Advanced medical supplies from a high-tech glitterworld.
A pack of herbal concoctions typically extracted from the healroot plant. Less potent than industrial pharmaceuticals, but much better than nothing.
Medical staff use these supplies to heal the wounded.
A synthetic precursor chemical. Useless on its own, many drugs require neutroamine as an ingredient.
Neutroamine is an item only available from traders and cargo pods. It can be combined with herbal medicine and cloth to create standard medicine, or synthesize various drugs with it at a drug lab, such as Penoxycyline and wake-up.
A tile of soil. Plants can be grown here.
One of the most sophisticated arm replacements. Gives extreme strength to its user.
A bionic arm is a very useful replacement for a natural arm. They are universal and can be installed on either left or right arms. It has 140% efficiency, increasing a colonist's manipulation by 20% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 9 damage when an attack uses that arm, compared to 5 damage from a natural arm. An installed bionic arm will replace a colonist's arm up to and including the shoulder. They are rarely offered for sale by exotic traders and at Outlander bases.
Advanced piece of technology made not only to fully replace natural eye, but also to give supernatural vision abilities.
Bionic leg uses cutting-edge technology to give its owner extreme walking comfort and strength.
Bionic legs can sometimes be purchased from traders. By using a bill, a bionic leg can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 140% efficiency, increasing a colonist's move speed by 20% for each one installed.
Essential part of the digestive system.
Supplies blood and oxygen to all parts of the body. Ready to find a new owner.
Filters and removes waste products from the blood.
Plays an important role in metabolism.
Essential part of the respiratory system.
A wood log fashioned into a crude but effective artificial leg.
Peg legs can be made out of one wooden log by ordering a surgical operation on a colonist. It is the worst kind of leg available, but is better than having a missing foot or leg (50% total mobility). Peg legs will not give a mood penalty to colonists with the Prosthophobe trait. Peg legs have 60% efficiency.
Powerful hand replacement consisting of three deadly claws.
Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 6 damage from a fist. It reduces a hand's efficiency to 92%, slightly reducing manipulation. When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws.
Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
Simple but durable arm prosthesis.
Simple prosthetic arms can sometimes be purchased from traders. A simple prosthetic arm has 50% efficiency. Therefore, one simple prosthetic arm and one healthy arm provide 75% manipulation. Having two simple prosthetic arms provide 50% manipulation. Simple prosthetic arms will not give a mood penalty to colonists with the Prosthophobe trait.
Simple prosthesis made to replace missing leg. Not very comfortable but quite efficient.
Simple prosthetic legs can sometimes be purchased from Exotic goods traders. They are like a discount version of a bionic leg, but much better than a peg leg. Once installed, a simple prosthetic leg reduces a colonist's mobility to 92.5% while having one healthy leg. Two simple prosthetic legs provide 85% mobility. Simple prosthetic legs will not give a mood penalty to colonists with the Prosthophobe trait.