Medicine

From RimWorld Wiki
Revision as of 22:51, 20 January 2017 by XeoNovaDan (talk | contribs) (Now only details the information for ordinary medicine. Rest of doctoring information will be on a new page (which all 3 medicine types will link to) called 'Doctoring', and up-to-date for Alpha 16.)
Jump to navigation Jump to search

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 used in doctoring to improve the results of medical treatment substantially compared to the organic herbal medicine, but isn't as effective as glitterworld medicine.

In terms of Medicine's optimal use in regards to its medical potency: medicine is best used for treating diseases and infections; it's overkill for standard injuries (unless a pawn is bleeding out so rapidly that they'll bleed out even before herbal medicine treats the wounds), but also isn't good enough to reliably perform surgical operations - unless the doctor is bionic and is enhanced by potentially luciferium and go-juice in conjunction, or is a trauma savant. If you use ordinary medicine in surgical operations, you are generally going to be taking a somewhat significant risk, as you're less likely to succeed with ordinary medicine in Alpha 16 compared to if you were to use herbal medicine in Alpha 15.

Medicine can either be occasionally looted from pirate raiders, purchased from outlandish/orbital traders, or manufactured at a drug lab using herbal medicine, cloth, and neutroamine. For the latter option, only people with at least 6 medicine and 3 crafting can produce medicine.