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 Endurance 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.
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.
| Item | Description of Effects | Weight | Space Taken | Cost |
|---|---|---|---|---|
| Increase Vitality Restoration |
Increases the amount of Vitality restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for Vitality restoring potions only. |
N/A | N/A | 0.10 |
| Increase Soul Restoration |
Increases the amount of Soul restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for Soul restoring potions only. |
N/A | N/A | 0.15 |
| Increase Power Restoration |
Increases the amount of Power restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for Endurance restoring potions only. |
N/A | N/A | 0.20 |
Healing Potions
Medicines which restore lost Vitality
| Item | Description of Effects | Weight | Space Taken | Cost |
|---|---|---|---|---|
| Tonic |
Restores 1d6 Vitality |
0.04 | 1 | 0.75 |
| Health Potion |
Restores 1d10 Vitality |
0.04 | 1 | 1.88 |
| Medicine of Health |
Restores 2d8 Vitality |
0.04 | 1 | 4.69 |
| Weak Elixir |
Restores 2d12 Vitality |
0.04 | 1 | 11.72 |
| Common Elixir |
Restores 3d10 Vitality |
0.04 | 1 | 29.30 |
| Strong Elixir |
Restores 1d100 Vitality |
0.04 | 1 | 73.25 |
Soul Restoring Potions
Medicines which restore lost Soul or Awareness
| Item | Description of Effects | Weight | Space Taken | Cost |
|---|---|---|---|---|
| Tinticure |
Restores 1d6 Soul |
0.04 | 1 | 1.00 |
| Manna Nectar |
Restores 1d10 Soul |
0.04 | 1 | 2.50 |
| Ether Vapor |
Restores 2d8 Soul |
0.04 | 1 | 15.63 |
| Weak Ether |
Restores 2d12 Soul |
0.04 | 1 | 15.63 |
| Common Ether |
Restores 3d10 Soul |
0.04 | 1 | 39.07 |
| Strong Ether |
Restores 1d100 Soul |
0.04 | 1 | 39.07 |
Power Restoring Potions
Medicines which restore lost Power
| Item | Description of Effects | Weight | Space Taken | Cost |
|---|---|---|---|---|
| Sugar Water |
Restores 1d6 Power |
0.04 | 1 | 0.50 |
| Energy Shot |
Restores 1d10 Power |
0.04 | 1 | 1.25 |
| Caffeine |
Restores 2d8 Power |
0.04 | 1 | 3.13 |
| Diluted Nervine |
Restores 2d12 Power |
0.04 | 1 | 7.82 |
| Common Nervine |
Restores 3d10 Power |
0.04 | 1 | 19.54 |
| Strong Nervine |
Restores 1d100 Power |
0.04 | 1 | 48.93 |
Status Curing Potions
Medicines which removes harmful status effects
| Item | Description of Effects | Weight | Space Taken | Cost |
|---|---|---|---|---|
| Soft |
Softens skin slowly removing the effects of stone with each use. 10 applications will fully cure a full stone effect. |
0.04 | 1 | 0.80 |
| Antidote |
Removes almost any poisons. |
0.02 | 1 | 1.00 |
| Antibiotic |
Cures most diseases. The more advanced diseases that have compounding effects will need the other status effects cured first. Bitterwood and Dark Paralysis are the two known diseases that cannot be cured by this potion. |
0.03 | 1 | 1.50 |
| Cold Salve |
Treats and removes the effects of heat exhaustion. This can also be used to cut the vitality damage of Burns in half. |
0.04 | 1 | 0.85 |
| Aloe Vera Oil |
Treats sunburns, removing the touch damage. 5 applications can be used to cure burns, the burn vitality damage will persist for one additional round after applications. |
0.04 | 1 | 0.75 |
| Warming Ointment |
Treats and removes the effects of frost bite and hypothermia. |
0.04 | 1 | 0.85 |
| Muscle Ointment |
Loosens muscles restoring one lost action. Two applications remove Dazed. 5 applications cure stunned. 10 applications cure paralyzed. |
0.04 | 1 | 0.85 |
| Salt Tablet |
Treats the effects of dehydration but doesn't cure it. Must drink one use of 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. 10 applications cure blindness. |
0.03 | 1 | 0.35 |
| Liquor |
Cures Fright, Anxiety, and Berserk/Enraged. Combine with Remedy or Popcorn Seed Oil to cure Psychogenic Fever. Combine with Orange Nectar or Remedy to cure Paranormal Fever. Applies a -1 penalty to acrobatics, Brace, Focus, Arcana, Perceive, and Insight per 2 uses for 1 hour. Increases intoxication level by 1 per use upon failed Hard Endure check. -1 penalty to check per every additional use, accumulating with each use. Full intoxication at Level 10. |
