Difference between revisions of "User:Shadow Quill/Chems"
imported>Shadow Quill (Created page with "{{Speech |name=Tippo Felangus, the Chemist |text=Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second an...") |
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− | === [[File: | + | === [[File:Chemheater.png|Chemical Heater]] Chemical Heater === |
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature. | Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature. | ||
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!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Ash}} |
|Ingredient in [[#Lye|Lye]], [[#Charcoal|Charcoal]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. | |Ingredient in [[#Lye|Lye]], [[#Charcoal|Charcoal]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Oil}} |
|Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Perfluorodecalin|Perfluorodecalin]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such. | |Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Perfluorodecalin|Perfluorodecalin]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such. | ||
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!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Acetone}} |
|Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]] and [[#Neurine|Neurine]]. | |Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]] and [[#Neurine|Neurine]]. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Diethylamine}} |
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]]. | |A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Phenol}} |
|Ingredient in [[#Salicyclic Acid|Salicyclic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Corazone|Corazone]] and [[#Modafinil|Modafinil]]. | |Ingredient in [[#Salicyclic Acid|Salicyclic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Corazone|Corazone]] and [[#Modafinil|Modafinil]]. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Ammonia}} |
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Silver Sulfadiazine|Silver Sulfadiazine]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4) | |An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Silver Sulfadiazine|Silver Sulfadiazine]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4) | ||
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!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Saltpetre}} |
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Black Powder|Black Powder]]. (Results in 3 units instead of 5) | |Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Black Powder|Black Powder]]. (Results in 3 units instead of 5) | ||
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!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Lye}} |
|Ingredient in [[#Soap|Soap]]. | |Ingredient in [[#Soap|Soap]]. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span> | !style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Lye_Alt}} |
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3) | |Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3) | ||
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!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Silver Sulfadiazine}} |
|Burn | |Burn | ||
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage. | |On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Styptic Powder}} |
|Brute | |Brute | ||
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage. | |On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Saline-Glucose Solution}} |
|Brute, burn | |Brute, burn | ||
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. | |Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. | ||
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!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Synthflesh}} |
|Brute, burn | |Brute, burn | ||
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream. | |Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream. | ||
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!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Charcoal}} |
|Toxin | |Toxin | ||
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. | |Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. | ||
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!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Salbutamol}} |
|Suffocation | |Suffocation | ||
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | |Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | ||
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!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Bicaridine}} |
− | |||
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. | |Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. | ||
|0.4 units per tick | |0.4 units per tick | ||
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!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Kelotane}} |
− | |||
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. | |Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. | ||
|0.4 units per tick | |0.4 units per tick | ||
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!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Anti-Toxin}} |
− | |||
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. | |Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. | ||
|0.4 units per tick | |0.4 units per tick | ||
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!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Tricordrazine}} |
|All types | |All types | ||
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. | |Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. | ||
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!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Regenerative Jelly}} |
|All types | |All types | ||
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]]. | |Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Cryoxadone}} |
|All types | |All types | ||
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold. | |Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold. | ||
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!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Pyroxadone}} |
|All types | |All types | ||
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]]. | |Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Clonexadone}} |
|Clone | |Clone | ||
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. | |Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mannitol}} |
|Brain | |Brain | ||
|Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal [[Guide_to_Traumas#Mild|traumas]]. | |Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal [[Guide_to_Traumas#Mild|traumas]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#DCDCFF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#DCDCFF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Neurine}} |
|Minor brain traumas | |Minor brain traumas | ||
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor [[Guide_to_Traumas#Basic_Traumas_Without_Prefix]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]]. | |Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor [[Guide_to_Traumas#Basic_Traumas_Without_Prefix]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Salicyclic Acid}} |
|Brute | |Brute | ||
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. | |If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Oxandrolone}} |
|Burn | |Burn | ||
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. | |If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Omnizine}} |
|Brute, burn, toxin and suffocation | |Brute, burn, toxin and suffocation | ||
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. | |Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. | ||
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!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#DCDCDC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#DCDCDC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Earthsblood}} |
|All damage types | |All damage types | ||
|Very quickly heals all damage types (almost as fast as [[#Cryoxadone|Cryoxadone]]), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. | |Very quickly heals all damage types (almost as fast as [[#Cryoxadone|Cryoxadone]]), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Pentetic Acid}} |
|Radiation, toxin | |Radiation, toxin | ||
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. | |Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Perfluorodecalin}} |
|Suffocation | |Suffocation | ||
|Every tick heals 12 suffocation and deals 0.3 toxin damage. | |Every tick heals 12 suffocation and deals 0.3 toxin damage. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Atropine}} |
|Brute, burn and suffocation | |Brute, burn and suffocation | ||
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra jitter and dizziness. | |If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra jitter and dizziness. | ||
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!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Calomel}} |
|Purge | |Purge | ||
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. | |Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mutadone}} |
|Genetic | |Genetic | ||
|Instantly removes your genetic mutations. Hulks hate it! | |Instantly removes your genetic mutations. Hulks hate it! | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Potassium Iodide}} |
|Radiation | |Radiation | ||
|Reduces low radiation damage very effectively. | |Reduces low radiation damage very effectively. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Ephedrine}} |
|Stun | |Stun | ||
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter. | |Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Diphenhydramine}} |
|Histamine Overdose | |Histamine Overdose | ||
|Purges body of lethal [[#Histamine|Histamine]] and reduces jitteriness while causing minor drowsiness. | |Purges body of lethal [[#Histamine|Histamine]] and reduces jitteriness while causing minor drowsiness. | ||
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!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Oculine}} |
|Eye | |Eye | ||
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]]. | |Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]]. | ||
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!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Inacusiate}} |
|Ear | |Ear | ||
|Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3) | |Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3) | ||
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!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Epinephrine}} |
|Stun + Brute, burn, suffocation and toxin | |Stun + Brute, burn, suffocation and toxin | ||
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation. | |Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation. | ||
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!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Antihol}} |
|Alcohol | |Alcohol | ||
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. | |Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. | ||
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!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Strange Reagent}} |
|Death | |Death | ||
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.<br>If used on a living person each tick will deal 0.5 Brute and Burn damage. | |A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.<br>If used on a living person each tick will deal 0.5 Brute and Burn damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Life}} |
|Life | |Life | ||
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) | |Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) | ||
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!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Life (Friendly)}} |
|Life | |Life | ||
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) | |Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) | ||
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!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Synaptizine}} |
|Hallucination Decrease | |Hallucination Decrease | ||
|Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage. | |Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage. | ||
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!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Rezadone}} |
