Difference between revisions of "Mind-numb serum"

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== Summary ==
 
== Summary ==
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{{Stub|section=1|reason=Mechanical detail, inc overrideMoodBase}}
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{{Quote|text="This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired."}}
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When used, the mind-numb serum causes {{--|5%}} [[consciousness]] and disables all [[thoughts]] for 2 days. Disables all [[mental breaks]] and [[mental inspirations]].
 
When used, the mind-numb serum causes {{--|5%}} [[consciousness]] and disables all [[thoughts]] for 2 days. Disables all [[mental breaks]] and [[mental inspirations]].
  

Revision as of 09:49, 28 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

Mind-numb serums can be crafted at a serum lab once the mind-numb serum research project has been completed. Note that this research requires dark study to unlock. Each requires Neutroamine 2 Neutroamine, Bioferrite 30 Bioferrite, 1,320 ticks (22 secs) of work modified by the drug synthesis speed of the crafter, and a crafting skill of 3.

It can also occasionally be bought from traders. [Detail Needed]

Summary

"This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired."

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

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

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