Drugs

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Drugs can be useful to gain temporary benefits of various sorts, but can lead to harmful 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. 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 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 including 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) 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.
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.

Drug Mood Joy 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 5 50% 0.7 Days 3.2% 2% / Day 15% 1% 1.6 Days 4
Psychite tea 12 40% 0.3 days 3% 1.5% / Day 10% 2% 2 Days 3
Beer 10-25 17% 0.2 Days 1.6% 1.6% / Day 25% 1% 1 Day 15
Smokeleaf 13 80% 0.5 Days 3% 1.5% /Day 15% 2% 2 Days 5
Flake 35 70% 0.3 Days 4% 1.5% / Day 0% 5% Never 0
Yayo 35 80% 0.5 days 4% 1.5% / Day 0% 1% Never 0
Wake-up ; 0 40% 0.5 days N/A N/A 0% 2% Never 0
Go-juice 5 40% 0.7 Days N/A N/A 0% 2.6% Never 0
Values as of version 1.1.2654
  • Tolerance gain values are for size 1.00 colonists (normal).

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 board 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, the addicted or the arresting colonist have the chance of dying. It may be best to wait until the pawn collapses due to exhaustion or starvation, then arrest them without the possibility of a physical intervention. 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.

Recovery

Medicine.png

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.
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).


Healer mech serum

Using the healer mech serum instantly treats 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.

Recipes

Drug Market Value Ingredients Work Amount Minimum Skills
Wake-Up 35 2 Neutroamine 15
Penoxycyline 18 2 Neutroamine 10
Flake 14 4 Psychoid leaves 5
Yayo 21 8 Psychoid leaves 6
Psychoid pekoe / Psychite Tea 10 4 Psychoid leaves 7
Smokeleaf 11 4 Smokeleaf leaves 8
Go-Juice 53 2 Neutroamine, 1 Yayo 10
Beer 12 1 Wort 17
Recipes as of 1.0.2408

Social Drugs

Ambrosia.png

Ambrosia

A soft fruit. Ambrosia has a wonderful smell and taste, and produces a soft chemical high, which increases mood. However, it is slightly addictive if eaten too often.

Market Value 15 Silver
Mass 0.1

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Ambrosia end of Stat Mod Row for Blood Filtration from Ambrosia

Stat Mod Row for Blood Pumping from Ambrosia end of Stat Mod Row for Blood Pumping from Ambrosia

Stat Mod Row for Breathing from Ambrosia end of Stat Mod Row for Breathing from Ambrosia

Stat Mod Row for Consciousness from Ambrosia end of Stat Mod Row for Consciousness from Ambrosia

Stat Mod Row for Hearing from Ambrosia end of Stat Mod Row for Hearing from Ambrosia

Stat Mod Row for Hunger from Ambrosia end of Stat Mod Row for Hunger from Ambrosia

Stat Mod Row for Manipulation from Ambrosia end of Stat Mod Row for Manipulation from Ambrosia

Stat Mod Row for Metabolism from Ambrosia end of Stat Mod Row for Metabolism from Ambrosia

Stat Mod Row for Mood from Ambrosia

Mood +5end of Stat Mod Row for Mood from Ambrosia

Stat Mod Row for Moving from Ambrosia end of Stat Mod Row for Moving from Ambrosia

Stat Mod Row for Pain from Ambrosia end of Stat Mod Row for Pain from Ambrosia

Stat Mod Row for Rest from Ambrosia end of Stat Mod Row for Rest from Ambrosia

Stat Mod Row for Rest Fall from Ambrosia end of Stat Mod Row for Rest Fall from Ambrosia

Stat Mod Row for Sight from Ambrosia end of Stat Mod Row for Sight from Ambrosia

Stat Mod Row for Talking from Ambrosia end of Stat Mod Row for Talking from Ambrosia


Beer.png

Beer

The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol addiction.