|Cellular Damage Healing | |Cellular Damage Healing | ||
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating genetic damage on the spot. | |Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating genetic damage on the spot. | ||
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!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Spaceacillin}} |
|Infections | |Infections | ||
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly. | |An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly. | ||
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!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Miner's Salve}} |
|Improvised Patch Healing Chem | |Improvised Patch Healing Chem | ||
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute. | |Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute. | ||
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!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Haloperidol}} |
|Anti-Drug and Light Sedative | |Anti-Drug and Light Sedative | ||
|Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). | |Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). | ||
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!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Leporazine}} |
|Body temperature | |Body temperature | ||
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled. | |This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled. | ||
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!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Corazone}} |
|Heart attack | |Heart attack | ||
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. | |Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. | ||
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!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Psicodine}} |
|Phobias and Mood | |Phobias and Mood | ||
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick. | |Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick. | ||
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!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Energized Jelly}} |
|Stun | |Stun | ||
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked. | |Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked. | ||
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!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Krokodil}} |
|Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie. | |Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie. | ||
|0.2 units per tick | |0.2 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Crank}} |
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. | |Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. | ||
|0.2 units per tick | |0.2 units per tick | ||
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!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Methamphetamine}} |
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body. | |Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body. | ||
|0.3 units per tick | |0.3 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Bath Salts}} |
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. | |Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. | ||
|0.2 units per tick | |0.2 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Aranesp}} |
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. | |The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. | ||
|0.2 units per tick | |0.2 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Happiness}} |
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". | |Suppresses phobias and fills you with ecstasic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". | ||
|0.2 units per tick | |0.2 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Modafinil}} |
|Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]]and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD. | |Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]]and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD. | ||
|0.02-0.08 units per tick | |0.02-0.08 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Space Drugs}} |
|An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]]. | |An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]]. | ||
|0.2 units per tick | |0.2 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Morphine}} |
|Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br> | |Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br> | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Stabilizing Agent}} |
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!''' | |When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!''' | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Fluorosurfactant}} |
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. | |Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Smoke}} |
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]]. | |This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]]. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Smoke Powder}} |
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. | |The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Flash Powder}} |
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. | |Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Phlogiston}} |
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. | |Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Napalm}} |
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. | |A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Sonic Powder}} |
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. | |Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Pyrosium}} |
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. | |When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. | ||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Cryostylane}} |
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. | |When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. | ||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Chlorine Trifluoride}} |
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. | |When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. | ||
|4 units per tick | |4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Sorium}} |
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. | |When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Liquid Dark Matter}} |
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. | |When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Meth Explosion}} |
|Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as [[#Black Powder|Black Powder]]. Can not explode in a body. | |Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as [[#Black Powder|Black Powder]]. Can not explode in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Black Powder}} |
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. | |When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. | ||
|0.05 units per tick | |0.05 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Nitroglycerin}} |
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) | |A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion | !style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion | ||
− | | | + | |{{RecursiveChem/Explosion}} |
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production. | |This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion | !style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion | ||
− | | | + | |{{RecursiveChem/Holy Explosion}} |
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. | |This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP | !style='background-color:#FFEE88;'|{{anchor|EMP}}EMP | ||
− | | | + | |{{RecursiveChem/EMP}} |
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]] and randomly pulses [[Hacking#Hackables|wires]]. | |This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]] and randomly pulses [[Hacking#Hackables|wires]]. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion) | !style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion) | ||
− | | | + | |{{RecursiveChem/Bee Explosion}} |
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. | |Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Teslium}} |
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]] | |Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]] | ||
|0.2 units per tick | |0.2 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock | !style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock | ||
− | | | + | |{{RecursiveChem/Tesla Shock}} |
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. | |This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Thermite}} |
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. | |A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. | ||
|0.4 units per tick | |0.4 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Barber's Aid}} |
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) | |If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
Line 838: | Line 835: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Concentrated Barber's Aid}} |
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | |If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle | !style='background-color:#FFEE88;'|{{anchor|Candle}}Candle | ||
− | | | + | |{{RecursiveChem/Candle}} |
|Creates a red candle for use in decoration or rituals. Can not react in a body. | |Creates a red candle for use in decoration or rituals. Can not react in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Carbon Dioxide}} |
|Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. | |Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Carpet}} |
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]]. | |Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]]. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Colorful Reagent}} |
|Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb". | |Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb". | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Condensed Capsaicin}} |
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. Found in pepper spray refillers. (Results in 5 units instead of 6) | |A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. Found in pepper spray refillers. (Results in 5 units instead of 6) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium | !style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium | ||
− | | | + | |{{RecursiveChem/Corgium}} |
|Creates your own Corgi! | |Creates your own Corgi! | ||
|N/A | |N/A | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Cryptobiolin}} |
|Causes confusion and dizziness. This is essential to make [[#Spaceacillin|Spaceacillin]]. | |Causes confusion and dizziness. This is essential to make [[#Spaceacillin|Spaceacillin]]. | ||
|0.6 units per tick | |0.6 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Drying Agent}} |
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) | |Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Foaming Agent}} |
|Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2. | |Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Firefighting Foam}} |
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. | |When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. | ||
|0.4 units per tick | |0.4 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Glycerol}} |
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4) | |Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4) | ||
|0.4 units per tick | |0.4 units per tick | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Impedrezene}} |
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) | |A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Quantum Hair Dye}} |
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) | |If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
Line 938: | Line 935: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam | !style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam | ||
− | | | + | |{{RecursiveChem/Metal Foam}} |
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br> | |Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br> | ||
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body. | Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body. | ||
Line 949: | Line 946: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Smart Foaming Agent}} |
|Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]]. | |Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]]. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam | !style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam | ||
− | | | + | |{{RecursiveChem/Smart Metal Foam}} |
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. | |A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide<span style="color:#808080;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide<span style="color:#808080;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Nitrous Oxide}} |
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. | |Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. | ||
|0.6 units per tick | |0.6 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification | !style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification | ||
− | | | + | |{{RecursiveChem/Gold Solidification}} |
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | |Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification | !style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification | ||
− | | | + | |{{RecursiveChem/Plasma Solidification}} |
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body. | |Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets | !style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets | ||
− | | | + | |{{RecursiveChem/Plastic Sheets}} |
|Creates Plastic sheets at a rate of 10u per Plastic sheet. | |Creates Plastic sheets at a rate of 10u per Plastic sheet. | ||
|N/A | |N/A | ||
Line 984: | Line 981: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Royal Bee Jelly}} |
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) | |Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) | ||
|0.4 units per tick | |0.4 units per tick | ||
Line 994: | Line 991: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap | !style='background-color:#FFEE88;'|{{anchor|Soap}}Soap | ||
− | | | + | |{{RecursiveChem/Soap}} |
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | |Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Sodium Chloride}} |
|Commonly known as table salt, Sodium Chloride is often used to season food.<br> | |Commonly known as table salt, Sodium Chloride is often used to season food.<br> | ||
Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles. | Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles. | ||
Line 1,005: | Line 1,002: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Space Cleaner}} |
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. | |This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Spray Tan}} |
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. | |Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Space Lube}} |
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) | |Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Sterilizine}} |
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. | |When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. | ||
|0.4 units per tick | |0.4 units per tick | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat | !style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat | ||
− | | | + | |{{RecursiveChem/Synthmeat}} |
|Creates a slab of synthetic meat. | |Creates a slab of synthetic meat. | ||
|N/A | |N/A | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Pax}} |
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work. | |Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work. | ||
|0.1 units per tick | |0.1 units per tick | ||
Line 1,066: | Line 1,063: | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Virus Rations}} |
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2) | |Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Virus Food}} |
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10) | |Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mutagenic Agar}} |
|Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2) | |Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Sucrose Agar}} |
|Used to get a [[Infections|virus]] symptom of level 4. | |Used to get a [[Infections|virus]] symptom of level 4. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Weakened Virus Plasma}} |
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5. | |Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5. | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Virus Plasma}} |
|Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2) | |Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Decaying Uranium Gel}} |
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2) | |Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Unstable Uranium Gel}} |
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6) | |Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6) | ||
|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Stable Uranium Gel}} |
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21) | |Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21) | ||
|} | |} | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Toxin}} |
|Toxin | |Toxin | ||
|Will deal 1.5 toxin damage per tick. | |Will deal 1.5 toxin damage per tick. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Chloral Hydrate}} |
|Stun, Toxin | |Stun, Toxin | ||
|A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) | |A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mindbreaker Toxin}} |
|Hallucinations | |Hallucinations | ||
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3) | |A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3) | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mute Toxin}} |
|Speech | |Speech | ||
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4) | |Makes the subject unable to speak for some time. (Results in 2 units instead of 4) | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mime's Bane}} |
|Gestures | |Gestures | ||
|Makes the subject unable to gesticulate. | |Makes the subject unable to gesticulate. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Bone Hurting Juice}} |
|Stamina Damage and Delimbing Skeletons | |Stamina Damage and Delimbing Skeletons | ||
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. | |Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Mulligan Toxin}} |
|Identity | |Identity | ||
|Randomizes the subject's appearance. | |Randomizes the subject's appearance. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Lexorin}} |
|Suffocation | |Suffocation | ||
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. | |Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Sulfonal}} |
|Knockout and Toxin | |Knockout and Toxin | ||
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. | |0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Unstable Mutagen}} |
|Mutations | |Mutations | ||
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]]. Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form. | |Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]]. Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Lipolicide}} |
|Weight Loss | |Weight Loss | ||
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | |Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Formaldehyde}} |
|Toxin | |Toxin | ||
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. | |Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Fentanyl}} |
|Toxin, brain | |Toxin, brain | ||
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. | |Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Cyanide}} |
|Toxin, oxyloss | |Toxin, oxyloss | ||
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. | |Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Carpotoxin}} |
|Toxin | |Toxin | ||
|Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]]. | |Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]]. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Zombie Powder}} |
|Fake death, stun | |Fake death, stun | ||
|Instantly[[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) | |Instantly[[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Ghoul Powder}} |
|Fake death | |Fake death | ||
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. | |Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Itching Powder}} |
|Brute, annoyance | |Brute, annoyance | ||
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]]. | |Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]]. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Slime Jelly}} |
|Toxin | |Toxin | ||
|The base reagent for slime based chemicals. Grinding [[Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. | |The base reagent for slime based chemicals. Grinding [[Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Heparin}} |
|Brute, Bleeding | |Brute, Bleeding | ||
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. | |Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Rotatium}} |
|Toxin | |Toxin | ||
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. | |After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Skewium}} |
|Toxin | |Toxin | ||
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. | |After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Anacea}} |
|Toxin and Purges Medicines | |Toxin and Purges Medicines | ||
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick. | |Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Fluorosulfuric Acid}} |
|Corrosion | |Corrosion | ||
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. | |A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Weed Killer}} |
|Toxin | |Toxin | ||
|Kills weeds and causes 1 toxin damage per tick to humans. | |Kills weeds and causes 1 toxin damage per tick to humans. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Pest Killer}} |
|Toxin | |Toxin | ||
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick. | |Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick. | ||
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|- | |- | ||
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span> | !style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span> | ||
− | | | + | |{{RecursiveChem/Plant-B-Gone}} |
|Toxin | |Toxin | ||
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick. | |A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick. |
Latest revision as of 01:26, 20 January 2022
Tippo Felangus, the Chemist says: "Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next. Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so..." |
This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.
Machinery[edit | edit source]
You have all sorts of chems here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, space lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.
Chemistry Dispensers[edit | edit source]
Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and replace the power cell. Or you can charge the machine with an inducer.
Available chemicals:
Click expand to see what chemicals are available:
Normal:
- Hydrogen
- Oxygen
- Silicon
- Phosphorus
- Sulfur
- Carbon
- Nitrogen
- Water
- Lithium
- Sugar
- Sulphuric acid
- Copper
- Mercury
- Sodium
- Iodine
- Bromine
- Ethanol
- Chlorine
- Potassium
- Aluminium
- Radium
- Fluorine
- Iron
- Welding fuel
- Silver
- Stable_plasma
Upgraded (tier 4 matter manipulator):
- Acetone
- Ammonia
- Ash
- Diethylamine
- Oil
- Saltpetre
Emagged:
- Space Drugs
- Morphine
- Toxin
- Carpotoxin
- Miner's Salve
Upgradeable parts:
Click expand to see upgrades:
- Better matter bins: greater power efficiency per unit dispensed.
- Better capacitor: faster recharging speed.
- Better power cell: larger maximum power capacity.
- Better manipulator: unlocks more chemicals at tier 4. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4.
Chemical Heater[edit | edit source]
Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature.
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.
Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.
Upgrading the laser will increase the heating/cooling speed.
ChemMaster 3000[edit | edit source]
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.
All-In-One Grinder[edit | edit source]
Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.
Smoke Machine[edit | edit source]
Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
A great alternative to smoke grenades, but easily incites lynch mobs.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.
