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}} | ||
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== Version history == | == Version history == |
Revision as of 15:28, 24 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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
- Tech Level
- Industrial
- 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
- Required Research
- Mind-numb serum
- Skill Required
- Crafting 3
- Work To Make
- 1,320 ticks (22 secs)
- Work Speed Stat
- Drug Synthesis Speed
- 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, so have your sanguophages dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as mechanoids or Impids.
Version history
- Anomaly DLC Release - Added.