Jenrak
30-05-2006, 22:09
The Jenrakian Chemical Storefront
Note: All Jenrakian Products are made with a special Jenrakian ingredient. Should any attempts to reproduce or synthesize any of the poisons here or modify them are prevalent, then this ingredient will prevent such research into any such poisons.
.........Jenrakian Products
.........Chemical States 1 – 3
.........Index
State 1 – Paralysis and Crowd Control
.........Small Dosage Poisons
.........Medium Dosage Poisons
.........High Dosage Poisons
State 2 – Personal and Special Targets
.........Small Dosage Poisons
State 3 – Battlefield Level Weaponry
.........All poisons in category
Introductory Information
Dosage amounts refer to the amount of dosage required to effectively cripple enemies. Whilst higher dosage poisons are generally required more, they work more effectively en masse, rather than the specialist small dose poisons that while effectively in small parts, are relatively ineffective in larger amounts.
**NOTE: Please remember to include ordering code when purchasing from the Jenrakian storefront. Also include notification whether member of said Alliance or if allied to Jenrak for any possible discounts or code changes.
State 1 – Paralysis and Crowd Control
All corporations or nations are to expect any uprising against them from a group of people who lack the view on the fact they are to be thankful to be alive, rather than gunned. Many nations whom experience this would so direly want to teach them a lesson, but good cheap labour is relatively hard to come by in the world were ‘civilized’ manners rule dominantly. Henceforth, instead of killing the insurgents, the only thing to do is teach them a lesson, to let them know who is truly in charge.
Small Dosage Poisons
Name: Ascheran Fog Level I
Cost: Barrels unavailable / $1,300 per vial (1 litre/vial)
Code: 1.10a
Type: Gas
Symptoms:
-Uncomfortable Itchiness
-Depression
-Tiredness
Symptoms Duration:
Average Length: 12h.04min.08s
Extra Information:
Ascheran Fog is literally the fog surrounding the Ascheran plains, a thick gaseous odour that barely goes away. Causing depression, tiredness and uncomfortably itching sensations, the Ascheran Fog is used as a means to demoralize enemy troops when there is no other way to demoralize them. Hence it has little to do with physical damage – it affects the mind much more.
Name: Exethus Level I
Cost: $1,200 per barrel (9 litres/barrel) / $ 400 per vial (2 litres/vial)
Code: 1.11a
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
Symptoms Duration:
Average Length: 48h.14min.26s
Extra Information:
Designed to be used as a demoralizing method on rebel water supplies, this poison is relatively useful against long sieges, to starve out the people into submission, rather than have them be actually physically be harmed by a real poison. Although causing no real long-term damage, the Exethus is good at making them surrender unconditionally due to lack of supplies. Available in vials, this is used for espionage missions where poisoning water supplies is only possible against heavily reinforced enemies. Although more expensive for less en mass, vials have the poison in a safe container, allowing prolonged effects and small portable case.
Name: Exethus Level II
Cost: $2,400 per barrel (8 litres/barrel) / $ 800 per vial (2.3 litres/vial)
Code: 1.11b
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
Symptoms Duration:
Average Length: 104h.28min.11s
Extra Information:
The only difference between the Exethus in levels I and II are the duration for the poison length. Should there be an extra more days required, this hardier poison will be effective. However, while the symptoms do last longer, they are fairly less extreme than Level I Exethus.
Name: Eastern Gas Level I
Cost: $1,650 per barrel (4 litres/barrel) / $1,300 per vial (1 litre/vial)
Code: 1.12a
Type: Liquid
Symptoms:
-Vomiting
-Hacking Cough
-Tiredness
Symptoms Duration:
Average Length: 4h.57min.14s
Extra Information:
Eastern Gas’s are mined exclusively from Jenrak’s inhospitable eastern front, dwelling right into Ascheran boundaries. While a relative weak poison and fairly shortened, the compounds found within this gas are known to clean metal and wood with a seemingly grown tarnish, keeping wood and metal once wiped with it staying clean and in peak condition. Thus, it is used for maintaining vehicles and appliances as a much more effective (albeit expensive) version of polishing.
