Healer mech serum

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"spacer" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.

Healer mech serum

Healer mech serum.png

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

Deterioration Rate
2
Flammability
0
Market Value
1,300
Mass
0.2
Max Hit Points
80
... further results

Stat Modifiers

... further results

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, with few exceptions. If there are no healable conditions, the serum will be consumed but nothing happens.

Exceptions

Below are the conditions which the serum cannot treat:

  • Luciferium need
  • Resurrection psychosis
  • Artificial body parts- to regrow a lost part, the artificial part must be removed first

Any other condition can be treated, including blood loss, malnutrition, heatstroke/hypothermia, diseases, toxic fallout, even other drug addictions.

Usage

Obviously it should be used on colonists with severe health conditions, as it only removes one at a time.

  1. Great for colonists with brain damage, dementia and frailty.
    • The only other way these can be treated is through Resurrector mech serum which will require for the pawn to die first (and can cause side-effects). Alternatively brain scarring (not dementia or chemical damage) can be treated with Luciferium which will get your colonist hooked on it forever, making it more costly in the long run.
  2. Repair shattered spines or pelvises to allow colonists to function again. (The former can also be fixed with a bionic spine.)
  3. Immediately end a colonist's catatonic break at quite a cost. Do when the colonist is vital to your colony's operations.