Difference between revisions of "Medicine"
(adding note about "intellectual" requirement to craft in 17+) |
(Removed extraneous line breaks.) |
||
Line 25: | Line 25: | ||
| medical potency base = 1 | | medical potency base = 1 | ||
| mass = 0.5 | | mass = 0.5 | ||
− | }} | + | }}</noinclude><!-- |
− | </noinclude> | + | --><includeonly>{{Main Article | Medicine }}</includeonly> |
− | <includeonly>{{Main Article | Medicine }}</includeonly> | ||
− | |||
Medicine is an item used in [[doctoring]]. | Medicine is an item used in [[doctoring]]. | ||
Revision as of 16:25, 15 November 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+. As of Alpha 17, the pawn must also be capable of intellectual work).
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+.