Market Value 12 Silver
Mass 0

kg

Stack Limit 25

Stat Factor Offset

Stat Mod Row for Blood Filtration from Beer end of Stat Mod Row for Blood Filtration from Beer

Stat Mod Row for Blood Pumping from Beer end of Stat Mod Row for Blood Pumping from Beer

Stat Mod Row for Breathing from Beer end of Stat Mod Row for Breathing from Beer

Stat Mod Row for Consciousness from Beer end of Stat Mod Row for Consciousness from Beer

Stat Mod Row for Hearing from Beer end of Stat Mod Row for Hearing from Beer

Stat Mod Row for Hunger from Beer end of Stat Mod Row for Hunger from Beer

Stat Mod Row for Manipulation from Beer end of Stat Mod Row for Manipulation from Beer

Stat Mod Row for Metabolism from Beer end of Stat Mod Row for Metabolism from Beer

Stat Mod Row for Mood from Beer end of Stat Mod Row for Mood from Beer

Stat Mod Row for Moving from Beer end of Stat Mod Row for Moving from Beer

Stat Mod Row for Pain from Beer end of Stat Mod Row for Pain from Beer

Stat Mod Row for Rest from Beer end of Stat Mod Row for Rest from Beer

Stat Mod Row for Rest Fall from Beer end of Stat Mod Row for Rest Fall from Beer

Stat Mod Row for Sight from Beer end of Stat Mod Row for Sight from Beer

Stat Mod Row for Talking from Beer end of Stat Mod Row for Talking from Beer


Psychite tea.png

Psychite tea

A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. this tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often. Many tribes use psychite tea, both as a daily energizer and part of social and religious rituals

Market Value 10 Silver
Mass 0.05

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Psychite tea end of Stat Mod Row for Blood Filtration from Psychite tea

Stat Mod Row for Blood Pumping from Psychite tea end of Stat Mod Row for Blood Pumping from Psychite tea

Stat Mod Row for Breathing from Psychite tea end of Stat Mod Row for Breathing from Psychite tea

Stat Mod Row for Consciousness from Psychite tea end of Stat Mod Row for Consciousness from Psychite tea

Stat Mod Row for Hearing from Psychite tea end of Stat Mod Row for Hearing from Psychite tea

Stat Mod Row for Hunger from Psychite tea end of Stat Mod Row for Hunger from Psychite tea

Stat Mod Row for Manipulation from Psychite tea end of Stat Mod Row for Manipulation from Psychite tea

Stat Mod Row for Metabolism from Psychite tea end of Stat Mod Row for Metabolism from Psychite tea

Stat Mod Row for Mood from Psychite tea

Mood +12end of Stat Mod Row for Mood from Psychite tea

Stat Mod Row for Moving from Psychite tea end of Stat Mod Row for Moving from Psychite tea

Stat Mod Row for Pain from Psychite tea

Pain ×0.9 end of Stat Mod Row for Pain from Psychite tea

Stat Mod Row for Rest from Psychite tea

Rest +0.1end of Stat Mod Row for Rest from Psychite tea

Stat Mod Row for Rest Fall from Psychite tea

Rest Fall ×0.9 end of Stat Mod Row for Rest Fall from Psychite tea

Stat Mod Row for Sight from Psychite tea end of Stat Mod Row for Sight from Psychite tea

Stat Mod Row for Talking from Psychite tea end of Stat Mod Row for Talking from Psychite tea


Smokeleaf joint.png

Smokeleaf joint

Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot.