Upgradeable parts:
Click expand to see upgrades:
- Manipulator: Unlocks the higher range settings.
- Matter bin: Increases maximum capacity.
- Capacitor: Increases efficiency.
Metabolism[edit | edit source]
When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds. When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick.
Active Pure Chemicals[edit | edit source]
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.
- Chlorine: Causes 1 brute damage per tick to a random body part.
- Copper: Can be splashed on metal sheets to create bronze sheets.
- Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
- Fluorine: Causes 1 toxin damage per tick.
- Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
- Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
- Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
- Radium: Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
- Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
- Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
- Uranium: Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
- Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.
Components[edit | edit source]
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
Name | Formula | Description |
---|---|---|
Ash ▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon Temperature 480K |
Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. |
Oil ▮ | 1 part Welding Fuel 1 part Carbon |
Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such. |
Acetone ▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine. |
Diethylamine ▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol |
A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide. |
Phenol ▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Chlorine |
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil. |
Ammonia▮ | 3 parts Hydrogen 1 part Nitrogen |
An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4) |
Saltpetre▮ | 3 parts Oxygen 1 part Potassium |
Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5) |
Lye▮ | 1 part Sodium 1 part Hydrogen |
Ingredient in Soap. |
Lye (Alternate Recipe)▮ | 1 part 1 part Water |
Ingredient in Soap. (Results in 2 units instead of 3) |
Medicines[edit | edit source]
"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.
See Guide to Medicine for more information on what to use when.
Core Healing Medicines[edit | edit source]
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).
Name | Recipe | Treatment for | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|
Silver Sulfadiazine▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
Burn | On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug. On ingestion also deals minor toxin damage. 1u heals roughly 6 burn damage. |
0.4 units per tick | N/A |
Styptic Powder▮ | 1 part Aluminium 1 part Hydrogen |
Brute | On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug. On ingestion also deals minor toxin damage. 1u heals roughly 6 brute damage. |
0.4 units per tick | N/A |
Saline-Glucose Solution▮ | 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Water |
Brute, burn | Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. | 0.2 units per tick | 60u |
Synthflesh▮ | 1 part Blood 1 part Carbon Styptic Powder 1 part Aluminium 1 part Hydrogen 1 part Silver Sulfadiazine
1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver |
Brute, burn | Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). Touch and smoke application only. Does nothing while inside a mob's bloodstream. |
0.4 units per tick | N/A |
Charcoal▮ | 1 part Sodium Chloride 1 part Chlorine 1 part Sodium 1 part Temperature 380K |
Toxin | Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. | 0.2 units per tick | N/A |
Salbutamol▮ | 1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Aluminium |
Suffocation | Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! | 0.1 units per tick | N/A |
Bicaridine▮ | 1 part Carbon 1 part Oxygen |
Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. | 0.4 units per tick | 30u | |
Kelotane▮ | 1 part Carbon 1 part Silicon |
Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. | 0.4 units per tick | 30u | |
Anti-Toxin▮ | Was completely removed from /tg/ July 2019.
|
Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. | 0.4 units per tick | 30u | |
Tricordrazine▮ | 1 part Antitoxin 1 part Nitrogen 1 part Silicon 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane
1 part Carbon 1 part Silicon |
All types | Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. | 0.4 units per tick | 30u |
Regenerative Jelly▮ | 1 part Tricordrazine 1 part Antitoxin 1 part Nitrogen 1 part Silicon 1 part Bicaridine 1 part Carbon 1 part Oxygen 1 part Kelotane 1 part Carbon 1 part Silicon 1 part Slime Jelly
Grind an unused slime extract |
All types | Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. | 0.4 units per tick | N/A |
Cryoxadone▮ | 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma |
All types | Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold. | 0.4 units per tick | N/A |
Pyroxadone▮ | 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Slime Jelly
Grind an unused slime extract |
All types | Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople. | 0.4 units per tick | N/A |
Clonexadone▮ | 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Sodium |
Clone | Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. | 0.6 units per tick | N/A |
Mannitol▮ | 1 part Hydrogen 1 part Water |
Brain | Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas. | 0.4 units per tick | N/A |
Neurine▮ | 1 part 1 part Mannitol 1 part Hydrogen 1 part Water 1 part Oxygen |
Minor brain traumas | Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin. | 0.4 units per tick | N/A |
Superior Healing Medicines[edit | edit source]
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
Name | Recipe | Treatment for | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|
Salicyclic Acid▮ | 1 part 1 part Sodium |
Brute | If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. | 0.2 units per tick | 25 Units |
Oxandrolone▮ | 1 part 3 parts Carbon |
Burn | If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. | 0.2 units per tick | 25 Units |
Omnizine▮ | Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets | Brute, burn, toxin and suffocation | Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. | 0.1 units per tick | 30 Units |
Honey▮ | Beekeeping | Brute, burn, toxin and suffocation | 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. | 1 unit per tick | N/A |
Earthsblood▮ | Grown from Ambrosia Gaia | All damage types | Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. | 0.4 units per tick | 25 Units |
Pentetic Acid▮ | 1 part 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
Radiation, toxin | Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. | 0.2 units per tick | N/A |
Perfluorodecalin▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine |
Suffocation | Every tick heals 12 suffocation and deals 0.3 toxin damage. | 0.1 units per tick | N/A |
Atropine▮ | 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Ethanol |
Brute, burn and suffocation | If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake. If overdosed it will deal toxin damage and cause extra jitter and dizziness. |
0.1 units per tick | 35 Units |
Calomel▮ | 1 part Mercury 1 part Chlorine |
Purge | Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. | 0.2 units per tick | N/A |
Mutadone▮ | 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Bromine |
Genetic | Instantly removes your genetic mutations. Hulks hate it! | 0.4 units per tick | N/A |
Unique Healing Medicines[edit | edit source]
These healing drugs perform niche functions that help against less common ailments.
