Stoneshard Wiki

Medicine

ItemCategoryBase priceAttributes and effectsNotes
Al'qud
Maaf warriors often take al'qud before battle to ward off fatigue. Its base is known to be a certain medicinal herb, but the exact way it is prepared remains one of the elves' closely kept secrets.
drugs200
Intoxication
+20%
Grants the following effect for 480 turns:+25% Max Energy
+25% Energy Restoration
-15% Abilities Energy CostUsing it leads to an unpleasant Aftermath.
Al'qud
Energy Restoration
+25%
Abilities Energy Cost
-15%
Leads to an unpleasant Aftermath.

Using while drug effects, withdrawal or alcohol-related states are active may trigger “Bad Trip”.

Bad Trip
Pain Resistance
+75%
Weapon Damage
-33%
Accuracy
-33%
Fumble Chance
+33%
Magic Power
-66%
Backfire Chance
+33%
Can't receive positive mental effects.Leads to an unpleasant Aftermath.

Natural expiration causes the following withdrawal state and lowers morale.

Al'qud Aftermath
Energy Restoration
-25%
Abilities Energy Cost
+20%
Sit. Morale Change
-0.05%
Has a chance to cause Daze or Confusion.

“Bad Trip” leaves a brief aftermath when it expires naturally.

Bad Trip Aftermath
Bonus Vision
-10%
Intoxication Resistance
-30%
Sit. Sanity Change
-0.5%
Sit. Morale Change
-0.5%
Antidote Syringe
This ingenious contraption revolutionized the treatment of poisonings. The terrible vertigo that follows is hardly the greatest price to pay for survival.
medicine75
Intoxication
-75%
Poison Resistance
+50% (360 t)
Energy Restoration
-5% (360 t)
Intoxication Resistance
+75% (360 t)
Causes Confusion for 10 turns.Removes Poisoning.
Confusion
Counter Chance
-15%
Fumble Chance
+15%
Dodge Chance
-15%
Block Chance
-15%
Magic Power
-15%
Backfire Chance
+15%
Stumbling: a chance to take a step in a random direction when walking.
Antitoxin
An effective remedy for the consequences of bad habits.
medicine30
Intoxication
-20%
Fatigue Change
+0.1% (30 t)
Immunity
-2%
Halves the duration of "Hangover" and all possible Aftermaths.Helps you get sober faster.

The sobering effect lasts 60 turns; drunkenness is not removed immediately.

Bandage
Might keep you from bleeding out.
medicine10
Bleed Resistance
+5% (30 t)
Stops the Bleeding affecting a selected body part.
Uses:
2/2
Ether Inhaler
The invention of one of the royal physicians: the fumes within this bizarre vessel are poisonous, but they ease pain and clear the mind.
medicine60
Pain
-50%
Pain Resistance
+75% (120 t)
Intoxication
+25%
Situational Sanity
+6%
Uses:
2/2
Gwynnel's Elixir
The life's work of Gwynnel, an Aldwynn alchemist. It can wrest even the hopelessly ill from the clutches of death.
medicine1000
Pain
-66%
Intoxication
-66%
Health Replenishment
+66%
Energy Replenishment
+66%
Removes all negative physical and mental effects.
Healing Salve
Originally, this ointment was used to treat scabies. Its potent wound-healing effects were discovered purely by accident.
medicine50
Injury Treatment
+12%
Health Replenishment
+3%
If a selected body part is Injured, the salve's effects are reduced by 50%.
Uses:
3/3
Herbal Extract
The long-awaited relief from pain is worth any side effects. Herbalists dedicate entire cellars to drying the intoxicating plants used for such blends.
medicine25
Pain
-30%
Intoxication Change
+0.5% (40 t)
Hornet Honey
It remains unknown who first thought it would be a good idea to sample deathstinger secretions. Nevertheless, the fact remains: imbibing them briefly sharpens reflexes to an incredible degree. The eventual aftermath comes in the form of a severe headache and full-body cramps.
drugs200
Intoxication
+20%
Grants the following effect for 240 turns:+15% Accuracy
+15% Counter Chance
+15% Dodge Chance
+10% Crit ChanceUsing it leads to an unpleasant Aftermath.
Hornet Honey
Accuracy
+15%
Crit Chance
+10%
Counter Chance
+15%
Dodge Chance
+15%
Leads to an unpleasant Aftermath.

