Difference between revisions of "Wake-up"

From RimWorld Wiki
Jump to navigation Jump to search
(16 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{Define|Pleasurable Drug
+
{{Define|Drug
 
| always haulable = true
 
| always haulable = true
 
| def name = WakeUp
 
| def name = WakeUp
| description = 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.
+
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.
 
| deterioration rate base = 2.0  
 
| deterioration rate base = 2.0  
 
| draw gui overlay = true
 
| draw gui overlay = true
Line 57: Line 57:
 
| pain factor =
 
| pain factor =
 
| pain offset =  
 
| pain offset =  
| rest factor =-0.8
+
| rest fall factor = 0.8
 
| rest offset = 1.0
 
| rest offset = 1.0
 
| sight factor =   
 
| sight factor =   
Line 65: Line 65:
  
 
}}
 
}}
{{Info|
+
{{Info|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.}}
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.
+
 
}}
+
==Gameplay Overview==
 +
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).  It may be preferable to manually take each pill, both to get the most out of the complete satisfaction of the need to rest but also to make sure that a pawn only consumes a pill after exactly 3 days have passed.
 +
 
 +
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dosage carrying a 2% chance of addiction.
 +
 
 +
 
 +
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.
 +
 
 +
'''Detailed Effects'''
 +
* 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'')
 +
 
 +
==Crafting==
 +
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].
 +
 
 +
==Side-Effects==
 +
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.
 +
 
 +
==Withdrawal Symptoms==
 +
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.
 +
 
 +
'''Detailed Symptoms'''
 +
* 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 (-40)
 +
 
 +
{{nav/drugs}}

Revision as of 18:02, 18 January 2021

<ul><li>"chemical" is not in the list (Chemical, Gluttonous) of allowed values for the "Joy Kind" property.</li> <!--br--><li>"industrial" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>

Wake-up

Wakeup a.png

A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.
In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.


Type
DrugHard Drug
Stack Limit
150

Base Stats

Deterioration Rate
2
Flammability
1
Market Value
35
Mass
0.005
Max Hit Points
50

Stat Modifiers

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.

Gameplay Overview

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). It may be preferable to manually take each pill, both to get the most out of the complete satisfaction of the need to rest but also to make sure that a pawn only consumes a pill after exactly 3 days have passed.

As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dosage carrying a 2% chance of addiction.


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.

Detailed Effects

  • 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)

Crafting

Wake-up can be manufactured at a drug lab using 2 neutroamine.

Side-Effects

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.

Withdrawal Symptoms

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.

Detailed Symptoms

  • 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 (-40)