Difference between revisions of "Consumables"

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[[Consumables]] include foods, medicines and other consumable items.
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'''Consumables''' are split into a couple of distinct types.
  
 
== Food ==
 
== Food ==
Food items provide your character with temporary buffs to [[base abilities]].
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Food items provide your character with temporary buffs to [[Base Abilities]]. Food effects last '''20''' minutes and only one food effect can be active at a time.
  
*[[Burrower Burger]] +2 Constitution
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These are typically traded by barkeepers. For the purposes of trading, [[Fishing|fish]] also count as foodstuffs.
*[[Cave Hopper Steak]] +2 Agility
 
*[[Eel Sandwich]] +2 Dexterity
 
*[[Rathound Barbeque]] +2 Strength
 
*[[Junkyard Surprise]] +3 and -3 to random stats
 
  
 
== Medicine ==
 
== Medicine ==
 
Various medical items and drugs used for healing, restoring psi, curing poisons and temporarily enhancing combat performance.
 
Various medical items and drugs used for healing, restoring psi, curing poisons and temporarily enhancing combat performance.
  
*[[Bandages]] - restores health (out of combat)
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These are typically traded by doctors and pharmacists.
*[[Health Hypo]] - restores health
 
*[[Psi Booster]] - restores psi points
 
*[[Antidote]] - cures poisons
 
*[[Adrenaline Shot]] - increases combat performance
 
*[[Morphine Shot]] - increases damage resistance
 
  
== Consumable ==
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== Mentor ==
Other consumables.
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{{Main|Psionic Mentor}}
 
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These devices can be used to learn knowledge, such as psionic abilities, through cerebral imprinting. They are consumed on use.
*[[Cave Hopper Meat]]
 
*[[Lake Mushroom]]
 
  
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== Enhancement ==
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Adds a temporary enhancement to a piece of equipment. Consumed on use.
  
  
 
{{Consumables navbox}}
 
{{Consumables navbox}}
[[Category:Items]]
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[[Category:Items| Consumables]]
[[Category:Consumables]]
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[[Category:Consumables| Consumables]]

Latest revision as of 05:06, 10 January 2020

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 and only one food effect can be active at a time.

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

Main article: Psionic Mentor

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

Enhancement

Adds a temporary enhancement to a piece of equipment. Consumed on use.