Using while drug effects, withdrawal or alcohol-related states are active may trigger “Bad Trip”.

Bad Trip
Pain Resistance
+75%
Weapon Damage
-33%
Accuracy
-33%
Fumble Chance
+33%
Magic Power
-66%
Backfire Chance
+33%
Can't receive positive mental effects.Leads to an unpleasant Aftermath.

Natural expiration causes the following withdrawal state and lowers morale.

Hornet Honey Aftermath
Accuracy
-20%
Crit Chance
-15%
Counter Chance
-20%
Fumble Chance
+20%
Dodge Chance
-20%
Sit. Morale Change
-0.2%
Has a chance to cause Vomiting.

“Bad Trip” leaves a brief aftermath when it expires naturally.

Bad Trip Aftermath
Bonus Vision
-10%
Intoxication Resistance
-30%
Sit. Sanity Change
-0.5%
Sit. Morale Change
-0.5%
Leeches
These vile creatures can be of use if you know how to apply them - and when to pull them off.
medicine15
Situational Morale
-3%
Can be applied to a selected body part.
Grants "Leech Therapy" for 30 turns:-0.1% Intoxication Change
+0.05% Immunity Change
+0.1% Pain Change
-10% Bleed Resistance
Improves the affected body part's Condition by +0.5%

Cannot apply another leech to a body part already being treated.

Leech Therapy
Pain Change
+0.1%
Intoxication Change
-0.1%
Bleed Resistance
-10%
Immunity Change
+0.05%
Improves the affected body part's Condition by +0.5%.
Nikkaf
Another achievement of elven alchemy. Brynn students in particular are fond of its hunger-numbing and memory-boosting effects - a perfect combination for a night of cramming.
drugs100
Intoxication
+10%
Grants the following effect for 1200 turns:+10% Bonus Vision
+25% Experience Gain
-10% Fumble Chance
+75% Hunger Resistance
+50% Fatigue Resistance
+0.1% Sit. Sanity ChangeUsing it leads to an unpleasant Aftermath.
Nikkaf
Fumble Chance
-10%
Bonus Vision
+15%
Experience Gain
+25%
Fatigue Resistance
+50%
Hunger Resistance
+75%
Sit. Sanity Change
+0.1%
Leads to an unpleasant Aftermath.

Using while drug effects, withdrawal or alcohol-related states are active may trigger “Bad Trip”.

Bad Trip
Pain Resistance
+75%
Weapon Damage
-33%
Accuracy
-33%
Fumble Chance
+33%
Magic Power
-66%
Backfire Chance
+33%
Can't receive positive mental effects.Leads to an unpleasant Aftermath.

Natural expiration causes the following withdrawal state and lowers morale.

Nikkaf Aftermath
Fumble Chance
+15%
Bonus Vision
-10%
Experience Gain
-20%
Sit. Morale Change
-0.15%

“Bad Trip” leaves a brief aftermath when it expires naturally.

Bad Trip Aftermath
Bonus Vision
-10%
Intoxication Resistance
-30%
Sit. Sanity Change
-0.5%
Sit. Morale Change
-0.5%
Paregoric
A tincture of alcohol, poppy sap, and essential oils, popular among the nobility as a trusted cure for coughs, anxiety, and pain. Many become so addicted to it that they spend days on end in a dreamlike stupor.
drugs150
Intoxication
+15%
Grants the following effect for 1200 turns:-0.5% Pain Change
-25 Pain Limit
+50% Pain Resistance
+25% Healing Efficiency
+0.2% Sit. Morale Change
Halves the penalties from CoughingHelps with falling asleep.Using it leads to an unpleasant Aftermath.
Paregoric
Pain Change
-0.5%
Pain Resistance
+50%
Healing Efficiency
+25%
Pain Limit
-25%
Sit. Morale Change
+0.25%
Halves the penalties from Coughing.Leads to an unpleasant Aftermath.

