Difference between revisions of "Medicine"

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{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
 
'''Medicine''' is used to improve outcomes when treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds.   
 
'''Medicine''' is used to improve outcomes when treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds.   
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{{asof|A15}} you can now produce medicine from herbal medicine, [[neutroamine]] and cloth. This requires research and the building [[Drug lab]].
  
  

Revision as of 12:05, 13 September 2016

Medicine

Medicine industrial a.png

A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.


Type
Medical ItemMedicine
Stack Limit
25

Base Stats

Beauty
−4
Deterioration Rate
2
Flammability
0.7
Market Value
18
Mass
0.5
Max Hit Points
60
Medical Potency
1

Stat Modifiers


Medicine is used to improve outcomes when treating a colonist's injury(s), to remove or install body parts/replacements, and to build hospital beds.

As of version 0.15.1279 (29 August 2016) you can now produce medicine from herbal medicine, neutroamine and cloth. This requires research and the building Drug lab.


Healing is done by colonists with the medicine skill enabled. The patient needs to have patient enabled and be in a bed. Medicine is not required, but will improve the chance of a good treatment drastically, allow for the healing of multiple small injuries in one go and double the amount of experience gained by the doctor.

Good Treatment doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.

As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.

Doctoring stats Consciousness Sight Manipulation
Base Healing Quality - 70% 90%
Healing Speed 100% 80% 90%
Surgery Success Chance 100% 40% 40%

The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.


Resource Shortage

No Medicine

Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees bad treatment quality from any but the most experienced and/or enhanced of doctors.

Chance for Good Treatment
0 3 6 9 12 15 18 20
Normally 13% 22%
Medical Bed 5% 19% 28%
Fully Bionic Doctor 29% 52% 76% 99% 100% 100%
Fully Bionic Doctor & Medical Bed 3% 36% 60% 84% 100% 100% 100%

Growable Medicine

Herbal Medicine

Imported Medicine

Medikits

Glitterworld Medicine