Editing Drugs
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{TOCright}} | {{TOCright}} | ||
+ | {{For|the medical items see|Medicine (disambiguation)}} | ||
+ | '''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]]. | ||
+ | Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]]. | ||
− | + | If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though. | |
+ | <!-- | ||
+ | [[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]] | ||
+ | --> | ||
+ | The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]]. | ||
− | + | Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Penoxycyline every 5 days. You can also toggle to use the drug to feed an addiction, separately from joy usage. | |
− | Drugs | + | Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas. |
− | == | + | == Addiction and Tolerance == |
− | + | Addictions are a sad reality that most drug-using colonies must face. Without a continuous supply of drugs, withdrawal symptoms will kick in and your poor colonist will suffer. Luciferium has an instant addiction. Once taken, it will need to be taken regularly. Otherwise, the withdrawal from it will cause all sorts of mental breaks, eventually resulting in death. | |
− | + | '''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to body size, so smaller colonists (teenagers 0.85 vs normal 1.0) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage. | |
− | + | When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that they will last shorter, and colonists will need to consume more of them. <br> | |
+ | Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal. | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT| sortable c_25 text-center}} | ||
+ | !Drug !!High duration per dose !!Tolerance gain per dose !!Tolerance fall rate !!New addiction min tolerance !!New addiction chance !!Safe dose interval !!Safe doses at 0 tolerance | ||
+ | |- | ||
− | + | ! [[Ambrosia]] | |
− | + | | 16.7 h ||3.2% ||2% / Day ||15% ||1% ||1.6 Days||4 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | ! | + | ! [[Psychite tea]] |
− | | | + | | 7.2 h ||3% ||1.5% / Day ||10% ||2% ||2 Days||3 |
|- | |- | ||
− | ! | + | ! [[Beer]] |
− | | | + | | 4.8 h ||1.6% ||1.6% / Day ||25% ||1% ||1 Day||15 |
|- | |- | ||
− | ! | + | ! [[Smokeleaf]] |
− | | | + | | 12 h ||3% ||1.5% /Day ||15% ||2% ||2 Days||5 |
|- | |- | ||
− | ! | + | ! [[Flake]] |
− | | | + | | 7.2 h ||4% ||1.5% / Day ||0% ||5% ||Never||0 |
|- | |- | ||
+ | ! [[Yayo]] | ||
+ | | 12 h ||4% ||1.5% / Day ||0% ||1% ||Never||0 | ||
|- | |- | ||
− | ! | + | ! [[Wake-up]] |
− | | | + | | 12 h ||N/A ||N/A ||0% ||2% ||Never||0 |
|- | |- | ||
− | ! | + | ! [[Go-juice]] |
− | | | + | | 16.7 h ||N/A ||N/A ||0% ||2.6% ||Never||0 |
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | </li><div> | ||
+ | * Tolerance gain values are for size 1.00 pawns, or that of adult [[human]]s. Note that pawns with different sizes, such as teenagers or animals will have different values. | ||
− | + | === Fighting Addictions === | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | ||
− | |||
− | + | ==== Addiction Severity ==== | |
− | + | Time spent in withdrawal is calculated by multiplying addiction severity by recovery time. This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%. | |
− | |||
− | |||
− | |||
− | |||
− | + | ==== Drug binges ==== | |
+ | Colonists with either the Chemical Interest or Fascination traits as well as addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean. | ||
− | + | ==== Remove access to drugs ==== | |
− | + | Colonists can't take drugs that they can't reach. A drug binging colonist without access to that drug will only wander around until their senses are restored. Other withdrawal-based mental breaks are another story. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | To destroy drugs, you can burn them at a campfire. You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan. | |
− | + | One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and wall up the entrance. This could also be done to the addict by trapping them but will become counterproductive once they become hungry. Another alternative, which may be quicker depending on the case, is to load the drugs in a transport pod and keep them there until the binge is over. | |
− | + | ==== 'Rehab center' ==== | |
+ | Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean. Imprisoning them also contains the impacts of their mental breaks. You can arrest an addicted colonist by drafting another colonist and right clicking on the addict. Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly). As with any combat, either or both of the addicted or the arresting colonist have the chance of injury or death. It may be best to wait until the withdrawal-suffering pawn collapses due to exhaustion or starvation, and ''then'' arrest them without the risk of a physical confrontation. If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk. Still, addicted colonists will usually go down quickly due to the [[consciousness]] penalty from withdrawal. | ||
