Difference between revisions of "Luciferium"

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<includeonly>''Main Article: [[Luciferium]]''</includeonly>
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{{Infobox main|drug
<noinclude>{{Define|Drug
+
| name = Luciferium
 +
| image = Luciferium b.png
 +
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.<br>After the first dose, there is no way to get the mechanites out, ever.<br>On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
 +
<!-- Base Stats -->
 +
| type = Drug
 +
| type2 = Medical Drug
 +
| tech level = Ultra
 +
| marketvalue = 70
 +
| stack limit = 150
 +
| mass base = 0.01
 +
| hp = 50
 +
| deterioration = 2
 +
| flammability = 1
 +
| rotatable = false
 +
| path cost = 14
 +
<!-- Ingestion -->
 +
| addictiveness = 1
 +
| max num to ingest at once = 1
 +
<!-- Technical -->
 +
| defName = Luciferium
 +
| drug category = Medical
 +
| food preference = NeverForFood
 +
| is pleasure drug = false
 +
| preferability = NeverForNutrition
 +
<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
| def name = Luciferium
 
| description = A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects.
 
| deterioration rate base = 2.0
 
 
| draw gui overlay = true
 
| draw gui overlay = true
| flammability base = 1.0
 
| food preference = NeverForFood
 
 
| graphic class = Graphic_StackCount
 
| graphic class = Graphic_StackCount
 
| graphic path =  Things/Thing/Drug/Luciferium
 
| graphic path =  Things/Thing/Drug/Luciferium
 
| label = luciferium
 
| label = luciferium
| market value base = 120
 
| max hit points base = 50
 
| max num to ingest at once = 1
 
| nutrition base = 0
 
 
| parent name = DrugPillBase
 
| parent name = DrugPillBase
| path cost = 15
 
| preferability =
 
 
| resource readout priority = Last
 
| resource readout priority = Last
| rotatable = false
 
 
| selectable = true
 
| selectable = true
 
| social properness matters = true
 
| social properness matters = true
| sound eat =
 
| stack limit = 400
 
| taste =
 
| tech level = spacer
 
 
| thing class = Drugs
 
| thing class = Drugs
| ticker type =
 
 
| use hit points = true
 
| use hit points = true
| work to make base = 10
+
<!-- Drug Parameters -->
<!--
+
| blood filtration offset = 0.7
- Drug Parameters -->
 
| addictiveness = 1.0
 
| blood filtration factor =
 
| blood filtration offset = 0.70
 
| blood pumping factor = 
 
 
| blood pumping offset = 0.15
 
| blood pumping offset = 0.15
| breathing factor = 
+
| breathing offset = 0.1
| breathing offset = 0.10
 
| consciousness factor =
 
 
| consciousness offset = 0.1
 
| consciousness offset = 0.1
| drug category = medical
+
| digestion offset = 0.2
| global work speed offset =
 
| hearing factor = 
 
| hearing offset =
 
| hunger factor =
 
| hunger offset =
 
| is pleasure drug = false
 
| joy kind =
 
| joy offset =
 
| manipulation factor = 
 
| manipulation offset =
 
| metabolism factor = 
 
| metabolism offset = 0.2
 
| moving factor = 
 
 
| moving offset = 0.05
 
| moving offset = 0.05
| pain factor = 0.80
+
| pain factor = 0.8
| pain offset =  
+
| sight offset = 0.15
| rest fall factor =
+
}}
| rest offset =
+
'''Luciferium''' is a rare, powerful, expensive and dangerous [[drug]] that can heal permanent injuries, [[Ailments#Chronic|chronic health conditions]], and helps fight disease, but will kill its user if not taken regularly.
| sight factor =
+
 
| sight offset = 0.20
+
== Acquisition ==
| talking factor =
+
Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from pirate [[Raiders]].
| talking offset =
+
 
 +
== Summary ==
 +
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:
 +
* While addicted to the drug.
 +
* While withdrawing from the drug.
 +
 
 +
=== Luciferium Addiction ===
 +
* Improved [[blood filtration]] ({{+|70%}})
 +
* Improved [[digestion]] ({{+|20%}})
 +
* Improved [[blood pumping]] ({{+|15%}})
 +
* Improved [[sight]] ({{+|15%}})
 +
* Improved [[consciousness]] ({{+|10%}})
 +
* Improved [[breathing]] ({{+|10%}})
 +
* Improved [[moving]] ({{+|5%}})
 +
* Reduced [[pain]] ({{Good|x80%}})
 +
* 1 Scar/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness){{Check Tag|Purely random?|Is that the selection of the injury/ailment random? If it is, note it explicitly. If its not, the order should be noted.}}
 +
* If a pawn is not addicted: {{+|100%}} luciferium need
 +
* If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])
 +
Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.
 +
 
