Difference between revisions of "Medicine"

From RimWorld Wiki
Jump to navigation Jump to search
m (Added links to medicines)
(Changing old mentions of xerigium to healroot)
Line 66: Line 66:
 
| name        = Herbal Medicine
 
| name        = Herbal Medicine
 
| 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 Healroot plant. Less potent than industrial pharmaceuticals.''
| 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]].
+
| 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 [[Healroot]], 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 }}

Revision as of 18:23, 14 August 2016

Medicine

Medicine industrial a.png

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 ItemMedicine
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

... further results


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%

Growable Medicine

Herbal Medicine

Imported Medicine

Medikits

Glitterworld Medicine