Difference between revisions of "Mind-numb serum"

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== Analysis ==
 
== Analysis ==
 
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it.  The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums.  Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}}
 
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it.  The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums.  Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}}
 
 
When a pawn takes Mind-Numb Serum, their Mood bar becomes "locked" at the level it was at. All Thoughts are nullified. This means that pawns with the [[Psychic harmonizer]] implant can take Mind-Numb Serum when their mood is at its highest to keep their mood bar set to its maximum for the duration of the Serum. This guarantees that the Harmonizer will always be outputting its maximum benefit until the Serum expires. Mind-Numb only lasts for two days, so it would not be feasible to keep a pawn with a Psychic harmonizer always on the Serum due to the cost, but this strategy still can be used to prevent a psychic harmonizer from making a difficult situation worse. Consider using mind-numb in concert with psychic harmonizers during psychic drones, psychic ship events, or Apocriton summons.
 
  
 
== Version history ==  
 
== Version history ==  

Revision as of 15:28, 24 September 2024

Mind-numb serum

Mind-numb serum

A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.

Base Stats

Type
DrugSerum
Tech Level
Industrial
Market Value
80 Silver
Stack Limit
10
Mass
0.5 kg
HP
60
Flammability
70%
Rotatable
False
Path Cost
14 (48%)

Ingestion

Maximum To Ingest
1
Ingestion Time
100 ticks (1.67 secs)

Creation

Crafted At
Serum lab
Required Research
Mind-numb serum
Skill Required
Crafting 3
Work To Make
1,320 ticks (22 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Neutroamine 2 + Bioferrite 30
Technical
defName
MindNumbSerum
thingSetMakerTags
RewardStandardLowFreq
Preferability
NeverForNutrition
Food Preference
NeverForFood"medical" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
Drug Category
medical


The mind-numb serum is an item added by the Anomaly DLC

Acquisition

The mind-numb serum can be crafted at a Serum lab with 2 neutroamine 30 bioferrite once it has been researched. It can also occasionally be bought from traders. [Detail Needed]

Summary

When used, the mind-numb serum causes -5% consciousness and disables all thoughts for 2 days.

Analysis

Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the pyrophobia gene,Content added by the Biotech DLC so have your sanguophagesContent added by the Biotech DLC dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as mechanoids or Impids.Content added by the Biotech DLC

Version history