Name | Recipe | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|---|
Potassium Iodide▮ | 1 part Potassium 1 part Iodine |
Radiation | Reduces low radiation damage very effectively. | 0.8 units per tick | N/A | N/A |
Ephedrine▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen |
Stun | Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter. |
0.2 units per tick | 30 Units | 25 Units |
Diphenhydramine▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Bromine |
Histamine Overdose | Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. | 0.2 units per tick | N/A | N/A |
Oculine▮ | 1 part Charcoal 1 part Carbon |
Eye | Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. | 0.1 units per tick | N/A | N/A |
Inacusiate▮ | 1 part Charcoal 1 part Carbon |
Ear | Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) | 0.4 units per tick | N/A | N/A |
Epinephrine▮ | 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine |
Stun + Brute, burn, suffocation and toxin | Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff. Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation. |
0.1 units per tick | 30 Units | N/A |
Antihol▮ | 1 part Charcoal 1 part Copper |
Alcohol | Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. | 0.4 units per tick | N/A | N/A |
Stimulants▮ | Traitor/Changeling Adrenals or Stimpack | Stun | Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50. If overdosed it will hurt stamina and deal minor toxin damage. |
0.2 units per tick | 60 Units | N/A |
Insulin▮ | Found in NanoMed Plus | Sugar Dependency | Increases sugar depletion. | 0.2 units per tick | N/A | N/A |
Strange Reagent▮ | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water |
Death | A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however. If used on a living person each tick will deal 0.5 Brute and Burn damage. |
0.4 units per tick | N/A | N/A |
Life▮ | 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water 1 part Synthflesh 1 part Blood 1 part Carbon Styptic Powder 1 part Aluminium 1 part Hydrogen 1 part Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver 1 part Blood |
Life | Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) | N/A | N/A | N/A |
Life (Friendly)▮ | 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water 1 part Synthflesh 1 part Blood 1 part Carbon Styptic Powder 1 part Aluminium 1 part Hydrogen 1 part Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Silver 1 part Sugar |
Life | Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) | N/A | N/A | N/A |
Synaptizine▮ | 1 part Sugar 1 part Lithium |
Hallucination Decrease | Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. | 0.4 units per tick | N/A | N/A |
Rezadone▮ | 1 part Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser 1 part Cryptobiolin 1 part Oxygen 1 part Potassium 1 part Copper |
Cellular Damage Healing | Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot. | 0.4 units per tick | 30 Units | N/A |
Spaceacillin▮ | 1 part Epinephrine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Cryptobiolin
1 part Oxygen 1 part Potassium |
Infections | An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. | 0.04 units per tick | N/A | N/A |
Miner's Salve▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Iron |
Improvised Patch Healing Chem | Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%. 1u heals roughly 1.5 burn+brute. |
0.16 units per tick | N/A | N/A |
Haloperidol▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium |
Anti-Drug and Light Sedative | Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). | 0.16 units per tick | N/A | N/A |
Leporazine ▮ | 1 part Copper 1 part Silicon |
Body temperature | This keeps a patient's body temperature stable. |
0.4 units per tick | N/A | N/A |
Corazone▮ | 2 parts 1 part Lithium |
Heart attack | Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. | 0.4 units per tick | N/A | N/A |
Psicodine▮ | 2 parts Mannitol 1 part Hydrogen 1 part Water 1 part Impedrezene 1 part Mercury 1 part Oxygen 2 parts Water |
Phobias and Mood | Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. | 0.1 units per tick | 30 units | N/A |
Energized Jelly▮ | 1 part Teslium 1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Slime Jelly
Grind an unused slime extract |
Stun | Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. | 0.4 units per tick | N/A | N/A |
Non-craftable Medicines[edit | edit source]
These healing drugs are used in some situations, but are otherwise uncraftable.
Name | Treatment for | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|
Dexalin▮ | Suffocation | Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots. | 0.4 units per tick | 30 Units | N/A |
Lavaland Extract▮ | Brute, burn | Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold. | 0.4 units per tick | 3 Units | N/A |
Narcotics[edit | edit source]
Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.
Name | Recipe | Description | Metabolism Rate | Overdose Threshold | Addiction Threshold |
---|---|---|---|---|---|
Nicotine▮ | Grown in tobacco or found in cigarettes. | Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. | 0.05 units per tick | 15 Units | 10 Units |
Krokodil▮ | 1 part Diphenhydramine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Bromine 1 part Morphine 2 parts Carbon 2 parts Hydrogen 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Phosphorus |
Provides messages of calmness and protection. If overdosed it will deal 0.25 Brain and Toxin damage per tick. If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie. |
0.2 units per tick | 20 Units | 15 Units |
Crank▮ | 1 part Diphenhydramine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Bromine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Lithium |
Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. | 0.2 units per tick | 20 Units | 10 Units |
Methamphetamine▮ | 1 part Ephedrine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen 1 part Hydrogen |
Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage. If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick. If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick. A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body. |
0.3 units per tick | 20 Units | 10 Units |
Bath Salts▮ | 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Space Cleaner 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water 1 part Bad Food |
Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control. If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand. If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. |
0.2 units per tick | 20 Units | 10 Units |
Aranesp▮ | 1 part Epinephrine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Atropine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Ethanol 1 part Morphine
2 parts Carbon 2 parts Hydrogen |
The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. | 0.2 units per tick | N/A | N/A |
Happiness▮ | 2 parts 1 part Epinephrine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Ethanol |
Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". | 0.2 units per tick | 20 Units | 10 Units |
Modafinil▮ | 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Sulphuric Acid |
Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage. No chance for addiction but very finicky OD. |
0.02-0.08 units per tick | Random, initially 20 but goes up or down 0.1 each tick. | N/A |
Space Drugs▮ | 1 part Lithium 1 part Mercury |
An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. | 0.2 units per tick | 30 Units | N/A |
Morphine▮ | 2 parts Carbon 2 parts Hydrogen |
Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
|
0.2 units per tick | 30 Units | 25 Units |
Pyrotechnics[edit | edit source]
The manipulation of fire and matter.
