poison Resistance: +75% (30 t)

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 65

Hunger: +20%
Thirst: +20%
Intoxication: -20%
Intoxication Change: -1% (25 t)

1 An effective remedy for consequences of bad habits.
Bandage
1×1 9 Stops the selected body part from bleeding. 2 Helps you not to bleed out.
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 2000

Hunger: -100%
Thirst: -100%
Intoxication: -100%
Pain: -100%
Health Replenishment: +100%

Removes all negative effects.

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

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.
Herbal Extract
1×1 25 Drug

Intoxication: +15%
Intoxication Change: +1% (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 30

Morale: -5%

Is used on a selected body part.
Each turn for 30 turns:

Body Part Condition: +1%
Healing Efficiency: +25%
Intoxication: -0.5%
Pain: +0.2%

1 These heinous creatures can be of use if you know how to apply them.
Nikkaf
1×1 125 Drug

Intoxication: +10%

Grants the following effect for 420 turns:

+15% Vision
+25% Experience Gain
-10% Fumble Chance
+75% Hunger Resistance
+0.1% Sanity Change

Consuming it leads to an unpleasant Aftermath.

1 Nikkaf is yet another achievement of elven alchemy. Brynn students in particular are fond of its hunger-numbing and memory-fortifying properties - a perfect combination for a night of cramming.
Paregoric
1×2 100 Drug

Intoxication: +12%

Grants the following effect for 120 turns:

-0.5% Pain Change
-25 Pain Limit
+50% Pain Resistance
+25% Healing Efficiency
+0.25% Morale Change

Consuming it leads to an unpleasant Aftermath.

1 This tincture made with spirit, poppy sap, and essential oils is popular among the nobility as a trusted cure for cough, anxiety, and pains. Many become so addicted to it that they often spend days on end in a drug-induced daydream.
Soporific Sponge
1×1 50

Intoxication Change: +1% (10 t)
Pain Change: -5% (10 t)

Puts you to sleep.

1 Barbers in the capital often use these sponges before pulling out a bad tooth.
Splint
2×1 18

Injury Treatment: +35

Stabilizes the injury of a selected body part.
Can only be applied to injured body parts.

1 An indispensable item for sprains and fractures.
Stardust
1×1 150 Drug

Intoxication: +24%
Pain: -60%
Sanity: -5%
Morale: +5%

Grants the following effect for 90-180 turns:

+25% Magic Power
-25% Cooldowns Duration
+1 Bonus Range
+15% Magic Resistance
-0.5% Sanity Change
-0.25% Morale Change

It's best to avoid abusing stardust when your Sanity is Low.

1 An exotic substance of mysterious origin. The effect is rather unpredictable: some complain about disturbing hallucinations, while other experience a glimpse of other dimensions... Which, In all fairness, doesn't sound all that different.
Surgeon's Kit 2×2 300

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.
Vivifying Essence
1×2 400

Sanity: -5%
Energy Replenishment: -35%
Health Replenishment: +35%

2 When asked about its recipe, alchemists prefer to brush the question off with a mysterious smile.