Difference between revisions of "Medicine"
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| always haulable = true | | always haulable = true | ||
| def name = Medicine | | def name = Medicine | ||
− | | description = | + | | description = Medical staff use these supplies to heal the wounded. |
| draw gui overlay = true | | draw gui overlay = true | ||
| e type = Medicine | | e type = Medicine | ||
Line 25: | Line 25: | ||
| market value base = 25 | | market value base = 25 | ||
| max hit points base = 100 | | max hit points base = 100 | ||
− | | medical potency base = | + | | medical potency base = 1 |
|mass = 0.5 | |mass = 0.5 | ||
}} | }} | ||
</noinclude> | </noinclude> | ||
− | + | <includeonly>{{Main Article | Medicine }}</includeonly> | |
Medicine is an item used in [[doctoring]]. | Medicine is an item used in [[doctoring]]. | ||
== Acquisition == | == Acquisition == | ||
− | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using: [[cloth]], herbal medicine and [[neutroamine]] (skill requirement: medicine 6+ ''and'' crafting 3+). | + | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using: [[cloth]] (x3), herbal medicine and [[neutroamine]] (skill requirement: medicine 6+ ''and'' crafting 3+). |
== Efficiency == | == Efficiency == | ||
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]]. | Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]]. | ||
− | Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to wound) | + | Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound). |
+ | |||
+ | Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant or drug-enhanced then you can guarantee 100% success rate for most surgeries. | ||
+ | |||
+ | It is adequate against [[plague]] and [[malaria]] with ordinary beds so long as the patients are resting full time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+. | ||
</noinclude> | </noinclude> |
Revision as of 03:34, 30 May 2017
Medicine
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 Item – Medicine
- Stack Limit
- 25
Base Stats
- Beauty
- −4
- Deterioration Rate
- 2
- Flammability
- 0.7
- Market Value
- 18
- Mass
- 0.5
- Max Hit Points
- 60
- Medical Potency
- 1
Stat Modifiers
Medicine is an item used in doctoring.
Acquisition
Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using: cloth (x3), herbal medicine and neutroamine (skill requirement: medicine 6+ and crafting 3+).
Efficiency
Superior to herbal medicine but inferior to glitterworld medicine.
Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound).
Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant or drug-enhanced then you can guarantee 100% success rate for most surgeries.
It is adequate against plague and malaria with ordinary beds so long as the patients are resting full time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+.