Meds
Navigation: | Main Page → Items → Meds |
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" or "Poison gland", 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.
- : Shop value of the item
Name | Appearance | Effects | Wgt | Notes | |
---|---|---|---|---|---|
Gauze roll | N/A | Cures 1 light 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 light wound. | 0.1 | 25 | |
Hemostatic Agent Pack (HAP) | N/A | Cures 1 deep 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. Contains up to 3 uses. | 1 | 400 | FAKs found in the UA will be found with 1d3 uses inside. Effectiveness affected by the Healing skill. |
Field Surgery Kit (FSK) | N/A | Strong limb healing. Contains up to 5 uses. | 2 | 2000 | FSKs found in the UA will be found with 1d5 uses inside. Effectiveness affected by the Healing skill. |
Cannabis joint | N/A | Agility -1, Pain -25%, Stress -1.0% Addictive (Cannabis) |
0.1 | 15 | Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use. |
Pack of joints | N/A | Agility +1, FT -1 for 10 turns Addictive (Nicotine) |
0.1 | 150 | Packs found in the UA contain 1d10 cigarettes; meds shops sell full packs. Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use each one. |
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. |
Pack of cigarettes | N/A | Agility +1, FT -1 for 10 turns Addictive (Nicotine) |
0.1 | 200 | Packs found in the UA contain 1d20 cigarettes; meds shops sell full packs. Requires 1 unit of lighter fuel, or 1 match, or a suitable fire source, to use each one. |
Nitrous oxide inhaler | N/A | Pain Sensitivity -50%, Euphoria Rush for 10 turns | 0.1 | 200 | |
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 for 20 turns, Fatigue -10.0%, Stress +8.0% | 0.1 | 125 | |
Epoetin-alfa | Syringe | Blood +0.2/turn, -30 ntri/turn, +0.4% 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 | |
Tranexamic acid (TXA) | Syringe | Reduces bleeding rate to 0.0 /turn regardless of wounds for 10 turns | 0.1 | 400 | |
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 | Pain -40%, Nausea for 20 turns 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 | Stress -16.0%, Euphoria Rush for 40 turns Addictive (MDMA) |
0.1 | 75 | |
Paracetamol | White tablet | Pain -15% | 0.1 | 50 | |
Pill tube | N/A | No effect on its own; it is just a container (see notes) | 0.5 | 10 | Can contain any 10 red pill, blue pill, or white tablet. Sold in meds shops empty, usually found in the UA empty. |
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. |
Poison glands
Poison glands cannot be purchased here, but they can be sold. The Parallar value listed on the table corresponds to the amount of money you'll receive for selling one.
Name | Appearance | Effects | Wgt | Notes | |
---|---|---|---|---|---|
Small poison gland | Poison gland | Raw material, has no effects on its own. Contains enough venom to manufacture 3 doses. | 1 | 240 | Can be extracted from these creatures: Giant ant, Insectoid, Giant tsetse fly, Gila monster, Giant spiny viper |
Medium poison gland | Poison gland | Raw material, has no effects on its own. Contains enough venom to manufacture 6 doses. | 1 | 480 | Can be extracted from these creatures: Giant killer bee, Giant mamba, Firelizard, Two-headed serpent, Hydra |
Large poison gland | Poison gland | Raw material, has no effects on its own. Contains enough venom to manufacture 10 doses. | 1 | 720 | Can be extracted from these creatures: Basilisk |
Chelicera | Poison gland | Raw material, has no effects on its own. Contains enough venom to manufacture 5 doses. | 1 | 350 | Can be extracted from these creatures: Giant tarantula, Black Widowmaker, Phantom Spider |
Telson | Poison gland | Raw material, has no effects on its own. Contains enough venom to manufacture 8 doses. | 1 | 650 | Can be extracted from these creatures: Giant scorpion |
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 50 + (Blood x 100). A full BTK is therefore worth 350.
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 a utility belt (the actual defibrillator is worn around the body - what is actually tied to the utility belt is the battery compartment)