Difference between revisions of "Medicine"
(Added table with importance of consciousness, sight and manipulation.) |
Luke321321 (talk | contribs) m (Added links to medicines) |
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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. 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 medikits with the exception of not being as effective as medikits. However, it cannot serve as materials for a [[hospital bed]]. | + | | information = [[Herbal Medicine|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 medikits with the exception of not being as effective as medikits. 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 }} | ||
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| image = Glitterworld Medicine.png | | image = Glitterworld Medicine.png | ||
| description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].'' | | description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].'' | ||
− | | information = Glitterworld medicine can be [[trade|bought]] from traders. Each one comes with a copy of ''Doctoring for Dummies'', giving even colonists without any skill a high chance for a good treatment. | + | | information = [[Glitterworld Medicine|Glitterworld medicine]] can be [[trade|bought]] from traders. Each one comes with a copy of ''Doctoring for Dummies'', giving even colonists without any skill a high chance for a good treatment. |
| tags = | | tags = | ||
{{Tag/Chance for Good Treatment | 1.8 }} | {{Tag/Chance for Good Treatment | 1.8 }} | ||
}} | }} | ||
</noinclude> | </noinclude> |
Revision as of 11:25, 10 June 2016
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 consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.
Doctoring stats | Consciousness | Sight | Manipulation |
---|---|---|---|
Base Healing Quality | - | 70% | 90% |
Healing Speed | 100% | 80% | 90% |
Surgery Success Chance | 100% | 40% | 40% |
The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.
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% |