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.
Back to top1) 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 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 |
2) 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 1d% Vitality | 0.04 | 1 | 73.25 |
3) 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 | 6.25 |
Weak Ether | Restores 2d12 Soul | 0.04 | 1 | 15.63 |
Common Ether | Restores 3d10 Soul | 0.04 | 1 | 39.07 |
Strong Ether | Restores 1d% Soul | 0.04 | 1 | 97.66 |
4) 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 1d% Power | 0.04 | 1 | 48.83 |
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 | loosens 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 normal immunity 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 Power to a comatose target per use, requiring 10 Endurance restoration to cure comatose. Power 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 |
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 |
7) 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 | 100.00 |
Common Manna Elixir | Restores 3d10 Soul and 3d10 Vitality | 0.08 | 1 | 200.00 |
Strong Manna Elixir | Restores 1d% Soul and 1d% Vitality | 0.08 | 1 | 300.00 |
Weak Manna Nervine | Restores 1d20 Soul and 1d20 Power | 0.08 | 1 | 100.00 |
Common Manna Nervine | Restores 3d10 Soul and 3d10 Power | 0.08 | 1 | 200.00 |
Strong Manna Nervine | Restores 1d% Soul and 1d% Power | 0.08 | 1 | 300.00 |
Weak Healing Nervine | Restores 1d20 Vitality and 1d20 Power | 0.08 | 1 | 100.00 |
Common Healing Nervine | Restores 3d10 Vitality and 3d10 Power | 0.08 | 1 | 200.00 |
Strong Healing Nervine | Restores 1d% Vitality and 1d% Power | 0.08 | 1 | 300.00 |
Complete Tonic | Restores 2d12 Vitality, 2d12 Soul, and 2d12 Power | 0.08 | 1 | 400.00 |
Complete Medicine | Restores 3d12 Vitality, 3d12 Soul, and 3d12 Power | 0.08 | 1 | 800.00 |
Complete Potion | Restores 4d12 Vitality, 4d12 Soul, and 4d12 Power | 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 spaces (120 feet), and increases Perceive by +1; 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 |