Difference between revisions of "Consumables"

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* [[Deep Caverns]], south elevator locker (Implosion)
 
* [[Deep Caverns]], south elevator locker (Implosion)
 
* [[Tithonus Laboratory]], shelves N (Pseudo-spatial Projection)
 
* [[Tithonus Laboratory]], shelves N (Pseudo-spatial Projection)
* [[Caerus Residential Block]], bag in ventilation (Cryo-shield)
+
* [[Caerus Residential]], bag in ventilation (Cryo-shield)
* [[Caerus Residential Block]], footlocker in secret cave (Pseudo-spatial Projection)
+
* [[Caerus Residential]], footlocker in secret cave (Pseudo-spatial Projection)
 
* [[Warehouse Block 2]], locker with 2 mentors (Electrokinetic Imprint)
 
* [[Warehouse Block 2]], locker with 2 mentors (Electrokinetic Imprint)
  

Revision as of 06:12, 28 November 2016

Consumables are split into a couple of distinct types.

Food

Food items provide your character with temporary buffs to Base Abilities. Food effects last 20 minutes.

These are typically traded by barkeepers. For the purposes of trading, fish also count as foodstuffs.

Medicine

Various medical items and drugs used for healing, restoring psi, curing poisons and temporarily enhancing combat performance.

These are typically traded by doctors and pharmacists.

Mentor

These devices can be used to learn knowledge, such as psionic abilities, through cerebral imprinting. They are consumed on use.

Mentor locations

Each mentor has at least one static location that is available in each and playthrough. The random loot locations listed here always contain a mentor, but it's possible to find more mentors elsewhere among random loot.

Sold in shops
Static loot
Random loot