|Data is up-to-date|
|Last updated for version 184.108.40.206|
The current game version is 220.127.116.11
Main article: Medical Items
A pack of blood substitute for the treatment of blood loss.
|Handicap||Risk of failure proportional to the skill level.|
(produces 2 items)
|Medical Merchant||216 mk||64 mk|
|Engineer Merchant||N/A||72 mk|
|Armory Merchant||N/A||72 mk|
|Clown Merchant||N/A||72 mk|
|Husk Merchant||240 mk||72 mk|
Blood packs are used to treat Bloodloss extremely effectively. When applied, it will reduce the affliction strength by 120 over a period of 15 seconds, which translates into a maximum of 240 vitality for a character with 100 max vitality. Blood packs can be applied to any limb, and its effects will be spread to all limbs equally. It functions similarly to the less advanced Saline.
Blood packs cannot be loaded into a Syringe Gun, and cannot be swung from the hand. They can only be applied in the Health GUI.
Blood packs are not used in any crafting recipes.
Blood packs are extremely effective at treating Bloodloss, which is one of the most common Afflictions. Since bloodloss has a maximum affliction strength of 100 and scales to max Vitality, a single blood pack will heal an amount of bloodloss equal to the character's max vitality multiplied by 2.4 (e.g. a character with 150 max Vitality will receive a maximum of 360 points of Bloodloss healing). The Health Scanner HUD will show the affliction strength, (one blood pack will heal exactly 120%) and this can be used to judge whether it is necessary to use a blood pack as treatment. Since Bloodloss naturally heals at a rate of 0.1/s, treatment of any kind is usually not necessary for minor wounds.
It should be noted that since Bloodloss has a maximum strength of 100, causes -2 points of vitality per point, and scales to max Vitality, a character will never actually reach 120 Bloodloss; they will be dead at 100. This means that unless a character has catastrophic bleeding, a blood pack will always waste some of its healing power. Blood packs can be overkill for this reason, as bloodloss rarely is the only affliction that a character suffers during combat. Saline has less than a quarter the healing strength of blood packs, however this is often still sufficient. If a submarine is low on Stabilozine for Antidotes or Genetic Materials, or low on Alien Blood for Pulse Laser ammunition, fabricating Blood Packs might not be an efficient use of resources.
|Whenever you finish at least one mission, gain one Blood Pack in your inventory.|