Difference between revisions of "Medicine"

From RimWorld Wiki
Jump to navigation Jump to search
Line 25: Line 25:
 
| medical potency base = 1
 
| medical potency base = 1
 
| mass = 0.5
 
| mass = 0.5
 +
| beauty base = -4
 
}}</noinclude><!--
 
}}</noinclude><!--
 
--><includeonly>{{Main Article | Medicine }}</includeonly>
 
--><includeonly>{{Main Article | Medicine }}</includeonly>

Revision as of 12:49, 22 May 2021

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 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, 1 herbal medicine and 1 neutroamine (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its synthesis speed is dependent on the Intellectual skill.

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, drug-enhanced or inspired 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.