Luciferium
<ul><li>"medical" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.</li> <!--br--><li>"spacer" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>
Luciferium
A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.
After the first dose, there is no way to get the mechanites out, ever.
On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
- Type
- Drug – Medical Drug
- Stack Limit
- 150
Base Stats
Stat Modifiers
Luciferium is a rare, powerful, expensive and dangerous drug that can either be purchased, dropped by raiders or found in Ancient shrine. There is no way to produce it. Luciferium's main use is to save one's life with a dramatic blood filtration improvement, but it also affects most of the other capacities. Additionally, Luciferium can heal old scars, permanent injuries and all chronic health conditions, as long as the part is not destroyed or missing. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
Luciferium has to be taken every 6.667 days, otherwise the mechanites in Luciferium will lose cohesion and a withdrawal will begin that will inevitably lead to violent and ultimately fatal insanity if the addiction is not fed. In order to safely prevent this, create a Luciferium drug policy which is set not to satisfy addiction, but instead to take it every 6 days, and pocket 1 extra so that it can be taken as soon as possible.
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
Luciferium addiction cannot be removed with the healer mech serum and a colonist resurrected via the resurrector mech serum will remain addicted.
Putting a colonist into a Cryptosleep casket will suspend their Luciferium needs until they are let out. This can be a way to save their life in case the drug runs out.
Detailed Effects
- Improved blood filtration (+70%)
- Improved metabolism (+20%)
- Improved blood pumping (+15%)
- Improved sight (+15%)
- Improved consciousness (+10%)
- Improved breathing (+10%)
- Improved moving (+5%)
- Reduced pain (x80%)
- 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to Alzheimer's, Asthma, Cataracts, Carcinoma, Dementia, Frail, Hearing Loss and Blindness)
Side Effects
Luciferium has no side-effects other than the withdrawal symptoms.
Withdrawal Symptoms
Luciferium withdrawal is the worst out of any drug, as it's the only drug that will eventually kill if not taken regularly. Although it doesn't have as sizable of an impact in terms of capacities compared to drugs such as psychite, wake-up or go-juice, luciferium withdrawal is always fatal. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium. Typical withdrawal symptoms include very frequent berserk mental breaks, acute pain, and impaired consciousness. Advanced withdrawal symptoms include death in an average time of 10 days after withdrawal starts. Unlike other withdrawals, Luciferium withdrawal doesn't directly affect mood. Instead, it indirectly affects mood with the 'Acute Pain' thought.
Detailed Symptoms
- Acute pain (+40%)
- Impaired consciousness (80% max)
- Berserk mental breaks (mtb of 0.4 days)
- Death (mtb of 10 days)