Name | Recipe | Description | Metabolism Rate |
---|---|---|---|
Stabilizing Agent▮ | 1 part Iron 1 part Oxygen |
When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! | 0.4 units per tick |
Fluorosurfactant▮ | 2 parts Carbon 2 parts Fluorine |
Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. | 0.4 units per tick |
Smoke▮ | 1 part Phosphorous 1 part Potassium |
This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent. | N/A |
Smoke Powder▮ | 1 part Phosphorous 1 part Potassium Stabilizing Agent (catalyst)
1 part Iron 1 part Oxygen |
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. | 0.4 units per tick |
Flash Powder▮ | 1 part Aluminium 1 part Potassium |
Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. | 0.4 units per tick |
Phlogiston▮ | 1 part Phosphorus 1 part Sulphuric Acid |
Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. | 0.4 units per tick |
Napalm▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Welding Fuel |
A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. | 0.4 units per tick |
Sonic Powder▮ | 1 part Oxygen 1 part Cola |
Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. | 0.4 units per tick |
Pyrosium▮ | 1 part Stable Plasma 1 part Radium |
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. | 0.2 units per tick |
Cryostylane▮ | 1 part Water 1 part Stable Plasma |
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. | 0.2 units per tick |
Chlorine Trifluoride▮ | 3 parts Fluorine 1 part Chlorine |
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. | 4 units per tick |
Sorium▮ | 1 part Carbon 1 part Mercury |
When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. | 0.4 units per tick |
Liquid Dark Matter▮ | 1 part Carbon 1 part Stable Plasma |
When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. | 0.4 units per tick |
Meth Explosion▮ | 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Hydrogen |
Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body. | N/A |
Black Powder▮ | 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur |
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. | 0.05 units per tick |
Nitroglycerin▮ | 1 part Glycerol 3 parts Corn Oil 1 part Sulphuric Acid 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 1 part Sulphuric Acid |
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) | 0.4 units per tick |
Explosion | 1 part Potassium 1 part Water |
This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. | N/A |
Holy Explosion | 1 part Potassium 1 part Holy Water |
This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. | N/A |
EMP | 1 part Iron 1 part Uranium |
This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off headsets, stuns cyborgs, disables security cameras, messes with Cybernetics and randomly pulses wires. | N/A |
Bee Explosion (Beesplosion) | 1 part 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water 1 part Radium |
Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. | N/A |
Teslium▮ | 1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock | 0.2 units per tick |
Tesla Shock | 1 part Teslium 1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Water Teslium to 474K
1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver |
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. | N/A |
Thermite▮ | 1 part Aluminium 1 part Iron |
A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. | 0.4 units per tick |
Other Reagents[edit | edit source]
These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.
Name | Formula | Description | Metabolism Rate |
---|---|---|---|
Barber's Aid▮ | 1 part 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) | 0.4 units per tick |
Bluespace Dust▮ | Grind a bluespace crystal | Occasionally causes random short distance teleportation if ingested. | 0.4 units per tick |
BZ Metabolites▮ | Breathe BZ gas | Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage, and makes them unable to communicate on the changeling hivemind channel. | 0.08 units per tick |
Concentrated Barber's Aid▮ | 1 part Barber's Aid 1 part Unstable Mutagen
1 part Chlorine 1 part Phosphorus |
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. | 0.4 units per tick |
Candle | 5 parts Liquid Gibs 5 parts Oxygen |
Creates a red candle for use in decoration or rituals. Can not react in a body. | N/A |
Carbon Dioxide▮ | 2 parts Oxygen 1 part Carbon |
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. | 0.4 units per tick |
Carpet ▮ | 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Blood |
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. | 0.4 units per tick |
Colorful Reagent▮ | 1 part Triple Citrus 1 part Lemon Juice 1 part Lime Juice 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a "rainbow bomb". | 0.4 units per tick |
Condensed Capsaicin▮ | 5 parts Ethanol 1 part Capsaicin Oil |
A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. Found in pepper spray refillers. (Results in 5 units instead of 6) | 0.4 units per tick |
Corgium | 1 part Colorful Reagent 1 part Triple Citrus 1 part Lemon Juice 1 part Lime Juice 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Strange Reagent 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets 1 part Holy Water 1 part Nutriment |
Creates your own Corgi! | N/A |
Crayon Powder | Grind a crayon | Colors floor, items and people. There are several different crayon powder colors. | 0.4 units per tick |
Cryptobiolin▮ | 1 part Oxygen 1 part Potassium |
Causes confusion and dizziness. This is essential to make Spaceacillin. | 0.6 units per tick |
Drying Agent▮ | 2 parts Stable Plasma 1 part Ethanol |
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) | 0.4 units per tick |
Foaming Agent▮ | 1 part Lithium 1 part Hydrogen |
Used in Metal Foam production. Creates 1 unit instead of 2. | 0.4 units per tick |
Firefighting Foam▮ | 1 part Stabilizing Agent 1 part Iron 1 part Oxygen 1 part Fluorosurfactant 2 parts Carbon 2 parts Fluorine 1 part Carbon |
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. | 0.4 units per tick |
Glitter▮ | Prize from arcade machines | White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gasses. Used for pranks. Can be cleaned up with the ordinary cleaning tools. | 0.4 units per tick |
Glycerol▮ | 3 parts Corn Oil 1 part Sulphuric Acid |
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) | 0.4 units per tick |
Growth Serum▮ | Fly amanita | Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body. | 0.4 units per tick |
Impedrezene▮ | 1 part Mercury 1 part Oxygen |
A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) | 0.4 units per tick |
Quantum Hair Dye▮ | 1 part Colorful Reagent 1 part Triple Citrus 1 part Lemon Juice 1 part Lime Juice 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium 1 part Space Drugs 1 part Lithium 1 part Mercury 1 part Radium |
If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) | 0.4 units per tick |
Laughter▮ | 1 part Sugar 1 part Banana Juice |
Causes you to laugh. (Results in 10 units instead of 2) | instant |
Magillitis▮ | Syndicate uplink | Turns monkeys and humans into gorillas after 10 cycles. | 0.4 units per tick |
Meat Product | 10 parts Liquid Gibs 10 parts Nutriment 10 parts Carbon |
Creates a slab of chemically processed meat. Can not react in a body. | N/A |
Metal Foam | 1 part Foaming Agent 1 part Lithium 1 part Hydrogen 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 3 parts Iron/Aluminium |
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets. Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body. |
N/A |
Nanomachines▮ | Roburgers | Inflicts a disease which turns the victim into a cyborg. The disease can be cured with an injection of copper. | 0.4 units per tick |
Smart Foaming Agent▮ | 3 parts Foaming Agent 1 part Lithium 1 part Hydrogen 1 part 1 part Iron |
Required to make smart metal foam. | 0.4 units per tick |
Smart Metal Foam | 1 part Smart Foaming Agent 1 part Fluorosulfuric Acid 1 part Fluorine 1 part Hydrogen 3 parts Aluminium |
A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. | N/A |
