Drunk Dragon is a Gnome cocktail that can be made at level 32 Cooking, granting 160 Cooking experience. It heals 200 to 640 life points depending on the player's Constitution level, lowers Attack by 4 levels, and raises Strength by 5 levels.
The minimum Constitution level to receive the full amount of healing from this food is 32.
Enter your Constitution level | name=skillstat_Constitution_level|type=int|value=1|range=9,99|size=4|sublist=calchealing |
name=healing|type=output |
variables=skillstat_Constitution_level
calchealing|
let(minLevel, 32) let(healAmount, 0) let(healAmountOutOfCombat, 0) let(healOverTimeAmount, 0) let(healOverTimeDuration, 0) let(constitutionLevel, skillstat_Constitution_level)
let(pointsPerLevel, 25) if(healAmount){
let(pointsPerLevel, healAmount / minLevel)
}
if(constitutionLevel < minLevel){
let(heal, constitutionLevel * pointsPerLevel)
}{
let(heal, minLevel * pointsPerLevel)
}
let(heal, floor(heal + 0.000001)) let(healing,"This will heal " + heal + " life points at level " + constitutionLevel + " in combat.")
if(healOverTimeAmount){
let(healing, healing + " It will heal an additional " + healOverTimeAmount + " life points over " + healOverTimeDuration + " seconds.")
}
if(healAmountOutOfCombat){
let(pointsPerLevelOutOfCombat, healAmountOutOfCombat / minLevel) if (constitutionLevel < minLevel){ let(healOutOfCombat, constitutionLevel * pointsPerLevelOutOfCombat) }{ let(healOutOfCombat, minLevel * pointsPerLevelOutOfCombat) } let(healOutOfCombat, floor(healOutOfCombat + 0.000001)) let(healing, healing + " It will heal " + healOutOfCombat + " life points while out of combat.")
}
Mixing[]
Drunk Dragon | |
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Cooking level | 32 |
Cooking XP | 160 |
Burn level | 32 |
Utensils | Knife, Cocktail shaker |
Ingredients | Vodka, Gin, Dwellberries, Pot of cream, Pineapple, Cocktail glass |
Range only | Yes |
Instructions | |
To make Drunk Dragon:
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Store locations[]
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Seller | Location | Cost | Currency | Base stock | Members? |
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Disassembly[]
Disassembly XP | 0.9 |
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Item quantity required | 1 |
Material count | 1 |
Base junk chance | 64.8% |
Possible materials | |
Often | |
Organic parts | 89% |
Sometimes | |
Crafted parts | 8% |
Rarely | |
Living components | 1% |
Healthy components | 1% |
Enhancing components | 1% |
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