An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.
An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality. Can cause heart attacks rarely.
Wake-up is a highly addictive drug that can be purchased, found on raiders, or manufactured at a drug lab. It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills). One can only get addicted to Wake-up if they have at least an 8% tolerance to it.
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.
- Increased global work speed (+50%)
- Improved movement (+10%)
- Heightened consciousness (+10%)
- Fully satisfies rest need (+100%)
- Chemical joy (+40%)
- Reduces tiredness rate (x80%)
- Wake-up tolerance (+4.5%)
- Heart attack (mtb of 120 days)
If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the brain in a mean time of 120 in-game days. This results in a maximum consciousness of 50% for that pawn (slightly less severe than an unarmoured machine pistol shot to the brain), and there is no way to reverse the effects. The result is that the affected pawn will fare significantly worse in combat, and also work at half the speed of an average pawn.
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently-deceased close friend raw than go on wake-up withdrawal.
- Impaired consciousness (-50%)
- Impaired manipulation (-25%)
- Impaired movement (-20%)
- Increased tiredness (x130%)
- Increased likelihood of social fighting (x200%)
- Hard drug binges (mtb of 40 days)
- Psychotic wandering (mtb of 10 days)
- Awful mood (-35)