Wake-up
Wake-up
A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.
In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.
Base Stats
-
"industrial" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
- Tech Level
- industrial
- Stack Limit
- 150
- Mass
- 0.005 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 15 (46%)
Ingestion
- Recreation Offset
- 40%
- Recreation Kind
- Chemical
- Addictiveness
- 2%
- Maximum To Ingest
- 1
- Ingestion Time
- 100 ticks (1.67 secs)
Creation
- Required Research
- Wake-up production
- Skill Required
- Intellectual
- Work To Make
- 900 ticks (15 secs)
- defName
- WakeUp
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood"hard" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
- Drug Category
- hard
- Is Pleasure Drug
- true
Wake-up is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to Consciousness, and accordingly Manipulation. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.
Acquisition
Wake-up can be manufactured at a drug lab for 2 neutroamine taking 900 ticks (15 secs). It requires wake-up production to be researched. Its synthesis speed is dependent on the [[Skills#|]] skill.
It can also be found on raiders and purchased.
Summary
Taking a dose of wake-up gives an immediate bonus to chemical recreation and satisfies all need for rest. It also gives the pawn a wake-up high lasting 12 hours which results in higher consciousness, moving, global work speed and psyfocus meditation rate .
The negative side effects of taking wake-up are an addiction chance of 2%, a 0.5% chance for a major overdose and a temporary increase in overdose severity. During the wake-up high the pawn might also get an heart attack, this is however relatively rare. You can expect a heart attack about every 240 dose.
- Tip: Unless you need an immediate and significant boost in chemical recreation or rest it is recommended to wait at least 8 hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than 12 hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.
- If the second dose is taken less than 4.8 hours after the first one, the overdose severity might build up resulting in a minor overdose (this is unrelated to the 0.5% chance for a major overdose that comes with each injection). Be particulary careful when taking even more doeses of wake-up or using it in combination with other drugs!
Gameplay-overview
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It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.
Detailed effects
Upon consumption
A pawn taking wake-up will do so right where it stands without looking for a place to sit first. It takes 100 ticks (1.67 secs) to swallow the pill. It has the following one time effects:
- +40% Chemical recreation
- +75% Wake-up high severity (see "Wake-up high" below)
- +100% Rest
- 2% Addiction chance
- 0.5% Chance for a major overdose
- +18% to +35% Overdose severity
- If the pawn has an addiction already:
- +90% Wake-up need (see "Addiction" below)
- +20% Addiction severity (see "Withdrawal" below)
Wake-up high
"Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."
While each wake-up injection increases the severity of the wake-up high by 75% (see "Upon injection" above), it decreases by 150% per day again, meaning that for one wake-up the high lasts 12 hours. The maximum severity of a wake-up high is 100% which is reached with 1.33 wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
- +10% Consciousness
- +10% Moving
- +50% Global work speed
- +20% Psyfocus meditation rate
- Ailment chance:
- Heart attack: on average every 120 days.
Tolerance
As of version 1.2.3005, wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behaviour.[1]
Addiction
"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."
"Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."
Developing an addiction means a pawn has a wake-up need. The need for wake-up falls by 33.3% per day, consuming go-juice satisfies the need by 90% (see "Upon injection" above), meaning the pawn will need to consume wake-up at least every 2.7 days to prevent withdrawal symptoms.
Withdrawal
As soon as the wake-up need reaches 0%, the pawn will develop a wake-up withdrawal. From then on the addiction severity falls by 4.5% per day from the initial 100%, meaning it takes about 22.2 days to overcome the addiction. Consuming a wake-up during a withdrawal will increase the severity by 20% (see "Upon injection" above). During the withdrawal the pawn suffers from the following symptoms:
- −22 Mood ("I feel all fuzzy and unfocused. And I'm so tired.")
- −30% Consciousness
- −25% Manipulation
- −20% Moving
- +30% Rest fall factor (meaning the pawn needs to sleep about a 30% sooner)
- ×200% Social fight chance (meaning the pawn is twice as likely to start a social fight)
- Mental break chances:
- Hard drug binge: on average every 40 days.
- Psychotic wandering: on average every 10 days.
Version history
- 0.15.1279 - Added.
References
- ↑ Rejected bug report: "[1.2.2753] Wake-up and go-juice do not cause tolerance". Unused tolerance effects: "A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect." Starting at 45% tolerance the pawn could get severe chemical damage in the kidney reducing the part efficiency by 80%. The chemical damage would be applied in a curve with the following points: a) At 45% tolerance on average every 99999 days. b) At 50% tolerance on average every 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.