0.1 | 2 | 2.75 |
| Orange Nectar |
Cures sickness. Combine with Remedy or Liquor to cure Paranormal Fever. |
0.02 | 1 | 0.20 |
| Smelling Salts |
Restores 1 Power to a comatose target per use, requiring 5 applications to cure comatose. Power restoration medicines will not work on a comatose target until the comatose status effect has been cured. Also cures faint and faint-like status effects. |
0.01 | 1 | 2.50 |
| Remedy |
Cures and removes the effects of sickness, poison, heat exhaustion, frost bite, dehydration, nausea, visual distortion, fright, anxiety, berserk, intoxication, and confusion. Combine with Liquor or Popcorn Seed Oil to cure Psychogenic Fever. Combine with Liquor or Orange Nectar to cure Paranormal Fever. |
0.04 | 1 | 55.00 |
| Popcorn Seed Oil |
Cures the effects of anxiety, depression, loss of self, and loss of purpose. Combine with Liquor or Remedy to cure Psychogenic Fever. |
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. Cures Fright, Anxiety, and Berserk/Enraged. Combine with Remedy or Popcorn Seed Oil to cure Psychogenic Fever. Combine with Orange Nectar or Remedy to cure Paranormal Fever. Applies a -1 penalty to acrobatics, Brace, Focus, Arcana, Perceive, and Insight per 2 uses for 1 hour. Increases intoxication level by 1 per use upon failed Hard Endure check. -1 penalty to check per every additional use, accumulating with each use. Full intoxication at Level 10. |
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. Cures Fright, Anxiety, and Berserk/Enraged. Combine with Remedy or Popcorn Seed Oil to cure Psychogenic Fever. Combine with Orange Nectar or Remedy to cure Paranormal Fever. Applies a -1 penalty to acrobatics, Brace, Focus, Arcana, Perceive, and Insight per 2 uses for 1 hour. Increases intoxication level by 1 per use upon failed Hard Endure check. -1 penalty to check per every additional use, accumulating with each use. Full intoxication at Level 10. |
0.1 | 2 | 2.50 |
| Potion of the Chameleon |
Blend in with surroundings for 1d6 rounds with each use. Each use causes a penalty to enemy's Perceive of -1 when trying to locate you. 5 uses achieves full translucency, increasing the Perceive Difficulty Level by 1. |
0.05 | 1 | 35.00 |
| Bat's Brew |
Allows you to see in the dark as if it were daylight for 1 hour. |
0.04 | 1 | 15.00 |
| Common Manna Elixir |
Restores 3d10 Soul and 3d10 Vitality |
0.08 | 1 | 100.00 |
Multiple Effect Potions
Medicines which provide multiple effects
| Item | Description of Effects | Weight | Space Taken | Cost |
|---|---|---|---|---|
| Weak Manna Elixir |
Restores 1d20 Soul and 1d20 Vitality |
0.08 | 1 | 50.00 |
| Strong Manna Elixir |
Restores 1d100 Soul and 1d100 Vitality |
0.08 | 1 | 200.00 |
| Weak Manna Nervine |
Restores 1d20 Soul and 1d20 Power |
0.08 | 1 | 50.00 |
| Common Manna Nervine |
Restores 3d10 Soul and 3d10 Power |
0.08 | 1 | 100.00 |
| Strong Manna Nervine |
Restores 1d100 Soul and 1d100 Power |
0.08 | 1 | 200.00 |
| Weak Healing Nervine |
Restores 1d20 Vitality and 1d20 Power |
0.08 | 1 | 50.00 |
| Common Healing Nervine |
Restores 3d10 Vitality and 3d10 Power |
0.08 | 1 | 100.00 |
| Strong Healing Nervine |
Restores 1d100 Vitality and 1d100 Power |
0.08 | 1 | 200.00 |
| Complete Tonic |
Restores 2d12 Vitality, 2d12 Soul, and 2d12 Power |
0.08 | 1 | 150.00 |
| Complete Medicine |
Restores 3d12 Vitality, 3d12 Soul, and 3d12 Power |
0.08 | 1 | 300.00 |
| Complete Potion |
Restores 4d12 Vitality, 4d12 Soul, and 4d12 Power |
0.08 | 1 | 450.00 |
| Potion of Exploration |
Provides the ability to see in the dark as if it were day, detect life up to 20 spaces (120 feet), and increases Perceive by +1; all for 1 hour. |
0.05 | 1 | 60.00 |
| Complete Remedy |
Heals all status effects except for death and rare diseases. |
0.08 | 1 | 100.00 |