− | + | Chatting with the imprisoned while they're getting clean will help train your warden's Social skill. Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward. | |
− | + | This also works great for addicted prisoners as they're already imprisoned. It is recommended to keep them in their own cell though. Otherwise, they can go berserk and attack other prisoners. If you want to recruit such an addict, it's recommended to get them clean before recruiting. There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon. | |
− | |||
− | + | You can avoid the berserk state of a "drug rehab inmate" by installing and then removing peg legs to keep them incapacitated until new (and possibly better depending on technological level) replacement legs get reinstalled after the addiction ends. This trick can also be done by installing and removing a bionic spine which is half as costly as double bionic legs but does not make the pawn faster. Make sure you have prosthetics or bionics researched if you want to do this method of rehabilitation. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ==== Caravan ==== | |
− | + | Pawns on a caravan can't take drugs that aren't part of their drug policy. Furthermore, mental breaks in a caravan tend to have less serious consequences unless the caravan get ambushed. You can completely avoid any chance of ambush by keeping the caravan on top of another faction's settlement. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ==== Recovery ==== | |
− | + | [[File:Medicine.png|right]] | |
− | + | Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug. Once the withdrawal passes away, the colonist will feel good as new. | |
− | |||
− | + | During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. <br> | |
+ | On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period. | ||
− | + | The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display). | |
− | + | <!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] --> | |
+ | ==== Healer mech serum ==== | ||
+ | Using the [[healer mech serum]] instantly treats non-[[luciferium]] drug addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period. Note however healer mech serum '''cannot''' remove the luciferium need. There is no cure for luciferium addiction. | ||
− | [[ | + | == Effects == |
+ | Not surprisingly, different drugs have different effects, and some also have different effects depending how much is consumed. Some effects can be beneficial to a colonist or a colony, although many drugs have a mixture of good and bad effects, and some can be helpful to the colony as a whole while putting the individual colonist at [[Sarcophagus|great risk]]. Also, effects and duration can be reduced by [[tolerance]] to a drug. | ||
− | + | Note that many drugs have a chance of [[heart attack]] or instant [[addiction]], even for a single, first use, and such chances are always increased when multiple drugs are active in a pawn's system at the same time - see the above section on [[Drugs#Addiction_and_Tolerance|addition & tolerance]] for more information. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | + | === When and What to Use === |
− | {{ | + | {{Rewrite|reason=Verification and cleanup}} |
− | + | The table below lists the most common effects; see notes, below, for descriptions and for "other" effects. | |
− | |||
− | |||
− | |||
− | + | Note that [[Consciousness]] ("'''Consc'''") is an extremely important consideration when giving drugs for two primary reasons. | |
− | |||
− | ''' | + | First, any change in Consciousness translates ''directly'' to an ''identical'' change in both [[Manipulation]] and [[Moving]], both of which cascade to other stats. Values listed under "'''Move'''" are separate for ''additional'' changes, and do ''not'' reflect any ''additional'' effect from a change in Consciousness. |
− | |||
− | |||
− | ''' | + | Second, Consciousness can be life-or-death for patients or any pawn that may have that stat additionally reduced for any reason. Any pawn loses consciousness when this falls below 30%, and '''dies''' when this reaches 0%. Note also that some drugs ''increase'' consciousness, which could be a lifesaver in situations where consciousness is threatening to drop to an undesirable level. |
− | |||
− | |||
− | ''' | + | {| {{STDT| sortable c_23 text-center}} |
− | * | + | !Drug !! Time !! [[Consciousness|Consc]] !! [[Mood]] !! [[Recreation|Rec]] !! [[Pain]] !! [[Rest]] !! [[Rest Fall Rate|Tired]] !! [[Moving]] !! Other |
− | * [[ | + | |- |
− | * [[ | + | ! [[Ambrosia]] |
+ | | 16.7 h || - || +5 || {{%|{{Q|Ambrosia|Joy Offset}}}} || - || - || - || - || +0.2 [[Nutrition|Nut]] | ||
+ | |- | ||
+ | ! [[Beer]] (1st*) | ||
