Medicines are alchemical creations which cure or heal certain conditions. Usually in the form of a liquid, medicines are known to treat HP, SA, and EP 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.

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1) Enhancements for Medicines

The following are enhancements that may be made to any medicine, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your medicine, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your medicines when you purchase them.

Medicine Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Increase HP Restoration

Increases the amount of SA restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP restoring potions only.

N/A

N/A

0.10

Increase SA Restoration

Increases the amount of EP restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA restoring potions only.

N/A

N/A

0.15

Increase EP Restoration

Increases the amount of HP restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP restoring potions only.

N/A

N/A

0.20

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2) Healing Potions

Medicines which restore lost HP or Mortality

Item

Description of Effects

Weight

Space Taken

Cost

Tonic

Restores 10 HP

0.04

1

0.75

Health Potion

Restores 20 HP

0.04

1

1.88

Medicine of Health

Restores 50 HP

0.04

1

4.69

Weak Elixir

Restores 100 HP

0.04

1

11.72

Common Elixir

Restores 150 HP

0.04

1

29.30

Strong Elixir

Restores 200 HP

0.04

1

73.25

Angel's Tonic Restores 1d4 Mortality 0.04 1 400.00
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3) SA Restoring Potions

Medicines which restore lost SA or Awareness

Item

Description of Effects

Weight

Space Taken

Cost

Tinticure

Restores 10 SA

0.04

1

1.00

Manna Nectar

Restores 20 SA

0.04

1

2.50

Ether Vapor

Restores 50 SA

0.04

1

6.25

Weak Ether

Restores 100 SA

0.04

1

15.63

Common Ether

Restores 150 SA

0.04

1

39.07

Strong Ether

Restores 200 SA

0.04

1

97.66

Miracle Ether Restores 1d10 Awareness 0.04 1 300.00
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4) EP Restoring Potions

Medicines which restore lost EP or Fatigue

Item

Description of Effects

Weight

Space Taken

Cost

Sugar Water

Restores 10 EP

0.04

1

0.50

Energy Shot

Restores 20 EP

0.04

1

1.25

Caffeine

Restores 50 EP

0.04

1

3.13

Diluted Nervine

Restores 100 EP

0.04

1

7.82

Common Nervine

Restores 150 EP

0.04

1

19.54

Strong Nervine

Restores 200 EP

0.04

1

48.83

Miracle Nervine Restores 1d10 Fatigue 0.04 1 350.00
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5) 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

Restores 1 EP to a comatose target per use, requiring 10 EP restoration to cure comatose. EP restoration medications will not work on a comatose target until the comatose status effect has been cured.

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

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6) 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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7) Multiple Effect Potions

Medicines which provide multiple effects

Item Description of Effects Weight Space Taken Cost
Weak Manna Elixir Restores 50 SA and 50 HP 0.08 1 100.00
Common Manna Elixir Restores 100 SA and 100 HP 0.08 1 200.00
Strong Manna Elixir Restores 200 SA and 200 HP 0.08 1 300.00
Weak Manna Nervine Restores 50 SA and 50 EP 0.08 1 100.00
Common Manna Nervine Restores 100 SA and 100 EP 0.08 1 200.00
Strong Manna Nervine Restores 200 SA and 200 EP 0.08 1 300.00
Weak Healing Nervine Restores 50 HP and 50 EP 0.08 1 100.00
Common Healing Nervine Restores 100 HP and 100 EP 0.08 1 200.00
Strong Healing Nervine Restores 200 HP and 200 EP 0.08 1 300.00
Complete Tonic Restores 50 HP, 50 SA, and 50 EP 0.08 1 400.00
Complete Medicine Restores 100 HP, 100 SA, and 100 EP 0.08 1 800.00
Complete Potion Restores 200 HP, 200 SA, and 200 EP 0.08 1 1600.00
Potion of Exploration Provides the ability to see in the dark as if it were day, detect life up to 20 area blocks (120 feet), and increases Perception % by x 1.5; all for 1 hour. 0.05 1 80.00
Complete Remedy Heals all status effects except for death and rare diseases. 0.08 1 250.00
Nectar of the Gods Restores 1d10 of Mortality, Awareness, and Fatigue 0.08 1 2000.00
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Submitted by mythus on Sat, 02/19/2022 - 09:26