Advanced medical supplies from a high-tech glitterworld.
Glitterworld medicine is the most potent medicine in Rimworld, giving the best chances for increased immunity and better treatment for a wound or disease.
A pack of herbal concoctions typically extracted from the healroot plant. Less potent than industrial pharmaceuticals.
A pack of herbal concoctions typically extracted from the healroot plant. Less potent than industrial pharmaceuticals, but much better than nothing.
Herbal medicine performs the same function as normal medicine but with less efficiency and lower success rate. It can be grown from the healroot plant. It makes for a good source of medicine for jobs that do not require a high success rate, or as a fall back medicine if your normal or glitterworld medicine stockpile is lacking. Combined with neutroamine and cloth it can be crafted into normal medicine at a drug lab.
Medical staff use these supplies to heal the wounded.
A synthetic precursor chemical. Useless on its own, many drugs require neutroamine as an ingredient.
A tile of soil. Plants can be grown here.
One of the most sophisticated arm replacements. Gives extreme strength to its user.
Bionic arms can sometimes be purchased from traders. A bionic arm can be installed on a colonist to replace a missing or damaged arm, including the hand. Once installed, it increases a colonist's manipulation by 20%. Therefore, two bionic arms provide a 40% increase in manipulation. 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.
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. A bionic leg can be installed on a colonist to replace a missing or damaged leg, including the foot. Once installed, a bionic leg increases a colonist's move speed by 20%. Therefore, two bionic legs provide a 40% increase in move speed.
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 (50% total mobility), or missing a leg altogether (no mobility). Once installed, a peg leg restores up to 60% mobility.
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 fists. A power claw can only be installed on a natural arm. If a power claw is installed on an 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 5 damage from a fist. It reduces an arm'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.
Once removed from an incapacitated scyther, scyther blades can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade. Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393) A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an arm which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the arm's efficiency to 20%. A colonist with one normal arm and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation. When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.
Simple but durable arm prosthesis.
Simple prosthetic arms can sometimes be purchased from traders. They are like a discount version of a bionic arm. Once installed, a simple prosthetic arm gives a colonist 25% manipulation from that arm, while a healthy human arm gives 50% manipulation. Therefore, one simple prosthetic arm and one healthy arm provide 75% manipulation. Having two simple prosthetic arms provide 50% manipulation. If the doctor performing the operation to install a simple prosthetic arm fails a skill check during the operation then the simple prosthetic arm is destroyed.
Simple prosthesis made to replace missing leg. Not very comfortable but quite efficient.
Simple prosthetic legs can sometimes be purchased from exotic 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 85% while having one healthy leg. Two simple prosthetic legs also provide 85% mobility.