A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
A synthetic precursor chemical. Useless on its own, many drugs require neutroamine as an ingredient.
Neutroamine is an item only available from traders and cargo pods. It can be combined with herbal medicine and cloth to create standard medicine, or synthesize various drugs with it at a drug lab, such as Penoxycyline and wake-up.
A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools.
An artificial eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Externally, it looks like a natural human eye, except it can change color at will. Its internal workings are a mystery to all human minds.
One of the most sophisticated arm replacements. Gives extreme strength to its user.
A bionic arm is a very useful replacement for a natural arm. They are universal and can be installed on either left or right arms. It has 125% efficiency, increasing a colonist's manipulation by 12.5% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 9 damage when an attack uses that arm, compared to 7 damage from a natural arm. An installed bionic arm will replace a colonist's arm up to and including the shoulder. They can be crafted, and are rarely offered for sale by exotic traders and at Outlander bases.
Advanced piece of technology made not only to fully replace natural eye, but also to give supernatural vision abilities.
A Bionic eye is an artificial eye that can replace a natural one through implant surgery. Unlike their natural counterparts, bionic eyes do not scar. Bionic eyes can be crafted or sometimes be purchased from traders. They have 125% efficiency, increasing a colonist's sight by 12.5% for each one installed. As with all bionics, it will give a mood buff to anyone with the Transhumanist trait, a heavy penalty to anyone with the Body purist trait and a lesser penalty to anyone else.
Bionic leg uses cutting-edge technology to give its owner extreme walking comfort and strength.
Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 140% efficiency, increasing a colonist's move speed by 20% for each one installed. It can be crafted (from 1.0 onwards) or bought from traders.
Essential part of the digestive system.
Supplies blood and oxygen to all parts of the body. Ready to find a new owner.
Filters and removes waste products from the blood.
Plays an important role in metabolism.
Essential part of the respiratory system.
A wood log fashioned into a crude but effective artificial leg.
Peg legs can be made out of one wooden log by ordering a surgical operation on a colonist. It is the worst kind of leg available, but is better than having a missing foot or leg (50% total mobility). Peg legs will not give a mood penalty to colonists with the Prosthophobe trait. Peg legs have 60% efficiency.
A combat-oriented hand replacement consisting of a mechanical hand with a vicious claw on each finger. It is vicious in combat, and its powerful mini-servos can crush a skull like a natural hand crushes an egg. The blades can retracted, making it as useful as a biological hand for non-combat tasks.
Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 18 damage compared to 6 damage from a fist. When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws.
Simple but durable arm prosthesis.
Simple prosthetic arms can sometimes be purchased from traders. A simple prosthetic arm has 50% efficiency. Therefore, one simple prosthetic arm and one healthy arm provide 75% manipulation. Having two simple prosthetic arms provide 50% manipulation. Simple prosthetic arms will not give a mood penalty to colonists with the Prosthophobe trait.
Simple prosthesis made to replace missing leg. Not very comfortable but quite efficient.
Prosthetic legs can sometimes be purchased from Exotic goods traders. They are like a discount version of a bionic leg, but much better than a peg leg. Once installed, a prosthetic leg reduces a colonist's mobility to 92.5% while having one healthy leg. Two prosthetic legs provide 85% mobility.
Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
Installs a wooden foot.
Wooden feet can be made out of one wooden log by ordering a surgical operation on a colonist. It is the worst kind of foot available but is better than having a missing foot (50% total mobility). Wooden feet have 80% efficiency.