Using while drug effects, withdrawal or alcohol-related states are active may trigger “Bad Trip”.

Bad Trip
Pain Resistance
+75%
Weapon Damage
-33%
Accuracy
-33%
Fumble Chance
+33%
Magic Power
-66%
Backfire Chance
+33%
Can't receive positive mental effects.Leads to an unpleasant Aftermath.

Natural expiration causes the following withdrawal state and lowers morale.

Paregoric Aftermath
Energy Restoration
-10%
Abilities Energy Cost
+25%
Cooldowns Duration
+25%
Sit. Sanity Change
-0.1%
Has a chance to put to Sleep.

“Bad Trip” leaves a brief aftermath when it expires naturally.

Bad Trip Aftermath
Bonus Vision
-10%
Intoxication Resistance
-30%
Sit. Sanity Change
-0.5%
Sit. Morale Change
-0.5%
Smoking Mix
A few deep puffs should be enough to settle the nerves and regain lost focus.
drugs20
Pain Change
-0.05% (120 t)
Pain Resistance
+10% (120 t)
Intoxication Change
+0.01% (120 t)
Cooldowns Duration
+10% (120 t)
Hunger Resistance
-15% (120 t)
Pain Limit
-10% (120 t)
Sit. Morale Change
+0.04% (120 t)

Causes coughing; its onset also drains energy.

Coughing
Generates noise.
Soporific Sponge
The kind of sponge used by city barbers to soothe terrified clients before pulling a bad tooth.
medicine25
Pain Change
-1% (20 t)
Intoxication
+5%
Pain Limit
-25% (20 t)
Puts to Sleep.
Sleep
Dodge Chance
-125%
Block Power Recovery
-100%
Energy Restoration
+50%
Fatigue Resistance
+100%
Fatigue Change
-0.03%
Can't perform any actions.
Splint
Handy for setting fractures and securing sprains.
medicine10
Injury Treatment
+35%
Stabilizes the Injury affecting a selected body part.
Can only be applied to Injured body parts.
Stardust
A capricious substance of mysterious origin: some partakers complain of dreadful hallucinations, while others claim to glimpse other dimensions... Which, in fairness, sounds like much the same thing.
drugs150
Intoxication
+15%
Situational Sanity
-3%
Grants the following effect for 180-480 turns:+25% Magic Power
-25% Backfire Chance
+10% Bonus Range
+15% Magic Resistance
-0.05% Sanity ChangeIt's best to avoid abusing stardust when your Sanity is low.
Stardust
Magic Resistance
+15%
Bonus Range
+10%
Magic Power
+25%
Backfire Chance
-25%
Sit. Sanity Change
-0.05%

May cause “Bad Trip” instead of “Stardust”; lower sanity increases the risk.

Bad Trip
Pain Resistance
+75%
Weapon Damage
-33%
Accuracy
-33%
Fumble Chance
+33%
Magic Power
-66%
Backfire Chance
+33%
Can't receive positive mental effects.Leads to an unpleasant Aftermath.

Using while drug effects, withdrawal or alcohol-related states are active may trigger “Bad Trip”.

“Bad Trip” leaves a brief aftermath when it expires naturally.

Bad Trip Aftermath
Bonus Vision
-10%
Intoxication Resistance
-30%
Sit. Sanity Change
-0.5%
Sit. Morale Change
-0.5%
Surgical Kit
One of those cases where expertise and courage are equally important.
medicine100
Injury Treatment
+100%
Health Restoration
+10% (360 t)
Healing Efficiency
+20% (360 t)
The lower the Condition of a selected bodypart, the more painful the operation.
Durability
10/10
Vivifying Essence
When asked about its recipe, alchemists prefer to maintain a cryptic silence.
medicine200
Health Replenishment
+40%
Energy Replenishment
+1 (60 t)
Healing Efficiency
-25% (60 t)
Situational Sanity
-3%
Uses:
2/2