Difference between revisions of "Medicine"

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(Overhauling, too much text but little being said.)
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| always haulable = true
 
| always haulable = true
 
| def name = Medicine
 
| def name = Medicine
| description = Used to treat wounds.
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| description = Medical staff use these supplies to heal the wounded.
 
| draw gui overlay = true
 
| draw gui overlay = true
 
| e type = Medicine
 
| e type = Medicine
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| market value base = 25
 
| market value base = 25
 
| max hit points base = 100
 
| max hit points base = 100
| medical potency base = 0.7
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| medical potency base = 1
 
|mass = 0.5
 
|mass = 0.5
 
}}
 
}}
 
</noinclude>
 
</noinclude>
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
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<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+).
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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), but not good enough for surgical operations (except if the doctor is bionic and is enhanced with both [[go-juice]] and [[luciferium]], or is a trauma savant). It is still 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+ (even without [[penoxycyline]]).
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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

Medicine industrial a.png

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 ItemMedicine
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+.