Difference between revisions of "Medicine"

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(Updated stats.)
Line 18: Line 18:
 
| stack limit = 75
 
| stack limit = 75
 
| thing class = Medicine
 
| thing class = Medicine
| use standard health = true
 
| max health base = 100
 
 
| use hit points = true
 
| use hit points = true
| deterioration rate base = 1
+
| deterioration rate base = 2
 
| flammability base = 1.0
 
| flammability base = 1.0
| market value base = 25
+
| market value base = 18
| max hit points base = 100
+
| 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

Medicine industrial a.png

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 ItemMedicine
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

... further results


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+.