|
|
(2 intermediate revisions by 2 users not shown) |
Line 1: |
Line 1: |
| {{Infobox_Consumable
| | #REDIRECT [[Medkit]] |
| |image = MedkitWeak.png
| |
| |description =
| |
| |type = Stim
| |
| |rarity = Common
| |
| |weight = 15
| |
| |value = 150
| |
| |factionpoint = 0
| |
| |damage/heal = 100 Heal
| |
| |time = 9
| |
| |duration = Instant
| |
| }}
| |
| == Summary ==
| |
| The weak medkit is available to purchase from the [[Quickshop]] or any of the faction armories without unlocking anything. With a base health gain of 100, it can fully restore a prospector's health with only one use, though the use time is much longer than using a stim. This means they are worth buying only if you do not have access to the [[Strong Medkit]] or [[Combat Medkit]]. Having a weak medkit in your inventory can greatly affect a [[Prospector|Prospector's]] odds of survival on [[Fortuna III]].
| |
| | |
| == Usage ==
| |
| This item is a [[Consumable]], and must be equipped to the player in order for it to be activated. Once activated, a progress bar will be displayed above the Health Bar, indicating the time delta of the operation. Once the progress bar has completed, a popping sound, a rush of noise, and a slight hiccup may be heard from the player's character. This audio is networked, meaning all local players nearby should receive it, making it a noisy consumable to use. Though the application of this item is ''Instant'', the progress bar does take 9 full seconds to complete, and may be canceled by attempting to do any of the following actions; Sprinting, Mantling, Switching to another item, and Initiating a [[Falling Damage|Soft or Hard Landing]] after falling some distance greater than 200 units.
| |
| | |
| == Uses ==
| |
| {| class="wikitable"
| |
| |+ Uses for Weak Medkit
| |
| |-
| |
| ! Type !! Quantity
| |
| |-
| |
| ! colspan="2" | Missions
| |
| |-
| |
| | [[Field Research | Field Research Part 5]] || 2
| |
| |}
| |