Medium Dosage Poisons
Name: Eastern Gas Level II
Cost: $2,650 per barrel (4 litres/barrel) / $2,300 per vial (1 litre/vial)
Code: 1.22b
Type: Liquid
Symptoms:
-Vomiting
-Hacking Cough
-Tiredness
-Droopiness
-Migraines
Symptoms Duration:
Average Length: 6h.57min.14s
Extra Information:
Adding an exact two hours, the stronger variety of the Eastern Gas utilizes a special chemical catalyst that leeches off from the victim, causing a bacterial infection while leading to severe tiredness. While still a formidable polish, this gas slowly transforms into a weapon.
Name: Eastern Gas Level III
Cost: $3,650 per barrel (4 litres/barrel) / $3,300 per vial (1 litre/vial)
Code: 1.22c
Type: Gas
Symptoms:
-Vomiting
-Hacking Cough
-Tiredness
-Droopiness
-Migraines
-Difficult to concentrate
-Lowered Body Temperature
-Sensitive Skin
-Muscle Spasms
Symptoms Duration:
Average Length: 6h.57min.14s
Extra Information:
Jenrak’s favourite deployed chemical, the Eastern Gas is a strong, violent chemical that begins to lodge it self deep into the opponent’s legs, slowly eating away at the flesh for nearly 7 whole hours, while inducing a series of unpleasant symptoms throughout the body. While some reports of the Eastern Gas have been found to have rendered victims handicapped, it usually leaves little damage, thereby being an effective ‘demonstration’ device. While it can still be used as an amazingly effective polisher, the fumes emanating from it during application can certainly be dangerous.
High Dosage Poisons
Name: Exethus Level III
Cost: $3,200 per barrel (9 litres/barrel) / $ 1,200 per vial (2 litres/vial)
Code: 1.31c
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
-Closing of the Larynx
-Peeling Skin
Symptoms Duration:
Average Length: 12h.0min.0s
Extra Information:
The Exethus is a much more lethal poison in its third stage, effectively closing the Larynx, making it impossible to speak, and extremely difficult for any air to reach the lungs. Peeling skin increases chances of infection, and lack of oxygen from the previous symptoms could certainly make fighting off infections difficult. As infamously quoted by its creator, “This drop of sunshine will never kill you, but the neighbours will.”
Name: Exethus Level IV
Cost: $4,400 per barrel (8 litres/barrel) / $ 2,000 per vial (2.3 litres/vial)
Code: 1.31d
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
-Closing of the Larynx
-Peeling Skin
-Calves bursting
Symptoms Duration:
Average Length: 12h.0min.0s
Extra Information:
“They can never run.” Is the note of the final stage of the Deadly Exethus poison. Lasting an exact twelve hours, not only does it become unbearable to live, but also extremely excruciating. While used often to dissent ringleaders of certain mobs, it is also used previously on revolted captured prisoners of war in Jenrak. The strongest of the poisons, it causes a chemical reaction in the body, making a small explosion during a certain period of time causing the calves and most of the hamstrings in the both legs to be entirely unusable.
State 2 – Personal and Special Targets
A bullet leaves a wound, a knife leaves a cut. Poison, however, can be changed to look completely innocent, entirely natural, and harmless. Killing enemies can be done from afar as well, through either poisonous mail, dirtying a drink or dashing a couple on their thanksgiving turkey. Either way, assassination has been found to be much cleaner with the use of chemical and biological weapons, and sometimes, can be much more painful and messier as well.
Name: Enkur’s Tear
Cost: $ 7,000 per vial (.5 litres/vial)
Code: 2.00a
Type: Liquid / Pills / Powder
Symptoms:
-Bloody Vomiting
-Migraines
-Bleeding Fingers
-Temporary Blindness
-Bloody Nose
-Extreme Itchiness
-Lowered White Blood Cell count
-Rapid Cell growth
Symptoms Duration:
Average Length: 30min (Longest recorded victim survival)
Extra Information:
While it can kill in seconds, entirely of water deprivation in the body, the Enkur’s Tear, named infamously after Jenrak’s great god of pain, turns the occasional 15 seconds of the victim’s life into a complete nightmare, resulting in vomiting, blood pouring out through the fingernails, rashes and extreme itchiness in the skin. Used by Elite Assassins everywhere in Jenrak, the Enkur’s Tear is extremely hard to detect, causing massive tumours and extreme amounts of cancerous cells, therefore body analysts assume the damage done to be part of cancer or tumours. While lethal, the tear cannot be transferred from person to person. Therefore, should someone mix blood with someone else who has been affected with the tear, the disease will be too strained to ‘enter new territory’.