Market Value 11 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Smokeleaf joint end of Stat Mod Row for Blood Filtration from Smokeleaf joint

Stat Mod Row for Blood Pumping from Smokeleaf joint end of Stat Mod Row for Blood Pumping from Smokeleaf joint

Stat Mod Row for Breathing from Smokeleaf joint end of Stat Mod Row for Breathing from Smokeleaf joint

Stat Mod Row for Consciousness from Smokeleaf joint

Consciousness −0.3end of Stat Mod Row for Consciousness from Smokeleaf joint

Stat Mod Row for Hearing from Smokeleaf joint end of Stat Mod Row for Hearing from Smokeleaf joint

Stat Mod Row for Hunger from Smokeleaf joint

Hunger ×1.3 end of Stat Mod Row for Hunger from Smokeleaf joint

Stat Mod Row for Manipulation from Smokeleaf joint end of Stat Mod Row for Manipulation from Smokeleaf joint

Stat Mod Row for Metabolism from Smokeleaf joint end of Stat Mod Row for Metabolism from Smokeleaf joint

Stat Mod Row for Mood from Smokeleaf joint

Mood +13end of Stat Mod Row for Mood from Smokeleaf joint

Stat Mod Row for Moving from Smokeleaf joint

Moving −0.3end of Stat Mod Row for Moving from Smokeleaf joint

Stat Mod Row for Pain from Smokeleaf joint

Pain ×(−0.2) end of Stat Mod Row for Pain from Smokeleaf joint

Stat Mod Row for Rest from Smokeleaf joint

Rest −0.1end of Stat Mod Row for Rest from Smokeleaf joint

Stat Mod Row for Rest Fall from Smokeleaf joint end of Stat Mod Row for Rest Fall from Smokeleaf joint

Stat Mod Row for Sight from Smokeleaf joint end of Stat Mod Row for Sight from Smokeleaf joint

Stat Mod Row for Talking from Smokeleaf joint end of Stat Mod Row for Talking from Smokeleaf joint



Hard Drugs

Flake.png

Flake

A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.

Market Value 14 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Flake end of Stat Mod Row for Blood Filtration from Flake

Stat Mod Row for Blood Pumping from Flake end of Stat Mod Row for Blood Pumping from Flake

Stat Mod Row for Breathing from Flake end of Stat Mod Row for Breathing from Flake

Stat Mod Row for Consciousness from Flake end of Stat Mod Row for Consciousness from Flake

Stat Mod Row for Hearing from Flake end of Stat Mod Row for Hearing from Flake

Stat Mod Row for Hunger from Flake end of Stat Mod Row for Hunger from Flake

Stat Mod Row for Manipulation from Flake end of Stat Mod Row for Manipulation from Flake

Stat Mod Row for Metabolism from Flake end of Stat Mod Row for Metabolism from Flake

Stat Mod Row for Mood from Flake

Mood +35end of Stat Mod Row for Mood from Flake

Stat Mod Row for Moving from Flake end of Stat Mod Row for Moving from Flake

Stat Mod Row for Pain from Flake

Pain ×0.5 end of Stat Mod Row for Pain from Flake

Stat Mod Row for Rest from Flake

Rest +0.2end of Stat Mod Row for Rest from Flake

Stat Mod Row for Rest Fall from Flake

Rest Fall ×0.33 end of Stat Mod Row for Rest Fall from Flake

Stat Mod Row for Sight from Flake end of Stat Mod Row for Sight from Flake

Stat Mod Row for Talking from Flake end of Stat Mod Row for Talking from Flake


Go-juice.png

Go-juice

A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.

Market Value 53 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Go-juice end of Stat Mod Row for Blood Filtration from Go-juice

Stat Mod Row for Blood Pumping from Go-juice end of Stat Mod Row for Blood Pumping from Go-juice

Stat Mod Row for Breathing from Go-juice end of Stat Mod Row for Breathing from Go-juice

Stat Mod Row for Consciousness from Go-juice

Consciousness +0.2end of Stat Mod Row for Consciousness from Go-juice

Stat Mod Row for Hearing from Go-juice end of Stat Mod Row for Hearing from Go-juice

Stat Mod Row for Hunger from Go-juice end of Stat Mod Row for Hunger from Go-juice

Stat Mod Row for Manipulation from Go-juice end of Stat Mod Row for Manipulation from Go-juice

Stat Mod Row for Metabolism from Go-juice end of Stat Mod Row for Metabolism from Go-juice

