Difference between revisions of "Medicine"
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| stack limit = 75 | | stack limit = 75 | ||
| thing class = Medicine | | thing class = Medicine | ||
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| use hit points = true | | use hit points = true | ||
− | | deterioration rate base = | + | | deterioration rate base = 2 |
| flammability base = 1.0 | | flammability base = 1.0 | ||
− | | market value base = | + | | market value base = 18 |
− | | max hit points base = | + | | max hit points base = 60 |
| medical potency base = 1 | | medical potency base = 1 | ||
− | |mass = 0.5 | + | | mass = 0.5 |
}} | }} | ||
</noinclude> | </noinclude> |
Revision as of 02:49, 29 June 2017
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: cloth (x3), herbal medicine and neutroamine (skill requirement: medicine 6+ and crafting 3+).
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+.