+ | | 4.8 h || - || +10 || {{%|{{Q|Beer|Joy Offset}}}} || ×90% || - || - || - || +0.08 [[Nutrition|Nut]], ''see notes''* | ||
+ | |- | ||
+ | ! [[Psychite tea]] | ||
+ | | 7.2 h || - || +12 || {{%|{{Q|Psychite tea|Joy Offset}}}} || ×90% || +10% || x80% || - || | ||
+ | |- | ||
+ | ! [[Smokeleaf joint]] | ||
+ | | 12 h || -30% || +13 || {{%|{{Q|Smokeleaf joint|Joy Offset}}}} || -20% || -10% || - || - || - | ||
+ | |- | ||
+ | ! [[Flake]] | ||
+ | | 7.2 h || - || +35 || {{%|{{Q|Flake|Joy Offset}}}} || ×50% || - || x33% || - || - | ||
+ | |- | ||
+ | ! [[Go-juice]] | ||
+ | | 16.7 h || +20% || +5 || {{%|{{Q|Go-juice|Joy Offset}}}} || ×10% || +40% || x33% || +50% || ''see<br> notes*'' | ||
+ | |- | ||
+ | ! [[Wake-up]] | ||
+ | | 12 h || +10% || 0 || {{%|{{Q|Wake-up|Joy Offset}}}} || - || +100% || x80% || +10% || +50% [[Global Work Speed|GWS]]<br>''see notes*'' | ||
+ | |- | ||
+ | ! [[Yayo]] | ||
+ | | 12 h || - || +35 || {{%|{{Q|Yayo|Joy Offset}}}} || ×50% || - || x33% || +15% || - | ||
+ | |- | ||
+ | |} | ||
+ | </li><div> | ||
+ | '''Effect''' categories have been abbreviated to avoid an awkwardly large table. If several drugs share an effect, they are listed; drugs with (relatively) unique effects are listed in "other". Though some may be obvious, they are: | ||
+ | {|width="700" | ||
+ | | | ||
+ | * '''Time''' = the duration of effect of the 1st dose, measured in "hours". Note that a [[Drugs#Addiction and Tolerance|tolerance]] can reduce this time. | ||
+ | * '''Consc''' = [[Consciousness]] | ||
+ | * '''Rec''' = [[Recreation]] | ||
+ | * '''Rest''' = a pawn's basic [[Needs|need]] for sleep | ||
+ | | | ||
+ | * '''Tired''' = [[Rest Fall Rate]], the rate at which a pawn ''loses'' Rest (i.e. how fast they ''become'' "Tired") | ||
+ | * '''Moving''' = [[Moving]] capacity. Has a direct effect on [[movement speed]] and some other [[stats]]. | ||
+ | * '''Other''' = Other effects; if not listed or for explanation, see Notes on specific drugs, below | ||
+ | |} | ||
+ | ; Notes: | ||
+ | * '''Ambrosia''' - This has a [[nutrition]]al value. | ||
+ | * '''Beer''' - The 1st beer gives 98% Manipulation and also increases "[[Social Fight Chance]]" by x1.5. Beer also has a small [[nutrition]]al value. Note that the very first beer has the effects listed, but ''additional'' beers can have ''additional'' negative effects, including a major drop in Consciousness. See [[Beer]] for more information. | ||
+ | * '''Smokeleaf joint''' - Hunger rate offset +30% (i.e. the pawn gains hunger 30% faster). | ||
+ | * '''Go-juice''' - +35% [[sight]]; restores +15% psyfocus{{RoyaltyIcon}}. Note that 20% improved consciousness translates to +20% improved manipulation and [[talking]], and improved sight also cascades to other stats, all together yielding a +20% increase in [[General Labor Speed]], improved combat stats and in [[Medical Tend Quality]] and [[Medical Surgery Success Chance|surgery success]] chances; see [[Go-juice#Detailed_Effects|detailed effects of go-juice]]. | ||
+ | :: Caution: A pawn high on go-juice only feels 10% of the pain they would otherwise be feeling. In combat, this usually means they are not "[[downed]]" from severe injuries, they fight until they win or are killed outright. For those literal "do or die" moments. | ||
+ | * '''Wake-up''' - Increases [[Global Work Speed]] by +50%. | ||
+ | <!-- * '''Yayo''' - The "+15" to Movement is directly offset by -20 Consciousness, yielding a net -5 Movement.{{Check Tag|Confirm this is correct?}} --> | ||
− | + | === Safety considerations === | |
− | + | To avoid the downsides of drugs, the following is advised: | |
− | + | * [[Beer]] can be safely drunk every day, providing a decent +10 [[mood]]. | |
+ | * [[Psychite tea]] can be consumed every two days, providing an additional +12 mood. | ||
+ | * If an [[ambrosia]] sprout happens, 200 or so ambrosia can be harvested and one consumed every 2 days (actually 1.6) for +5 mood. | ||
+ | * [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also massively reduces consciousness, and should thus be used sparingly. | ||
+ | * [[Penoxycyline]] should be taken every 5 or 6* days to mitigate 3 dangerous diseases, however this might not be worth it if the current [[biome]] has a disease frequency less than 0.5. | ||
+ | :: (* Penoxycyline lasts ~5.556 days, so it's up to you whether to take it a bit too often, or risk that down time.) | ||
− | + | Hard drugs should only be consumed in an emergency: | |
− | + | * [[Yayo]] is useful for periods of heavy mood penalties such as family deaths and for difficult or lengthy combats. Providing a massive +35 mood, +10% [[Moving]], halving [[pain]], providing 80% [[recreation]] and both refilling the [[Rest]] need by 40% and reducing further Rest loss. It is a strong mood controller and a fairly potent combat drug, making pawns better fighters and preventing them from breaking, but with a 1 percent addiction chance each time, regardless of tolerance, it is not without risk. It also pales in comparison to go-juice in combat potential. | |