Stat Mod Row for Mood from Go-juice

Mood +5end of Stat Mod Row for Mood from Go-juice

Stat Mod Row for Moving from Go-juice

Moving +0.5end of Stat Mod Row for Moving from Go-juice

Stat Mod Row for Pain from Go-juice

Pain ×0.1 end of Stat Mod Row for Pain from Go-juice

Stat Mod Row for Rest from Go-juice

Rest +0.4end of Stat Mod Row for Rest from Go-juice

Stat Mod Row for Rest Fall from Go-juice end of Stat Mod Row for Rest Fall from Go-juice

Stat Mod Row for Sight from Go-juice

Sight +0.35end of Stat Mod Row for Sight from Go-juice

Stat Mod Row for Talking from Go-juice end of Stat Mod Row for Talking from Go-juice


Wake-up.png

Wake-up

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.

Market Value 28 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Wake-up end of Stat Mod Row for Blood Filtration from Wake-up

Stat Mod Row for Blood Pumping from Wake-up end of Stat Mod Row for Blood Pumping from Wake-up

Stat Mod Row for Breathing from Wake-up end of Stat Mod Row for Breathing from Wake-up

Stat Mod Row for Consciousness from Wake-up

Consciousness +0.1end of Stat Mod Row for Consciousness from Wake-up

Stat Mod Row for Hearing from Wake-up end of Stat Mod Row for Hearing from Wake-up

Stat Mod Row for Hunger from Wake-up end of Stat Mod Row for Hunger from Wake-up

Stat Mod Row for Manipulation from Wake-up end of Stat Mod Row for Manipulation from Wake-up

Stat Mod Row for Metabolism from Wake-up end of Stat Mod Row for Metabolism from Wake-up

Stat Mod Row for Mood from Wake-up end of Stat Mod Row for Mood from Wake-up

Stat Mod Row for Moving from Wake-up

Moving +0.1end of Stat Mod Row for Moving from Wake-up

Stat Mod Row for Pain from Wake-up end of Stat Mod Row for Pain from Wake-up

Stat Mod Row for Rest from Wake-up

Rest +1end of Stat Mod Row for Rest from Wake-up

Stat Mod Row for Rest Fall from Wake-up

Rest Fall ×0.8 end of Stat Mod Row for Rest Fall from Wake-up

Stat Mod Row for Sight from Wake-up end of Stat Mod Row for Sight from Wake-up

Stat Mod Row for Talking from Wake-up end of Stat Mod Row for Talking from Wake-up


Yayo.png

Yayo

A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive.

Market Value 21 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Yayo end of Stat Mod Row for Blood Filtration from Yayo

Stat Mod Row for Blood Pumping from Yayo end of Stat Mod Row for Blood Pumping from Yayo

Stat Mod Row for Breathing from Yayo end of Stat Mod Row for Breathing from Yayo

Stat Mod Row for Consciousness from Yayo end of Stat Mod Row for Consciousness from Yayo

Stat Mod Row for Hearing from Yayo end of Stat Mod Row for Hearing from Yayo

Stat Mod Row for Hunger from Yayo end of Stat Mod Row for Hunger from Yayo

Stat Mod Row for Manipulation from Yayo end of Stat Mod Row for Manipulation from Yayo

Stat Mod Row for Metabolism from Yayo end of Stat Mod Row for Metabolism from Yayo

Stat Mod Row for Mood from Yayo

Mood +35end of Stat Mod Row for Mood from Yayo

Stat Mod Row for Moving from Yayo

Moving +0.15end of Stat Mod Row for Moving from Yayo

Stat Mod Row for Pain from Yayo

Pain ×0.5 end of Stat Mod Row for Pain from Yayo

Stat Mod Row for Rest from Yayo

Rest +0.4end of Stat Mod Row for Rest from Yayo

Stat Mod Row for Rest Fall from Yayo

Rest Fall ×0.33 end of Stat Mod Row for Rest Fall from Yayo

Stat Mod Row for Sight from Yayo end of Stat Mod Row for Sight from Yayo

Stat Mod Row for Talking from Yayo end of Stat Mod Row for Talking from Yayo



Medical Drugs

Luciferium.png

Luciferium

A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects.