 +
Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.
 +
 
 +
=== Withdrawal ===
 +
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:
 +
* Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait)
 +
* Impaired [[consciousness]] ({{Bad|80% Max}})
 +
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'')
 +
* Death (''{{MTB}} of 10 days'')
 +
 
 +
Death is caused by the brain being instantly destroyed, meaning that the [[Genes#Deathless|Deathless gene]]{{BiotechIcon}} does not protect against it.
 +
 
 +
{{Heal Option Table}}
  
}}
+
== Analysis ==
'''Luciferium''' is a rare, powerful, expensive and dangerous drug that can either be purchased, dropped by raiders or found in [[Ancient shrine]]. There is no way to produce it. Luciferium's main use is to save one's life with a dramatic blood filtration improvement, but it also affects most of the other capacities. Additionally, Luciferium can heal old scars or permanent injuries, as long as the part is not destroyed or missing. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
+
Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer [[healer mech serum]] or DLC-exclusive options such as the [[biosculpter pod]] {{IdeologyIcon}}, the Scarless [[gene]] ,{{BiotechIcon}} or the [[Unnatural healing]] ability.{{AnomalyIcon}} Some other ailments require long-term and potentially ineffective medicial treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases [[Immunity Gain Speed]], which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the [[#Healing method table|healing method table]] or the page of the ailment in question.
 +
 
 +
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the [[ship launch]] or the [[Royal Ascent]] quest {{RoyaltyIcon}}. Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.
  
Luciferium has to be taken every 6.667 days, otherwise the mechanites in Luciferium will lose cohesion, and a violent and possibly fatal withdrawal will begin. In order to safely prevent this, create a Luciferium drug policy which is set not to satisfy addiction, but instead to take it every 6 days, and pocket 1 extra so that it can be taken as soon as possible.
+
Lucifierium isn't ''too'' expensive. 10 doses of luciferium costs a [[market value]] of {{icon small|silver||{{#expr:{{P|Market Value Base}}*10}}}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium can be tolerated even if you don't need its medical properties.  
 +
Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits.  
  
 
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
 
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
  
Luciferium addiction cannot be removed with the [[healer mech serum]] and a colonist resurrected via the [[resurrector mech serum]] will remain addicted.
+
=== Luciferium management ===
 +
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their [[drug policy|drug assignment]] to take one pill every 6 days does '''NOT''' work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn.  
  
=== Detailed Effects ===
+
Instead, for all adult pawns that take luciferium, players should use the "take for addiction" setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, "take for addiction" can be used for safety, though note that it can waste a small amount of dosage.
* Improved blood filtration (+70%)
 
* Improved metabolism (+20%)
 
* Improved blood pumping (+15%)
 
* Improved sight (+15%)
 
* Improved consciousness (+10%)
 
* Improved breathing (+10%)
 
* Improved moving (+5%)
 
* Reduced pain (x80%)
 
* 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15,000 - 30,000 seconds)
 
  
=== Side Effects ===
+
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.
  
Luciferium has no side-effects other than the withdrawal symptoms.
+
Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]] will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets.
  
==Withdrawal Symptoms==
+
=== Raider farming ===
Luciferium withdrawal is the worst out of any drug, as it's the only drug that will eventually kill if not taken regularly. Although it doesn't have as sizable of an impact in terms of capacities compared to drugs such as psychite, wake-up or go-juice, luciferium withdrawal is always fatal. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium. Typical withdrawal symptoms include ''very'' frequent berserk mental breaks, acute pain, and impaired consciousness. Advanced withdrawal symptoms include death in an average time of 10 days after withdrawal starts. Unlike other withdrawals, Luciferium withdrawal doesn't directly affect mood.  Instead, it indirectly affects mood with the 'Acute Pain' thought.
+
It is possible to give prisoners luciferium to make them addicted, if the prisoner leaves the map title safely, they may reappear in future raids and bring two or three doses of luciferium with them.
  