+ | * [[Flake]] should almost never be smoked although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. A key exception are perhaps Guests, as they will leave shortly and there is little practical downside to their their addiction. | ||
+ | * [[Go-juice]] is an exceptionally potent combat drug, significantly reducing pain and buffing several key [[capacity|capacities]] and almost every [[stat]]. it also restores a modest amount of [[psyfocus]] {{RoyaltyIcon}}. This is especially useful used when utilizing [[kiting]] combat tactics, as it increases the speed of a pawn by 50 percent. | ||
+ | * [[Wake-up]] is very useful in situations where something needs to be finished as soon as possible or when a pawn cannot stop working, such as constructing [[solar panel]]s during a toxic fallout power shortage, or letting your doctor keep saving lives after a devastating raid. It not only makes pawns work faster and better, it provides a full nights rest and significantly reducing rest fall rate, allowing pawns to work for almost three days straight. | ||
− | + | During the late game, when silver is plentiful, you can have two or three [[luciferium]] addicted colonists. Alternatively, you can go wild and just get everybody addicted to every drug in-game. | |
− | |||
− | |||
− | |||
== Trade == | == Trade == | ||
− | Drugs | + | Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale. |
− | + | === Psychoid-Type === | |
− | + | [[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. | |
− | |||
− | === | ||
− | [[ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [[ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary. | |
− | + | If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work. | |
− | + | If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. | |
− | + | === Other Hard Drugs === | |
− | + | [[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]]. | |
− | === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Recipes == | == Recipes == | ||
− | |||
{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Drug !! Ingredients !! Work to Make || Minimum Skills !! Market Value | + | ! Drug !! Ingredients !! Work to Make || Minimum Skills !! Market Value |
|- | |- | ||
− | ! style="text-align:left;" | [[Wake-up]] | + | ! style="text-align:left;" | [[Wake-up]] |
− | | {{Required Resources|Wake-up|sep= +|simple=1}} || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base | + | | {{Required Resources|Wake-up|sep= +|simple=1}} || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Penoxycyline]] | + | ! style="text-align:left;" | [[Penoxycyline]] |
− | | {{Required Resources|Penoxycyline|sep= +|simple=1}} || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base | + | | {{Required Resources|Penoxycyline|sep= +|simple=1}} || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Flake]] | + | ! style="text-align:left;" | [[Flake]] |
− | | {{Required Resources|Flake|sep= +|simple=1}} || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base | + | | {{Required Resources|Flake|sep= +|simple=1}} || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Yayo]] | + | ! style="text-align:left;" | [[Yayo]] |
− | | {{Required Resources|Yayo|sep= +|simple=1}} || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base | + | | {{Required Resources|Yayo|sep= +|simple=1}} || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Psychite tea]] | + | ! style="text-align:left;" | [[Psychite tea]] |
− | | {{Required Resources|Psychite tea|sep= +|simple=1}} || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base | + | | {{Required Resources|Psychite tea|sep= +|simple=1}} || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
! style="text-align:left;" | [[Smokeleaf joint]] | ! style="text-align:left;" | [[Smokeleaf joint]] | ||
− | | {{Required Resources|Smokeleaf joint|sep= +|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base | + | | {{Required Resources|Smokeleaf joint|sep= +|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Go-juice]] | + | ! style="text-align:left;" | [[Go-juice]] |
− | | {{Required Resources|Go-juice|sep= +|simple=1}} || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}} | + | | {{Required Resources|Go-juice|sep= +|simple=1}} || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Beer]] | + | ! style="text-align:left;" | [[Beer]] |
− | | {{Required Resources|Beer|sep= +|simple=1}} || {{Ticks|{{Q| | + | | {{Required Resources|Beer|sep= +|simple=1}} || {{Ticks|{{Q|Beer|Work To Make|-}} }} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}} |
|} | |} | ||
− | |||
− | == | + | == Social drugs == |
− | + | {{List|Social Drug}} | |
− | + | ||
− | + | == Hard drugs == | |
+ | {{List|Hard Drug}} | ||
+ | |||
+ | == Medical drugs == | ||
+ | {{List|Medical Drug}} | ||
− | {{ | + | {{nav/drugs}} |
[[Category:Items]] | [[Category:Items]] |