Meds

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Meds or medical items are items whose primary purpose is to either heal damage sustained by a character, alter their stats and abilities, or both.

All types of medical items can be found for sale at meds shops. These shops can be found inside of a hospital, or occasionally as standalone shops.

Certain meds must be identified before their name and effects can be revealed. An unidentified medical item can only be described by its appearance (see below).

Certain meds are also addictive; characters consuming such meds have a chance to develop an addiction for it. See the page for more details.

List of meds

Legend:

  • Appearance - Appearance of this item when unidentified.
    • If the listed shape is "N/A", this item does not require identification.
  • Effects - Effects upon consumption. If this item is addictive, it will be listed here.
  • Notes - Additional notes regarding this item, if applicable.
  • Wgt - Weight of the listed item.
  • Parallar symbol.png : Shop value of the item

(Table WIP)

Name Appearance Effects Wgt Parallar symbol.png Notes
Gauze roll N/A Cures 1 wound per use. Contains up to 10 uses. 1 250 Gauze rolls found in the UA will be found with 1d10 uses remaining. Max 1 use per turn.
Individual Bandage (IB) N/A Cures 1 wound. 0.1 25
Hemostatic Agent Pack (HAP) N/A Cures 1 wound per use. Contains up to 5 uses. 0.1 250 HAPs found in the UA will be found with 1d5 uses remaining. Max 1 use per turn.
Blood Transfusion Kit (BTK), human blood N/A Refills up to 3.0 Blood if injected to a human or halfling creature. 1 Varies BTKs found in the UA will be found with 1d3 Blood inside.
See long-form notes below for more info.
Blood Transfusion Kit (BTK), youkai blood N/A Refills up to 3.0 Blood if injected to a youkai creature. 1 Varies BTKs found in the UA will be found with 1d3 Blood inside.
See long-form notes below for more info.
Blood Transfusion Kit (BTK), empty N/A Can be filled with up to 3.0 Blood. Can only contain either human or youkai blood. 1 50 Can be used to transfer up to 3.0 Blood from a target creature into itself.
See long-form notes below for more info.
First Aid Kit (FAK) N/A Light limb healing. Also contains 2x IB and 2x Paracetamol. 2 400 See long-form notes below for more info.
Field Surgery Kit (FSK) N/A Strong limb healing. Also contains 4x IB, 1x HAP, 4x Paracetamol, 1x Epinephrine, 1x Antivenom and 1x HXCB. 2 2000 See long-form notes below for more info.
Cannabis joint N/A Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%
Addictive (Cannabis)
0.1 15 Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use.
Cigarette N/A Agility +1, FT -1 for 10 turns
Addictive (Nicotine)
0.1 10 Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use.
Nitrous oxide inhaler N/A Pain Sensitivity -50%, Euphoria Rush for 10 turns 0.1 200
Emergency tourniquet N/A Stops permanent bleeding on a severed arm, hand, leg, or foot 0.1 300
Amphetamines Blue pill Agility +2, Alertness increase, FT-1 for 20 turns, Stress +3.0%
Addictive (Amphetamine)
0.1 150
Pentobarbital Blue pill Instant death in 20 turns 0.1 200
Steroids (anabolic) Blue pill Strength +40% for 20 turns
Addictive (Anabolic steroid)
0.1 75
FG-7142 Red pill Suppressed hunger for 40 turns, Stress +8.0% 0.1 90
Desoxyn (methamphetamines) Red pill Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%
Addictive (Amphetamine)
0.1 75
Oxycodone Red pill FT+1 for 10 turns, -50% Pain
Addictive (Opioid)
0.1 100
Cyanide Syringe Induces Cyanide poisoning 0.1 600
Epinephrine Syringe Agility +3, Fatigue -10.0%, Stress +8.0% 0.1 125
Epoetin-alfa Syringe Blood +0.1/turn, -15 ntri/turn, +0.2% Fatigue/turn for 20 turns 0.1 100
Heroin Syringe Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%
Addictive (Opioid)
0.1 150
Hydroxocobalamin (HXCB) Syringe Cures Cyanide poisoning 0.1 600
Lorazepam Syringe Forced sleep for 30 turns
Addictive (Benzo)
0.1 150
Morphine Syringe Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%
Addictive (Opioid)
0.1 125
Universal antivenom Syringe Venom -5 0.1 200
Venom Syringe Venom +5 0.1 200
Cocaine White powder Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns
Addictive (Cocaine)
0.1 115
PCP White powder Pain sensitivity -50%, Alertness increase for 20 turns
Addictive (PCP)
0.1 90
Codeine White tablet Nausea, Pain -40%
Addictive (Opioid)
0.1 100
Concentrated caffeine White tablet Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2% 0.1 200
Diazepam White tablet Alertness increase, FT-2 for 20 turns
Addictive (Benzo)
0.1 100
Ecstasy White tablet Intense relaxation, Euphoria Rush for 40 turns
Addictive (MDMA)
0.1 75
Paracetamol White tablet Pain -15% 0.1 50
LifeVest wearable defibrillator N/A When wearer's Pain reaches or exceeds their Pain Death Threshold, the battery is depleted and Pain is immediately set to 50%. 2 1000 Requires a HITB battery for the effect to trigger. See long-form notes below for more info.

Long-form notes

Blood Transfusion Kit:

  • BTKs cannot be used on creatures that are not human, halfling or youkai, and it does not work on wicked youkai.
  • Apply an empty BTK on a compatible creature to transfer blood out of the creature and into the BTK.
  • Apply a non-empty BTK on a compatible creature to transfer blood out of the BTK and into the creature.
    • Transferring blood of the wrong type will instantly kill the creature.
  • You can also drain a non-empty BTK of its blood without injecting it into a creature, if you simply want to get rid of its contents.
  • An empty BTK can be refilled with any type of blood, regardless of what it previously contained, but and for obvious reasons, it cannot contain more than one type of blood.
  • The shop value of a BTK depends on the amount of blood that it contains. It is equal to Parallar symbol.png50 + (Blood x 100). A full BTK is therefore worth Parallar symbol.png350.

First Aid Kit:

  • The FAK is made up of two elements: the supplies which provide the Light limb healing Effect (known as the limb healing supplies), and pockets which are capable of carrying up to 2x Individual Bandage and 2x Paracetamol.
    • Usually, when found or purchased, all FAKs are complete with all four extra meds.
  • The effectiveness of the limb healing effect is affected by the Healing skill of its user; the higher the better.
  • The FAK can be retained in the inventory even if it is completely empty; although the limb healing supplies cannot be refilled, the pockets carrying the IBs and Paracetamol can, at no change to the item's weight. This can be useful for inventory management.

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.

LifeVest wearable defibrillator:

  • Requires a HITB battery for the effect to function.
  • Counts as a key item - one can be "carried" on the Key Items section of an utility belt (the actual defibrillator is worn around the body - what is actually tied to the utility belt is the battery compartment)