'''Detailed Symptoms'''
+
== Trivia ==
* Acute pain (+40%)
+
* Luciferium is considered to be in the [[Lore#Tech_levels|"Ultra" tech level]].
* Impaired consciousness (80% max)
+
* Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, "The Devil's Bargain," is a further hint to this; and, indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.
* Berserk mental breaks (''mtb of 0.4 days'')
 
* Death (''mtb of 10 days'')
 
</noinclude>
 
<includeonly>
 
{|class = "wikitable c03"
 
|-
 
!colspan="2" scope="col" style="text-align: left" | Drug info
 
|-
 
|Addictiveness || 100%
 
|-
 
|Market value || $120.00
 
|-
 
|Hit points || 50
 
|-
 
|Work to make || n/a
 
|}
 
  
{|class = "wikitable c03"
+
== Gallery ==
|-
+
<gallery>
!colspan="2" scope="col" style="text-align: left" | Drug effects
+
Luciferium a.png|One luciferium
|-
+
Luciferium b.png|Stack of luciferium
|Blood filtration || +70%
+
</gallery>
|-
+
 
|Blood pumping || +15%
+
== Version history ==
|-
+
* [[Version/0.15.1279|0.15.1279]] - Added.
|Breathing || +10%
+
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing [[Frail]]. Now, lucifierum can remove all chronic health conditions.
|-
+
* [[Version/1.1.2610|1.1.2610]] - Reduced market value from 120 to 70.
|Consciousness || +25%
+
* [[Version/1.4.3523|1.4.3523]] - Luciferium now causes death from brain destruction, meaning the [[Genes#Deathless|deathless]] [[gene]] {{BiotechIcon}} cannot stop it.
|-
 
|Hearing || +20%
 
|-
 
|Metabolism || +20%
 
|-
 
|Moving || +25%
 
|-
 
|Pain || x80%
 
|-
 
|Sight || +20%
 
|}
 
</includeonly>
 
  
<noinclude>
 
 
{{nav/drugs}}
 
{{nav/drugs}}
</noinclude>
+
 
 +
[[Category:Drug]] [[Category:Medical Drug]]

Latest revision as of 22:41, 30 September 2024

Luciferium

Luciferium

A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.
After the first dose, there is no way to get the mechanites out, ever.
On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.

Base Stats

Type
DrugMedical Drug
Tech Level
Ultra
Market Value
70 Silver
Stack Limit
150
Mass
0.01 kg
HP
50
Deterioration Rate
2
Flammability
100%
Rotatable
False
Path Cost
14 (48%)

Ingestion

Addictiveness
100%
Maximum To Ingest
1
Technical
defName
Luciferium
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
Medical
Is Pleasure Drug
false


Luciferium is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, chronic health conditions, and helps fight disease, but will kill its user if not taken regularly.

Acquisition[edit]

Luciferium cannot be crafted, and must be either acquired through trade, as a quest reward, found in ancient shrines, or looted from pirate Raiders.

Summary[edit]

Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:

  • While addicted to the drug.
  • While withdrawing from the drug.

Luciferium Addiction[edit]

Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying healer mech serum or resurrector mech serum. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.

Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.

Withdrawal[edit]

As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:

Death is caused by the brain being instantly destroyed, meaning that the Deathless geneContent added by the Biotech DLC does not protect against it.

Healing method table

Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter podsContent added by the Ideology DLC may help, but each has its own unique list of what it can and cannot cure.

The full comparison table between healing methods is collapsed due to length. Expand to view.

