Mind-numb serum

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Mind-numb serum

Mind-numb serum

A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.

Base Stats

Type
DrugSerum
Tech Level
Industrial
Market Value
80 Silver
Stack Limit
10
Mass
0.5 kg
HP
60
Flammability
70%
Rotatable
False
Path Cost
14 (48%)

Ingestion

Maximum To Ingest
1
Ingestion Time
100 ticks (1.67 secs)

Creation

Crafted At
Serum lab
Required Research
Mind-numb serum
Skill Required
Crafting 3
Work To Make
1,320 ticks (22 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Neutroamine 2 + Bioferrite 30
Technical


The mind-numb serum is an item added by the Anomaly DLC

Acquisition[edit]

Mind-numb serums can be crafted at a serum lab once the Mind-numb serum research project has been completed. Note that this research requires dark study to unlock. Each requires Neutroamine 2 Neutroamine, Bioferrite 30 Bioferrite, 1,320 ticks (22 secs) of work modified by the drug synthesis speed of the crafter, and a crafting skill of 3.

It can also occasionally be bought from traders. [Detail Needed]

Mind-numb serums can rarely be found from opening gray boxes within the labyrinth.

Summary[edit]

"This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired."

When used, the mind-numb serum causes −5% consciousness and disables all thoughts for 2 days. Disables all mental breaks and mental inspirations.

Analysis[edit]

Mind-numb serums are best used to keep critical pawns like doctors and psycastersContent added by the Royalty DLC from having a mental break when you can least afford it, and to keep your mainline pawns functional, productive, and combat capable when the colony is spiraling. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the pyrophobia gene,Content added by the Biotech DLC so have your sanguophagesContent added by the Biotech DLC dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as mechanoids or Impids.Content added by the Biotech DLC

Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary takes up offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets you run your pawns a lot closer to breaking, even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management, such as recreation, take much longer to moderate a pawn's mood, having the serums on hand allows you to run the pawn's moon down far further than you would safely be able to do otherwise. If the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in the (relatively) safe period after the threat. Pawns can also be ordered to carry a single dose of mind-numb serum on their person using drug policies.

Mind-numb serums are quite useful when exploring the labyrinth, a zone which is accessed through a warped obelisk. The labyrinth's layout is randomized each time it is entered, and it can take several days for a colonist to fully explore or escape the zone. Mind-numb serums allow colonists trapped in the labyrinth to essentially ignore mood penalties from sleeping on the floor, eating without a table, being recreation-starved, or being in an ugly environment, allowing for more efficient exploration of the labyrinth.

Version history[edit]