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* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details. | * [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details. | ||
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness. | * [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness. | ||
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=== Asthma === | === Asthma === | ||
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− | Can only be cured with [[luciferium]], a [[healer mech serum]] | + | Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}. |
A human pawn can first get frail at age 51. | A human pawn can first get frail at age 51. | ||
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Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability if no other medical condition is present. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}. | Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability if no other medical condition is present. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}. | ||
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== General == | == General == | ||
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Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. | Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. | ||
− | There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] | + | There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] does cure it, but this is never worthwhile. This effectively cripples the pawn for almost the full 24 hour cycle. |
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning. | Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning. | ||
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* [[Neural heat dump]], lasting 1 day. | * [[Neural heat dump]], lasting 1 day. | ||
* [[Neuroquake]], lasting 5 days. | * [[Neuroquake]], lasting 5 days. | ||
− | * [[Word of | + | * [[Word of Serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]]. |
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. | Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. | ||