Difference between revisions of "Herbal medicine"
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In terms of Herbal Medicine's optimal use in regards to its medical potency: herbal medicine is only really good for treating injuries, and perhaps diseases in the case that one's immunity is sufficiently far ahead of the disease progress and you want to conserve better medicines. | In terms of Herbal Medicine's optimal use in regards to its medical potency: herbal medicine is only really good for treating injuries, and perhaps diseases in the case that one's immunity is sufficiently far ahead of the disease progress and you want to conserve better medicines. | ||
− | Under no circumstances is it ''ever'' practical to use herbal medicine for surgery: you'll only have a 70% chance of succeeding a surgical operation at best (before taking cleanliness and exponent factors into account), and that's with a healthy bionic trauma savant godlike doctor who is on [[luciferium]], [[go-juice]] and [[wake-up]] all at the same time | + | Under no circumstances is it ''ever'' practical to use herbal medicine for surgery: you'll only have a 70% chance of succeeding a surgical operation at best (before taking cleanliness and exponent factors into account), and that's with a healthy bionic trauma savant godlike doctor who is on [[luciferium]], [[go-juice]] and [[wake-up]] all at the same time. This results in the highest possible manipulation and consciousness you can get in the vanilla game (190% and 130% respectively). In addition to these drawbacks, herbal medicine spoils if not frozen. |
Herbal medicine can either be grown from [[healroot]] (previously known as xerigium), or purchased from neolithic traders. Herbal medicine can also be used to make medicine when combined with [[cloth]] and [[neutroamine]] at a [[drug lab]], which requires somebody who has at least 6 medicine skill and 3 crafting in order to do. | Herbal medicine can either be grown from [[healroot]] (previously known as xerigium), or purchased from neolithic traders. Herbal medicine can also be used to make medicine when combined with [[cloth]] and [[neutroamine]] at a [[drug lab]], which requires somebody who has at least 6 medicine skill and 3 crafting in order to do. |
Revision as of 20:40, 1 April 2017
Herbal medicine
A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
- Type
- Medical Item – Medicine
- Stack Limit
- 25
Base Stats
- Days To Start Rot
- 150
- Deterioration Rate
- 6
- Flammability
- 1.3
- Market Value
- 10
- Mass
- 0.35
- Max Hit Points
- 60
- Medical Potency
- 0.6 ... further results
Stat Modifiers
Herbal medicine is an organic medicine used in doctoring to improve the results of medical treatment over not using medicine at all, but is significantly less effective than medicine and glitterworld medicine.
In terms of Herbal Medicine's optimal use in regards to its medical potency: herbal medicine is only really good for treating injuries, and perhaps diseases in the case that one's immunity is sufficiently far ahead of the disease progress and you want to conserve better medicines.
Under no circumstances is it ever practical to use herbal medicine for surgery: you'll only have a 70% chance of succeeding a surgical operation at best (before taking cleanliness and exponent factors into account), and that's with a healthy bionic trauma savant godlike doctor who is on luciferium, go-juice and wake-up all at the same time. This results in the highest possible manipulation and consciousness you can get in the vanilla game (190% and 130% respectively). In addition to these drawbacks, herbal medicine spoils if not frozen.
Herbal medicine can either be grown from healroot (previously known as xerigium), or purchased from neolithic traders. Herbal medicine can also be used to make medicine when combined with cloth and neutroamine at a drug lab, which requires somebody who has at least 6 medicine skill and 3 crafting in order to do.