Name: Ciranaar’s Saliva
Cost: $ 7,000 per vial (.5 litres/vial)
Code: 2.01a
Type: Liquid
Symptoms:
-Lowered White Blood Cell count
-Extreme blood temperature rise
-Sharp deposits develop in stomach wall
-Stomach wall muscle spasms
Symptoms Duration:
Average Length: 2h
Extra Information:
Although a pungent, greenish look and an arid smell, once the saliva is placed into the blood stream it inevitably beings its mission. However, the mission for the Saliva is not to kill, but to have the body implode on itself. By going into the blood stream, it burns off sharp deposits off the spinal cord, carrying it with it, cutting off entire nerves at a time, but then it sticks to the stomach wall, causing spasms throughout the body, as the deposits cut the stomach wall, allowing the lethal stomach acid to eat the person inside out. While the disease could have a cure, the fact that the stomach acid burnt through the entire body does not. Hence, the person is inside out by only himself.
State 3 – Battlefield Level Weaponry
All poisons in category.
Name: Night Lord’s Urine
Cost: $ 2,000 per barrel (3 litres/barrel) / $1,000 per vial (1 litre/vial)
Code: 3.01a
Type: Gas
Symptoms:
-Permanent Blindness
Symptoms Duration:
Average Length: Forever
Extra Information:
Similar to the gas used in the defence of Jenrak, the Night Lord’s Urine is a powerful gas that carries essential protein that do not develop properly and begin to deposit in the optic nerve, the wire that controls the signals sent to the brain from the eye. By also depositing behind the retina as well, it begins to cause permanent blindness in a matter of minutes, to an entire day long, depending on the healthiness of the applied victim. However, it is best used against an unsuspecting foe, however, as a cure has been procured.
Name: Night Lord’s Urine Cure
Cost: $ 8,000 per barrel (3 litres/barrel) / $3,000 per vial (1 litre/vial)
Code: 3.01b
Type: Liquid
Symptoms:
-Prevents Night Lord’s Urine
-May cause stomach cramps and Diarrhoea
Symptoms Duration:
Average Length: 2 months
Extra Information:
While the Night Lord’s permanent blindness system is unstoppable once completely taken over, it is possible to vaccinate troops or civilians with the vaccine to prevent the possible occurrence if the enemy does have the Night Lord’s Urine in their possession. By vaccinating your soldiers, the dangerous, and erratic proteins that are placed into the person will harmlessly break up, but the break-up of the protein may not go well with the body, and cause stomach cramps and diarrhoea, assuming the virus was fought. Otherwise, it goes around the body unfelt. It must be injected in liquid form, however. The cure only goes for two months before it released through the body through bodily activities, but it is a worthy endeavour.
Name: Werewolf’s Charm*
Cost: $ 12,000 per vial (4 pills per vial)
Code: 3.10a
Type: Pill
Symptoms:
-Resistance to temperature Extremes
-Increased activity
-Slight aesthetic change
Symptoms Duration:
Average Length: 3 hours
Extra Information:
This is one of our most interesting, and most powerful drugs, yet not used on an enemy, but used on your soldiers, or yourself. However, as a note, it must be applied 6 hours before the time you wish for it to be used, since it takes a while for your body to grow into the shape. This will send signals to your brain to increase the tolerance on your body’s natural affinity to temperature – hot and cold – allowing your soldiers to travel through locations they were not familiar with. This was cited when a small Jenrakian battalion launched a raid on snowy Northern Sanduras, and being Desert folk, they were not prepared entirely, yet this drug helped immensely. Difficult to harness, amazingly tough to replicate, this pill is a high commodity and valuable on the Jenrakian military market. Also, it grows a slight layer of hair on parts originally not containing any hair at all, as well as giving the soldiers increased energy for a temporary moment.
*This is MT, and this is not made-up. There is a disease out there that I do not know the name that does do these things, but I assure you, this is a real disease, and I intend to harvest it.
*Note from Jenrak – please calculate it yourself!
