Medicines

Medicines are alchemical creations which cure or heal certain conditions. Usually in the form of a liquid, medicines are known to treat Vitality, Soul, and Power loss, as well as cure colds, poisons, and other sicknesses. All medicines are sold individually and must be stored in some sort of carrying device.

Healing Potions

Medicines which restore lost Vitality 

Item

Description of Effects

Weight

Space Taken

Cost

Tonic

Restores 1d4 Vitality

0.04

1

0.75

Health Potion

Restores 1d8 +1 Vitality

0.04

1

1.88

Medicine of Health

Restores 1d12 +2 Vitality

0.04

1

4.69

Weak Elixir

Restores 2d8 +1 Vitality

0.04

1

11.72

Common Elixir

Restores 1d20 +1 Vitality

0.04

1

29.30

Strong Elixir

Restores 1d20 + 1d10 Vitality

0.04

1

73.25

Soul Restoring Potions

Medicines which restore lost Soul

Item

Description of Effects

Weight

Space Taken

Cost

Tinticure

Restores 1d4 Soul

0.04

1

1.00

Manna Nectar

Restores 1d8 +1 Soul

0.04

1

2.50

Ether Vapor

Restores 1d12 +2 Soul

0.04

1

6.25

Weak Ether

Restores 2d8 +1 Soul

0.04

1

15.63

Common Ether

Restores 1d20 +1 Soul

0.04

1

39.07

Strong Ether

Restores 1d20 + 1d10 Soul

0.04

1

97.66

Power Restoring Potions

Medicines which restore lost Power

Item

Description of Effects

Weight

Space Taken

Cost

Sugar Water

Restores 1d4 Power

0.04

1

0.50

Energy Shot

Restores 1d8 +1 Power

0.04

1

1.25

Caffeine

Restores 1d12 +1 Power

0.04

1

3.13

Diluted Nervine

Restores 2d8 +1 Power

0.04

1

7.82

Common Nervine

Restores 1d20 +1 Power

0.04

1

19.54

Strong Nervine

Restores 1d20 + 1d10 Power

0.04

1

48.83

Status Curing Potions

Medicines which removes harmful status effects

Item

Description of Effects

Weight

Space Taken

Cost

Soft

Softens skin removing 10% of the effects of stone with each use

0.04

1

0.80

Antidote

Removes almost any poison

0.02

1

1.00

Antibiotic

Cures almost any disease

0.03

1

1.50

Cold Salve

Treats and removes the effects of heat exhaustion

0.04

1

0.85

Aloe Vera Oil

Treats sunburns

0.04

1

0.75

Warming Ointment

Treats and removes the effects of frost bite

0.04

1

0.85

Muscle Ointment

losens muscles restoring one lost action.

0.06

1

5.00

Salt Tablet

Treats the effects of dehydration but doesn't cure it. Must drink water afterwards to finish treatment and cure dehydration.

0.01

1

0.35

Seltzer

Calms an upset stomach curing nausea.

0.02

1

0.25

Eye Drops

Cures and removes the effects of Visual Instability. Removes 10% of the effects of blindness with each use.

0.03

1

0.35

Liquor

Cure fright, anxiety, and berserk. Decreases speed and mental by 1 point per use for 1 hour. Each use requires a Resistance check, failed resistance check increases the user's intoxication by 25%. The user will be fully intoxicated upon reaching 100%.

0.1

2

2.75

Orange Nectar

Cures sickness

0.02

1

0.20

Smelling Salts

Cures Comatose status.

0.01

1

2.50

Remedy

Cures and removes the effects of sickness, poison, almost any disease, heat exhaustion, frost bite, dehydration, nausea, visual distortion, fright, anxiety, berserk, intoxication, and confusion.

0.04

1

55.00

Popcorn Seed Oil

Cures the effects of depression, loss of self, and loss of purpose.

0.02

1

0.25

Beneficial Effect Potions

Medicines which provide beneficial effects

Item

Description of Effects

Weight

Space Taken

Cost

Flaming Nectar

Keeps your body warm in even the coldest of places, preventing frost bite, hypothermia, and freezing for 1 hour.

0.03

1

1.00

Fiery Liquor

Keeps your body warm in even the coldest of places, preventing frost bite, hypothermia, and freezing for 2 hours, while bearing the negative effects of liquor.

0.1

2

2.50

Icy Nectar

Keeps your body cool in even the hottest places, preventing heat exhaustion and heat stroke for 1 hour.

0.03

1

1.00

Creme of Blizzard Liquor

Keeps your body cool in even the hottest places, preventing heat exhaustion and heat stroke for 2 hours, while bearing the negative effects of liquor.

0.1

2

2.50

Potion of the Chameleon

Blend in with surroundings by 10% for 3 rounds with each use. Blending percentage and duration are stack-able, increasing with each use as long as used before the duration runs out. Invisibility is achieved when blending has reached 100%. Enemy's Perception % for locating your character is dropped by 10% per every 10% of blending.

0.05

1

50.00

Bat's Brew

Allows you to see in the dark as if it were daylight for 1 hour.

0.04

1

20.00

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