Difference between revisions of "Healer mech serum"
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#Great for colonists with brain damage or dementia. | #Great for colonists with brain damage or dementia. | ||
− | #*The only other way these can be treated is through luciferium, which will get your colonist hooked on it forever, making it more costly in the long run. | + | #*The only other way these can be treated is through [[luciferium]], which will get your colonist hooked on it forever, making it more costly in the long run. |
#Repair shattered spines or pelvises to allow colonists to function again. | #Repair shattered spines or pelvises to allow colonists to function again. | ||
#Immediately end a colonist's catatonic break at quite a cost. Do when the colonist is vital to your colony's operations. | #Immediately end a colonist's catatonic break at quite a cost. Do when the colonist is vital to your colony's operations. | ||
{{nav/questitems}} | {{nav/questitems}} |
Revision as of 06:29, 8 January 2018
"spacer" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
Healer mech serum
A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.
- Type
- Exotic Item
- Stack Limit
- 10
Base Stats
Stat Modifiers
The Healer mech serum is an item that can be found in quests.
Pawns can be directed to use it, or it can be administered to a pawn through a medical operation. When used, it instantly removes the most severe health problem on the pawn, including missing body parts or brain damage, with the exception of diseases, drug addiction, or resurrection psychosis.
Usage
Obviously it should be used on colonists with severe health conditions, as it only removes one at a time.
- Great for colonists with brain damage or dementia.
- The only other way these can be treated is through luciferium, which will get your colonist hooked on it forever, making it more costly in the long run.
- Repair shattered spines or pelvises to allow colonists to function again.
- Immediately end a colonist's catatonic break at quite a cost. Do when the colonist is vital to your colony's operations.