Note: All Jenrakian Products are made with a special Jenrakian ingredient. Should any attempts to reproduce or synthesize any of the poisons here or modify them are prevalent, then this ingredient will prevent such research into any such poisons.
.........Jenrakian Products
.........Chemical States 1 – 3
.........Index
State 1 – Paralysis and Crowd Control
.........Small Dosage Poisons
.........Medium Dosage Poisons
.........High Dosage Poisons
State 2 – Personal and Special Targets
.........Small Dosage Poisons
State 3 – Battlefield Level Weaponry
.........All poisons in category
Introductory Information
Dosage amounts refer to the amount of dosage required to effectively cripple enemies. Whilst higher dosage poisons are generally required more, they work more effectively en masse, rather than the specialist small dose poisons that while effectively in small parts, are relatively ineffective in larger amounts.
**NOTE: Please remember to include ordering code when purchasing from the Jenrakian storefront. Also include notification whether member of said Alliance or if allied to Jenrak for any possible discounts or code changes.
State 1 – Paralysis and Crowd Control
All corporations or nations are to expect any uprising against them from a group of people who lack the view on the fact they are to be thankful to be alive, rather than gunned. Many nations whom experience this would so direly want to teach them a lesson, but good cheap labour is relatively hard to come by in the world were ‘civilized’ manners rule dominantly. Henceforth, instead of killing the insurgents, the only thing to do is teach them a lesson, to let them know who is truly in charge.
Small Dosage Poisons
Name: Ascheran Fog Level I
Cost: Barrels unavailable / $1,300 per vial (1 litre/vial)
Code: 1.10a
Type: Gas
Symptoms:
-Uncomfortable Itchiness
-Depression
-Tiredness
Symptoms Duration:
Average Length: 12h.04min.08s
Extra Information:
Ascheran Fog is literally the fog surrounding the Ascheran plains, a thick gaseous odour that barely goes away. Causing depression, tiredness and uncomfortably itching sensations, the Ascheran Fog is used as a means to demoralize enemy troops when there is no other way to demoralize them. Hence it has little to do with physical damage – it affects the mind much more.
Name: Exethus Level I
Cost: $1,200 per barrel (9 litres/barrel) / $ 400 per vial (2 litres/vial)
Code: 1.11a
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
Symptoms Duration:
Average Length: 48h.14min.26s
Extra Information:
Designed to be used as a demoralizing method on rebel water supplies, this poison is relatively useful against long sieges, to starve out the people into submission, rather than have them be actually physically be harmed by a real poison. Although causing no real long-term damage, the Exethus is good at making them surrender unconditionally due to lack of supplies. Available in vials, this is used for espionage missions where poisoning water supplies is only possible against heavily reinforced enemies. Although more expensive for less en mass, vials have the poison in a safe container, allowing prolonged effects and small portable case.
Name: Exethus Level II
Cost: $2,400 per barrel (8 litres/barrel) / $ 800 per vial (2.3 litres/vial)
Code: 1.11b
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
Symptoms Duration:
Average Length: 104h.28min.11s
Extra Information:
The only difference between the Exethus in levels I and II are the duration for the poison length. Should there be an extra more days required, this hardier poison will be effective. However, while the symptoms do last longer, they are fairly less extreme than Level I Exethus.
Name: Eastern Gas Level I
Cost: $1,650 per barrel (4 litres/barrel) / $1,300 per vial (1 litre/vial)
Code: 1.12a
Type: Liquid
Symptoms:
-Vomiting
-Hacking Cough
-Tiredness
Symptoms Duration:
Average Length: 4h.57min.14s
Extra Information:
Eastern Gas’s are mined exclusively from Jenrak’s inhospitable eastern front, dwelling right into Ascheran boundaries. While a relative weak poison and fairly shortened, the compounds found within this gas are known to clean metal and wood with a seemingly grown tarnish, keeping wood and metal once wiped with it staying clean and in peak condition. Thus, it is used for maintaining vehicles and appliances as a much more effective (albeit expensive) version of polishing.
