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Meds

626 bytes added, 13:28, 20 November 2019
| '''Emergency tourniquet''' || N/A || Stops permanent bleeding on a severed arm, hand, leg, or foot || 0.1 || 300 ||
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| '''Makeshift tourniquet''' || N/A || Has a 40% chance (+ Healing skill bonus) to stop permanent bleeding on a severed arm, hand, leg, or foot || 1 || Crafting-only ||See long-form notes below for more info
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| '''Amphetamines''' || <span style="color:#113bd7">Blue pill</span> || Agility +2, Alertness increase, FT-1 for 20 turns, Stress +3.0%<br/>Addictive (Amphetamine) || 0.1 || 150 ||
'''Field Surgery Kit''':
* Functions exactly like an FAK, but can contain several more items: Up to 4x '''Individual Bandage''', 1x '''Hemostatic Agent pack''', 4x '''Paracetamol''', 1x '''Epinephrine''', 1x '''Antivenom''' and 1x '''HXCB'''.
 
'''Makeshift tourniquet''':
* The makeshift tourniquet is a '''crafting-only''' item, which requires 5x Rag and 1x Wooden stick to craft. Optionally, an MTourn blueprint may also be used to increase crafting success chances.
* The makeshift tourniquet works like the emergency tourniquet, but has a percentage chance to succeed and is not guaranteed to work. If it fails, a turn is wasted instead.
* The chances of success per use are '''40%''' + a bonus from Healing skill. Therefore, the higher the Healing skill, the higher the chances of using a makeshift tourniquet successfully.
'''LifeVest wearable defibrillator''':