Nitrous Oxide▮ | 2 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 2 parts Oxygen |
Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. | 0.6 units per tick |
Gold Solidification | 20 parts Gold 5 parts Frost Oil |
Solidifies a large amount of liquid Gold into a bar. Can not react in a body. | N/A |
Plasma Solidification | 20 parts Plasma 5 parts Iron |
Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. | N/A |
Plastic Sheets | 5 parts Oil 1 part Welding Fuel 1 part Carbon 3 parts 2 parts Sulphuric Acid |
Creates Plastic sheets at a rate of 10u per Plastic sheet. | N/A |
Romerol▮ | Syndicate uplink | Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as zombies who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue. Can be applied with both touch and ingestion. The tumor can be removed with surgery. | instant |
Royal Bee Jelly▮ | 10 parts Unstable Mutagen 1 part Chlorine 1 part Phosphorus 40 parts Honey |
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) | 0.4 units per tick |
Serotrotium▮ | Strange seeds | Makes you randomly twitch, drool, moan and gasp. | 0.1 units per tick |
Soap | 10 parts Lye 1 part Sodium 1 part Hydrogen 10 parts Liquid Gibs |
Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. | N/A |
Sodium Chloride▮ | 1 part Chlorine 1 part Sodium |
Commonly known as table salt, Sodium Chloride is often used to season food. Exotic uses include messing with Revenants - they can't jaunt through salt piles. |
0.4 units per tick |
Space Cleaner▮ | 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Water |
This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. | 0.4 units per tick |
Spray Tan▮ | 1 part Orange Juice 1 part Oil OR 1 part Corn Oil
1 part Welding Fuel 1 part Carbon |
Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. | 0.4 units per tick |
Space Lube▮ | 1 part Oxygen 1 part Silicon |
Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) | 0.4 units per tick |
Sterilizine▮ | 1 part Charcoal 1 part Chlorine |
When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. | 0.4 units per tick |
Synthmeat | 1 part Cryoxadone 1 part 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Plasma 5 parts Blood |
Creates a slab of synthetic meat. | N/A |
Pax▮ | 1 part Mindbreaker Toxin 1 part Charcoal 1 part Hydrogen 1 part Synaptizine 1 part Sugar 1 part Lithium 1 part Water |
Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work. | 0.1 units per tick |
Synthpax▮ | Peacekeeper Cyborgs | Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick |
Dizzying Solution | Peacekeeper Cyborgs | Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs. | 0.6 units per tick |
Tranquility▮ | Gondola Meat | Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. Can be cured with Condensed Capsaicin. | 0.4 units per tick |
Liquid Electricity▮ | Ethereal blood, certain foods | Periodically electrocutes any non-Ethereals that have this in their system. | 0.4 units per tick |
Virology Recipes[edit | edit source]
These chemicals are used to mutate viruses, and have few uses beyond that.
Name | Formula | Description |
---|---|---|
Virus Rations▮ | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Synaptizine
1 part Sugar 1 part Lithium |
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2) |
Virus Food▮ | 5 parts Water 5 parts Milk |
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10) |
Mutagenic Agar▮ | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Virus Food
5 parts Water 5 parts Milk |
Used to get a virus symptom of level 3. (Results in 1 unit instead of 2) |
Sucrose Agar▮ | 1 part Mutagenic Agar 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Virus Food 5 parts Water 5 parts Milk 1 part Sugar |
Used to get a virus symptom of level 4. |
Weakened Virus Plasma▮ | 1 part 1 part Synaptizine
1 part Sugar 1 part Lithium |
Weakened variety of virus plasma. Used to get a virus symptom of level 5. |
Virus Plasma▮ | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Plasma |
Used to get a virus symptom of level 6. (Results in 1 unit instead of 2) |
Decaying Uranium Gel▮ | 1 part Virus Food 5 parts Water 5 parts Milk 1 part Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2) |
Unstable Uranium Gel▮ | 1 part 2 parts Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6) |
Stable Uranium Gel▮ | 5 part Plasma 5 part Uranium |
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21) |
There are also chemicals that do nothing, which can be found in Strange seeds. Example: Plastic Polymers.
Mutation Toxins[edit | edit source]
Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.
Name | Formula | Description |
---|---|---|
Slime Mutation Toxin▮ | Green slimes | Mutagenic chemical that transforms you into a slimeperson. |
Lizard Mutation Toxin▮ | Green slimes | Transforms you into a lizardperson. |
Stable Mutation Toxin▮ | Green slimes | Transforms you into a human. |
Advanced Mutation Toxin▮ | Black slimes | Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil. |
Toxins[edit | edit source]
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
Name | Recipe | Damage dealt | Description | Metabolism Rate | Overdose Threshold |
---|---|---|---|---|---|
Toxin▮ | Hacked NanoMed vendors, Emagged Chem Dispenser | Toxin | Will deal 1.5 toxin damage per tick. | 0.4 units per tick | N/A |
Bad Food▮ | From eating poorly made food | Toxin | Will deal 0.5 toxin damage per tick. | 0.1 units per tick | N/A |
Chloral Hydrate▮ | 3 parts Chlorine 1 part Ethanol |
Stun, Toxin | A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) | 0.6 units per tick | N/A |
Mindbreaker Toxin▮ | 1 part Charcoal 1 part Hydrogen |
Hallucinations | A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time". For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3) |
0.4 units per tick | N/A |
Mute Toxin▮ | 2 parts Uranium 1 part Water |
Speech | Makes the subject unable to speak for some time. (Results in 2 units instead of 4) | 0.4 units per tick | N/A |
Mime's Bane▮ | 1 part Mute Toxin 2 parts Uranium 1 part Water 1 part Nothing |
Gestures | Makes the subject unable to gesticulate. | 0.4 units per tick | N/A |
Bone Hurting Juice▮ | 3 parts Itching Powder 1 part Charcoal 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Milk |
Stamina Damage and Delimbing Skeletons | Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. | 0.4 units per tick | 50 Units |
Mulligan Toxin▮ | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 1 part Stable Mutation Toxin 5 part Unstable Mutation Toxin Use Radium on a green slime 10 part Blood Also found in the Traitor Uplink. |
Identity | Randomizes the subject's appearance. | Infinite | N/A |
Lexorin▮ | 1 part Sulfonal 1 part Perfluorodecalin 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Sulfur 1 part Hydrogen |
Suffocation | Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. | 0.4 units per tick | N/A |
Initropidril▮ | Poison Kit, Bioterror Spray | Cardiac Arrest | Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. | 0.2 units per tick | N/A |
Tirizene▮ | Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries | Stamina Damage | Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. | 0.4 units per tick | N/A |
Tiring Solution▮ | Peacekeeper Cyborgs | Stamina Damage | Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. | 0.6 units per tick | N/A |
Polonium▮ | Poison Kit, Bioterror Spray | Radiation | Cause significant Radiation damage over time. It's metabolized very slowly. | 0.05 units per tick | N/A |
Pancuronium▮ | Poison Kit, Emagged Medibot | Stun and Suffocation | After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. | 0.1 units per tick | N/A |
Sodium Thiopental▮ | Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot | Knockout and Stamina | Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. | 0.3 units per tick | N/A |
Sulfonal▮ | 1 part Perfluorodecalin 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Fluorine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Sulfur |