Medium Dosage Poisons
Name: Eastern Gas Level II
Cost: $2,650 per barrel (4 litres/barrel) / $2,300 per vial (1 litre/vial)
Code: 1.22b
Type: Liquid
Symptoms:
-Vomiting
-Hacking Cough
-Tiredness
-Droopiness
-Migraines
Symptoms Duration:
Average Length: 6h.57min.14s
Extra Information:
Adding an exact two hours, the stronger variety of the Eastern Gas utilizes a special chemical catalyst that leeches off from the victim, causing a bacterial infection while leading to severe tiredness. While still a formidable polish, this gas slowly transforms into a weapon.
Name: Eastern Gas Level III
Cost: $3,650 per barrel (4 litres/barrel) / $3,300 per vial (1 litre/vial)
Code: 1.22c
Type: Gas
Symptoms:
-Vomiting
-Hacking Cough
-Tiredness
-Droopiness
-Migraines
-Difficult to concentrate
-Lowered Body Temperature
-Sensitive Skin
-Muscle Spasms
Symptoms Duration:
Average Length: 6h.57min.14s
Extra Information:
Jenrak’s favourite deployed chemical, the Eastern Gas is a strong, violent chemical that begins to lodge it self deep into the opponent’s legs, slowly eating away at the flesh for nearly 7 whole hours, while inducing a series of unpleasant symptoms throughout the body. While some reports of the Eastern Gas have been found to have rendered victims handicapped, it usually leaves little damage, thereby being an effective ‘demonstration’ device. While it can still be used as an amazingly effective polisher, the fumes emanating from it during application can certainly be dangerous.
High Dosage Poisons
Name: Exethus Level III
Cost: $3,200 per barrel (9 litres/barrel) / $ 1,200 per vial (2 litres/vial)
Code: 1.31c
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
-Closing of the Larynx
-Peeling Skin
Symptoms Duration:
Average Length: 12h.0min.0s
Extra Information:
The Exethus is a much more lethal poison in its third stage, effectively closing the Larynx, making it impossible to speak, and extremely difficult for any air to reach the lungs. Peeling skin increases chances of infection, and lack of oxygen from the previous symptoms could certainly make fighting off infections difficult. As infamously quoted by its creator, “This drop of sunshine will never kill you, but the neighbours will.”
Name: Exethus Level IV
Cost: $4,400 per barrel (8 litres/barrel) / $ 2,000 per vial (2.3 litres/vial)
Code: 1.31d
Type: Liquid
Symptoms:
-Diarrhoea
-Bloody Noses
-Muscle Tension
-Sore Shoulders
-Sore Throat
-Closing of the Larynx
-Peeling Skin
-Calves bursting
Symptoms Duration:
Average Length: 12h.0min.0s
Extra Information:
“They can never run.” Is the note of the final stage of the Deadly Exethus poison. Lasting an exact twelve hours, not only does it become unbearable to live, but also extremely excruciating. While used often to dissent ringleaders of certain mobs, it is also used previously on revolted captured prisoners of war in Jenrak. The strongest of the poisons, it causes a chemical reaction in the body, making a small explosion during a certain period of time causing the calves and most of the hamstrings in the both legs to be entirely unusable.
State 2 – Personal and Special Targets
A bullet leaves a wound, a knife leaves a cut. Poison, however, can be changed to look completely innocent, entirely natural, and harmless. Killing enemies can be done from afar as well, through either poisonous mail, dirtying a drink or dashing a couple on their thanksgiving turkey. Either way, assassination has been found to be much cleaner with the use of chemical and biological weapons, and sometimes, can be much more painful and messier as well.
Name: Enkur’s Tear
Cost: $ 7,000 per vial (.5 litres/vial)
Code: 2.00a
Type: Liquid / Pills / Powder
Symptoms:
-Bloody Vomiting
-Migraines
-Bleeding Fingers
-Temporary Blindness
-Bloody Nose
-Extreme Itchiness
-Lowered White Blood Cell count
-Rapid Cell growth
Symptoms Duration:
Average Length: 30min (Longest recorded victim survival)
Extra Information:
While it can kill in seconds, entirely of water deprivation in the body, the Enkur’s Tear, named infamously after Jenrak’s great god of pain, turns the occasional 15 seconds of the victim’s life into a complete nightmare, resulting in vomiting, blood pouring out through the fingernails, rashes and extreme itchiness in the skin. Used by Elite Assassins everywhere in Jenrak, the Enkur’s Tear is extremely hard to detect, causing massive tumours and extreme amounts of cancerous cells, therefore body analysts assume the damage done to be part of cancer or tumours. While lethal, the tear cannot be transferred from person to person. Therefore, should someone mix blood with someone else who has been affected with the tear, the disease will be too strained to ‘enter new territory’.
