Difference between revisions of "Medicine"
(Reworded some places and faced some strange errors.) |
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{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly> | {{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly> | ||
− | '''Medicine''' is used to improve outcomes when | + | '''Medicine''' is used to improve outcomes when treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds. |
+ | |||
Healing is done by colonists with the [[skills|medicine]] skill enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor. | Healing is done by colonists with the [[skills|medicine]] skill enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor. | ||
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| image = Herbal_Medicine.png | | image = Herbal_Medicine.png | ||
| description = ''A pack of herbal concoctions typically extracted from the Xerigium plant. Less potent than industrial pharmaceuticals.'' | | description = ''A pack of herbal concoctions typically extracted from the Xerigium plant. Less potent than industrial pharmaceuticals.'' | ||
− | | information = Herbal Medicine is a cheaper and easier to obtain form of medicine | + | | information = Herbal Medicine is a cheaper and easier to obtain form of medicine. This is the only medicine that can be obtained via farming [[Xerigium]], generally making it very useful for new colonies with limited silver. It serves with most of the functions of normal medkits with the exception of not being as effective as medkits. However, it cannot serve as materials for a [[hospital bed]]. |
| tags = | | tags = | ||
{{Tag/Chance for Good Treatment | 0.85 }} | {{Tag/Chance for Good Treatment | 0.85 }} |
Revision as of 03:43, 19 June 2015
Medicine
A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
- Type
- Medical Item – Medicine
- Stack Limit
- 25
Base Stats
- Deterioration Rate
- 2
- Flammability
- 0.7
- Market Value
- 18
- Mass
- 0.5
- Max Hit Points
- 60
- Medical Potency
- 1 ... further results
Stat Modifiers
Medicine is used to improve outcomes when treating a colonist's injury(s), to remove or install body parts/replacements, and to build hospital beds.
Healing is done by colonists with the medicine skill enabled. The patient needs to have patient enabled and be in a bed. Medicine is not required, but will improve the chance of a good treatment drastically, allow for the healing of multiple small injuries in one go and double the amount of experience gained by the doctor.
Good Treatment doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
As doctoring greatly depends on both sight (70%) and manipulation (90%), having a doctor with bionic eyes and hands greatly improves the effectivity of your medicine.
Resource Shortage
No Medicine
Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees bad treatment quality from any but the most experienced and/or enhanced of doctors.
Chance for Good Treatment | ||||||||
---|---|---|---|---|---|---|---|---|
0 | 3 | 6 | 9 | 12 | 15 | 18 | 20 | |
Normally | — | — | — | — | — | — | 13% | 22% |
Medical Bed | — | — | — | — | — | 5% | 19% | 28% |
Fully Bionic Doctor | — | — | 29% | 52% | 76% | 99% | 100% | 100% |
Fully Bionic Doctor & Medical Bed | — | 3% | 36% | 60% | 84% | 100% | 100% | 100% |