Knockout and Toxin | 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. | 0.05 units per tick | N/A |
Amanitin▮ | Destroying Angel | Delayed Toxin Damage | On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. | 0.2 units per tick | N/A |
Amatoxin▮ | Fly Amanita | Toxin Damage | Deals 2.5 toxin damage per tick. | 0.4 units per tick | N/A |
Unstable Mutagen▮ | 1 part Chlorine 1 part Phosphorus |
Mutations | Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form. | 0.4 units per tick | N/A |
Lipolicide▮ | 1 part Ephedrine 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Hydrogen 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part Mercury |
Weight Loss | Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. | 0.2 units per tick | N/A |
Coniine▮ | Death Berries, Bioterror Spray/Syringe | Toxin and breath loss | 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. | 0.024 units per tick | N/A |
Curare▮ | Poison Kit | Paralyzation, Oxygen, and Toxin | Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. | 0.05 units per tick | N/A |
Histamine▮ | Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder | Brute, toxin, oxyloss and eyesight | Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. | 0.1 units per tick | 30 Units |
Formaldehyde▮ | 1 part Ethanol 1 part Oxygen |
Toxin | Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. | 0.2 units per tick | N/A |
Venom▮ | Poison Kit, Bioterror Spray, Giant Spider bites | Brute, toxin | Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. | 0.1 units per tick | N/A |
Fentanyl▮ | 1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 647K |
Toxin, brain | Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. | 0.2 units per tick | N/A |
Cyanide▮ | 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Oxygen |
Toxin, oxyloss | Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. | 0.05 units per tick | N/A |
Carpotoxin▮ | Space Carp, Koibeans, Emagged Chem Dispenser | Toxin | Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. | 0.4 units per tick | N/A |
Zombie Powder▮ | 5 parts Morphine 2 parts Carbon 2 parts Hydrogen 5 parts Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser 5 parts Copper |
Fake death, stun | Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) | 0.4 units per tick | N/A |
Ghoul Powder▮ | 1 part Epinephrine 1 part 1 part Diethylamine 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Ethanol 1 part 1 part Chlorine 1 part Zombie Powder
5 parts Morphine 2 parts Carbon 2 parts Hydrogen 5 parts Carpotoxin Space Carp, Koibeans, Emagged Chem Dispenser 5 parts Copper |
Fake death | Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. | 0.4 units per tick | N/A |
Itching Powder▮ | 1 part Charcoal 1 part Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Welding Fuel |
Brute, annoyance | Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. | 0.2 units per tick | N/A |
Mint Toxin▮ | Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) | Conditional death | Instantly gibs fat people when ingested. | 0.4 units per tick | N/A |
Slime Jelly▮ | Grind an unused slime extract | Toxin | The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. | 0.4 units per tick | N/A |
Heparin▮ | 1 part Formaldehyde 1 part Ethanol 1 part Oxygen 1 part Sodium |
Brute, Bleeding | Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. | 0.08 units per tick | N/A |
Rotatium▮ | 1 part Teslium 1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Mindbreaker Toxin 1 part Charcoal 1 part Hydrogen 1 part Fentanyl
1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 647K |
Toxin | After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. | 0.24 units per tick | N/A |
Skewium▮ | 2 parts Rotatium 1 part Teslium 1 part Black Powder 1 part Charcoal 1 part Saltpetre 3 parts Oxygen 1 part Potassium 1 part Sulfur 1 part Silver 1 part Mindbreaker Toxin 1 part Charcoal 1 part Hydrogen 1 part Fentanyl 1 part Space Drugs 1 part Lithium 1 part Mercury Temperature 647K 2 parts Plasma |
Toxin | After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. | 0.32 units per tick | N/A |
Spewium▮ | Poison Kit | Toxin | After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses. | 0.4 units per tick | 29 Units |
Anacea▮ | 1 part Haloperidol 1 part Oil 1 part Welding Fuel 1 part Carbon 1 part Potassium Iodide 1 part Potassium 1 part Iodine 1 part Aluminium 1 part Impedrezene 1 part Mercury 1 part Oxygen 1 part Radium |
Toxin and Purges Medicines | Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. | 0.032 units per tick | N/A |
Fluorosulfuric Acid▮ | 1 part Fluorine 1 part Hydrogen |
Corrosion | A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. | 0.4 units per tick | N/A |
Weed Killer▮ | 4 parts Ammonia 3 parts Hydrogen 1 part Nitrogen 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser |
Toxin | Kills weeds and causes 1 toxin damage per tick to humans. | 0.4 units per tick | N/A |
Pest Killer▮ | 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser 4 parts Ethanol |
Toxin | Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. | 0.4 units per tick. | N/A |
Plant-B-Gone▮ | 1 part Toxin Hacked NanoMed vendors, Emagged Chem Dispenser 4 parts Water |
Toxin | A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. | 0.4 units per tick | N/A |
Lavaland Chemicals[edit | edit source]
Found primarily in Lavaland flora.
Name | Found in | Type | Description | Metabolism Rate |
---|---|---|---|---|
Entropic Polypnium▮ | Mushroom Cap (Inocybe), from tall mushrooms | Poison | 20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles. | 0.4 units per tick |
Tinea Luxor▮ | Mushroom Stem (Embershroom) | Other | Makes the consumer glow. | 0.4 units per tick |
Vitrium Froth▮ | Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) | Medicine | 80% chance to heal 1 burn and 1 brute damage each tick. | 0.4 units per tick |
Reagent Delivery[edit | edit source]
There are different ways you can apply chemicals to a person or the environment.
Under the hood[edit | edit source]
First of all, there are actually 5 different ways of delivery, called ingest, inject, vapor, touch and patch. If you are not interested in the details, you can skip to Smoke vs Foam vs others.
- Ingest and inject both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.
- Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.
- Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Styptic Powder), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.
- Patch is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.
When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the metabolism-columns on this guide.
Smoke vs foam vs others[edit | edit source]
These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.
- Pills: Can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. Holds up to 50u.
- Syringes: Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like Golems or Plasmamen), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u.
- Patches: Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Styptic Powder will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by plasmamen. Can hold up to 40u.
- Cigarettes: Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.
- Smoke: When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.
Smoke example 1: Smoke containing 20u Styptic Powder. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via touch/patch, those who inhale it will also start taking toxin damage.
Smoke example 2: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.
- Foam: When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.
Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.
Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.
- Splashing: Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u Silver Sulfadiazine at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.
- Spraying: Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.
A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.
Beyond the Dispenser[edit | edit source]
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.