Difference between revisions of "Medicine"
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== Efficiency == | == Efficiency == | ||
− | Superior to | + | Superior to herbal medicine but inferior to [[glitterworld medicine]]. |
Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound). | Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound). |
Revision as of 21:48, 13 March 2019
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 an item used in doctoring.
Acquisition
Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using 3 cloth , herbal medicine and neutroamine (skill requirement: medicine 6+ and crafting 3+, the pawn must also be capable of intellectual work).
Efficiency
Superior to herbal medicine but inferior to glitterworld medicine.
Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound).
Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant or drug-enhanced then you can guarantee 100% success rate for most surgeries.
It is adequate against plague and malaria with ordinary beds so long as the patients are resting full time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+.
Version history
In 1.0 it received a new description.