Witchwood bark
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witchwood bark
Weight
|
1# |
---|---|
0.01 | |
Character
|
' |
ID?
|
Witchwood Bark |
None | |
0 | |
Healing
|
1d16+24 |
Harvested from
|
|
On Eat
|
witchwood bark
A flake of witchwood bark; the inside shimmers with a silvery light, and smells faintly of myrrh.
A warm tingling washes over you.
— upon consuming |
witchwood bark is an early game healing item that is harvested from ripe witchwood trees, which have red bark instead of brown. They are also sold by apothecaries.
Consuming one will heal the user by 1d16+2425-40 (Avg: 32.5) HP. However, if the strength of Confusion (1d8) is greater than the consumer's MA * (Amount eaten in a row) * 3, the creature will be inflicted with Confused for 5d35-15 (Avg: 10) turns. "in a row" in this case refers to the number of witchwood barks are eaten within 15 turns of each other. [1]
Tips
This section is opinion-based. Your mileage may vary.
- Passing the confusion save is directly tied to MA, so having high willpower will mitigate the confusion effects.
- Once confused, there is no drawback to eating more.
- They are extremely cheap and easy to find, which make them near essential for the early game.
- Strategies for combating Confused apply here.
References
- ↑ XRL.World.Parts.ConfuseOnEat