Condition Transplant Bionics Healer mech serum Luciferium Biosculpter podContent added by the Ideology DLC ScarlessContent added by the Biotech DLC Unnatural healingContent added by the Anomaly DLC ChronophagyContent added by the Anomaly DLC
Alzheimer's Ex.png Ex.png Check.png Check.png Ex.png Check.png Check.png Check.png
Artery blockage Check.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Asthma Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC[One]
Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Ex.png
Bad back Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Carcinoma Ex.png Check.png Check.png Check.png Ex.png Check.png Check.png Check.png
Cataracts Ex.png Check.png[One] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png
Dementia Ex.png Ex.png Check.png Check.png Ex.png Check.png Check.png Check.png
Frail Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png
Hearing loss Ex.png Check.png[One] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png
Chemical damage
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Chemical damage
- Other
Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Cirrhosis Check.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Toxic buildup Ex.png Ex.png Check.png Check.png Ex.png Ex.png Check.png Ex.png
Blood loss Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Food poisoning Ex.png Ex.pngContent from Rimworld core game only
Ex.pngContent added by the Royalty DLC[Prev]
Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Trauma savant Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Resurrection psychosis Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Blindness Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both] Check.png[Both] Check.png[Both] Ex.png
Sterilized Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Damaged
- Heart
Check.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Liver
Check.png Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Kidney/Lung
Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Digits/Eyes/Ears/Tongue
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Jaw
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Limbs/Stomach/Spine
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Nose
Ex.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Royalty DLC
Check.png Ex.png Check.png Ex.png Check.png Ex.png
Scars
- Brain/Neck/Torso
Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png
Scars
- Limbs/Eyes
Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Luciferium need Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png
Addictions Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Malaria Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Sleeping sickness Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Flu Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Plague Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Gut worms Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Muscle parasites Ex.png Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Infection
- Limbs/Eyes
Ex.png Check.png Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Infection
- Other
Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Fibrous mechanites Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Sensory mechanites Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Paralytic abasia Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Scaria Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Blood rot Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Organ decay
- Lung
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC/Content added by the Anomaly DLC
Check.png[One] ? Ex.png Check.png[One] Check.png Ex.png
Organ decay
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png[One] ? Ex.png Check.png[One] Check.png Ex.png
Organ decay
- Heart
Check.png Check.png Check.png ? Ex.png Check.png Check.png Ex.png
Revenant hypnosisContent added by the Anomaly DLC ? ? Check.png ? ? ? Check.png Ex.png
Duplicate sicknessContent added by the Anomaly DLC ? ? Check.png[Note 1] ? ? ? Check.png[Note 1] Ex.png
Crumbling mindContent added by the Anomaly DLC ? ? Check.png[Note 2] ? ? ? Check.png[Note 2] Ex.png
Bliss lobotomyContent added by the Anomaly DLC ? ? Check.png ? ? ? Check.png Ex.png
Cube comaContent added by the Anomaly DLC ? ? ? ? ? ? ? Ex.png
Psychically deadContent added by the Anomaly DLC ? ? Ex.png ? ? ? Ex.png Ex.png
InhumanizedContent added by the Anomaly DLC ? ? Ex.png ? ? ? Ex.png Ex.png
^Both Heals both relevant organs if condition is present in both.
^One Heals only one organ, even if condition is present in both.
^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.
^Note 1 This only heals the pawn it is applied to. The other pawn that gained duplicate sickness with this pawn must be separately healed.
^Note 2 This condition can only be cured before it reaches its final stage, "crumbled mind". Once it has, it becomes permanently incurable.

Analysis[edit]

Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer healer mech serum or DLC-exclusive options such as the biosculpter pod Content added by the Ideology DLC, the Scarless gene ,Content added by the Biotech DLC or the Unnatural healing ability.Content added by the Anomaly DLC Some other ailments require long-term and potentially ineffective medicial treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases Immunity Gain Speed, which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the healing method table or the page of the ailment in question.

In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the ship launch or the Royal Ascent quest Content added by the Royalty DLC. Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.

Lucifierium isn't too expensive. 10 doses of luciferium costs a market value of Silver 700 silver and can sustain a human for a year. If you can get a consistent source of trade and income, luciferium can be tolerated even if you don't need its medical properties. Keeping many colonists addicted is difficult, as faction bases and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits.

Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.

Luciferium management[edit]

Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their drug assignment to take one pill every 6 days does NOT work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn.

Instead, for all adult pawns that take luciferium, players should use the "take for addiction" setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, "take for addiction" can be used for safety, though note that it can waste a small amount of dosage.

When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having transport pods available to launch additional doses in an emergency is also advisable.

Putting a pawn into a cryptosleep casket or a biosculpter pod will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for ancient shrines, as they have ancient cryptosleep caskets.

Raider farming[edit]

It is possible to give prisoners luciferium to make them addicted, if the prisoner leaves the map title safely, they may reappear in future raids and bring two or three doses of luciferium with them.

Trivia[edit]

  • Luciferium is considered to be in the "Ultra" tech level.
  • Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, "The Devil's Bargain," is a further hint to this; and, indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.

Gallery[edit]

Version history[edit]

  • 0.15.1279 - Added.
  • 1.1.0 - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.
  • 1.1.2610 - Reduced market value from 120 to 70.
  • 1.4.3523 - Luciferium now causes death from brain destruction, meaning the deathless gene Content added by the Biotech DLC cannot stop it.