Market Value 120 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Luciferium

Blood Filtration +0.7end of Stat Mod Row for Blood Filtration from Luciferium

Stat Mod Row for Blood Pumping from Luciferium

Blood Pumping +0.15end of Stat Mod Row for Blood Pumping from Luciferium

Stat Mod Row for Breathing from Luciferium

Breathing +0.1end of Stat Mod Row for Breathing from Luciferium

Stat Mod Row for Consciousness from Luciferium

Consciousness +0.1end of Stat Mod Row for Consciousness from Luciferium

Stat Mod Row for Hearing from Luciferium end of Stat Mod Row for Hearing from Luciferium

Stat Mod Row for Hunger from Luciferium end of Stat Mod Row for Hunger from Luciferium

Stat Mod Row for Manipulation from Luciferium end of Stat Mod Row for Manipulation from Luciferium

Stat Mod Row for Metabolism from Luciferium

Metabolism +0.2end of Stat Mod Row for Metabolism from Luciferium

Stat Mod Row for Mood from Luciferium end of Stat Mod Row for Mood from Luciferium

Stat Mod Row for Moving from Luciferium

Moving +0.05end of Stat Mod Row for Moving from Luciferium

Stat Mod Row for Pain from Luciferium

Pain ×0.8 end of Stat Mod Row for Pain from Luciferium

Stat Mod Row for Rest from Luciferium end of Stat Mod Row for Rest from Luciferium

Stat Mod Row for Rest Fall from Luciferium end of Stat Mod Row for Rest Fall from Luciferium

Stat Mod Row for Sight from Luciferium

Sight +0.15end of Stat Mod Row for Sight from Luciferium

Stat Mod Row for Talking from Luciferium end of Stat Mod Row for Talking from Luciferium


Penoxycyline.png

Penoxycyline

A drug for preventing diseases from starting. Blocks malaria, sleeping sickness, and plague. Take every five days. Note: This drug does nothing to cure existing infections - it only prevents new ones.

Market Value 18 Silver
Mass 0

kg

Stack Limit 400

Stat Factor Offset

Stat Mod Row for Blood Filtration from Penoxycyline end of Stat Mod Row for Blood Filtration from Penoxycyline

Stat Mod Row for Blood Pumping from Penoxycyline end of Stat Mod Row for Blood Pumping from Penoxycyline

Stat Mod Row for Breathing from Penoxycyline end of Stat Mod Row for Breathing from Penoxycyline

Stat Mod Row for Consciousness from Penoxycyline end of Stat Mod Row for Consciousness from Penoxycyline

Stat Mod Row for Hearing from Penoxycyline end of Stat Mod Row for Hearing from Penoxycyline

Stat Mod Row for Hunger from Penoxycyline end of Stat Mod Row for Hunger from Penoxycyline

Stat Mod Row for Manipulation from Penoxycyline end of Stat Mod Row for Manipulation from Penoxycyline

Stat Mod Row for Metabolism from Penoxycyline end of Stat Mod Row for Metabolism from Penoxycyline

Stat Mod Row for Mood from Penoxycyline end of Stat Mod Row for Mood from Penoxycyline

Stat Mod Row for Moving from Penoxycyline end of Stat Mod Row for Moving from Penoxycyline

Stat Mod Row for Pain from Penoxycyline end of Stat Mod Row for Pain from Penoxycyline

Stat Mod Row for Rest from Penoxycyline end of Stat Mod Row for Rest from Penoxycyline

Stat Mod Row for Rest Fall from Penoxycyline end of Stat Mod Row for Rest Fall from Penoxycyline

Stat Mod Row for Sight from Penoxycyline end of Stat Mod Row for Sight from Penoxycyline

Stat Mod Row for Talking from Penoxycyline end of Stat Mod Row for Talking from Penoxycyline