Name: Ciranaar’s Saliva
Cost: $ 7,000 per vial (.5 litres/vial)
Code: 2.01a
Type: Liquid
Symptoms:
-Lowered White Blood Cell count
-Extreme blood temperature rise
-Sharp deposits develop in stomach wall
-Stomach wall muscle spasms
Symptoms Duration:
Average Length: 2h
Extra Information:
Although a pungent, greenish look and an arid smell, once the saliva is placed into the blood stream it inevitably beings its mission. However, the mission for the Saliva is not to kill, but to have the body implode on itself. By going into the blood stream, it burns off sharp deposits off the spinal cord, carrying it with it, cutting off entire nerves at a time, but then it sticks to the stomach wall, causing spasms throughout the body, as the deposits cut the stomach wall, allowing the lethal stomach acid to eat the person inside out. While the disease could have a cure, the fact that the stomach acid burnt through the entire body does not. Hence, the person is inside out by only himself.
State 3 – Battlefield Level Weaponry
All poisons in category.
Name: Night Lord’s Urine
Cost: $ 2,000 per barrel (3 litres/barrel) / $1,000 per vial (1 litre/vial)
Code: 3.01a
Type: Gas
Symptoms:
-Permanent Blindness
Symptoms Duration:
Average Length: Forever
Extra Information:
Similar to the gas used in the defence of Jenrak, the Night Lord’s Urine is a powerful gas that carries essential protein that do not develop properly and begin to deposit in the optic nerve, the wire that controls the signals sent to the brain from the eye. By also depositing behind the retina as well, it begins to cause permanent blindness in a matter of minutes, to an entire day long, depending on the healthiness of the applied victim. However, it is best used against an unsuspecting foe, however, as a cure has been procured.
Name: Night Lord’s Urine Cure
Cost: $ 8,000 per barrel (3 litres/barrel) / $3,000 per vial (1 litre/vial)
Code: 3.01b
Type: Liquid
Symptoms:
-Prevents Night Lord’s Urine
-May cause stomach cramps and Diarrhoea
Symptoms Duration:
Average Length: 2 months
Extra Information:
While the Night Lord’s permanent blindness system is unstoppable once completely taken over, it is possible to vaccinate troops or civilians with the vaccine to prevent the possible occurrence if the enemy does have the Night Lord’s Urine in their possession. By vaccinating your soldiers, the dangerous, and erratic proteins that are placed into the person will harmlessly break up, but the break-up of the protein may not go well with the body, and cause stomach cramps and diarrhoea, assuming the virus was fought. Otherwise, it goes around the body unfelt. It must be injected in liquid form, however. The cure only goes for two months before it released through the body through bodily activities, but it is a worthy endeavour.
Name: Werewolf’s Charm*
Cost: $ 12,000 per vial (4 pills per vial)
Code: 3.10a
Type: Pill
Symptoms:
-Resistance to temperature Extremes
-Increased activity
-Slight aesthetic change
Symptoms Duration:
Average Length: 3 hours
Extra Information:
This is one of our most interesting, and most powerful drugs, yet not used on an enemy, but used on your soldiers, or yourself. However, as a note, it must be applied 6 hours before the time you wish for it to be used, since it takes a while for your body to grow into the shape. This will send signals to your brain to increase the tolerance on your body’s natural affinity to temperature – hot and cold – allowing your soldiers to travel through locations they were not familiar with. This was cited when a small Jenrakian battalion launched a raid on snowy Northern Sanduras, and being Desert folk, they were not prepared entirely, yet this drug helped immensely. Difficult to harness, amazingly tough to replicate, this pill is a high commodity and valuable on the Jenrakian military market. Also, it grows a slight layer of hair on parts originally not containing any hair at all, as well as giving the soldiers increased energy for a temporary moment.
*This is MT, and this is not made-up. There is a disease out there that I do not know the name that does do these things, but I assure you, this is a real disease, and I intend to harvest it.
*Note from Jenrak – please calculate it yourself!