Guide to Chemistry

From Aurora Information Uplink
Revision as of 21:59, 27 June 2020 by UnknownMurder (talk | contribs) (→‎Painkillers/Stabilizers: Corrects Epinephrine overdose number)
Jump to navigation Jump to search

Foreword

Please note that this list does not cover every single chem; there are some compounds that can only be found through trial and error. These are secret chems with recipes not held in the source code.

Chemistry Equipment

Chemical Dispenser

The Chemical Dispenser is your go-to device for making everything. It's a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu

The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they'll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the Dispenser section

ChemMaster 3000

Chemmaster.gif

The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It's also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.

To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.

The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you're going to move to the buffer.

The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they're here, you can do several things with them.

  • The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal
    • This doesn't actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.
  • Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.
  • The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.
    • By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.
  • The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.
  • The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it's full. Otherwise they appear on top in a big messy pile
    • By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you're making a bottle filled with a mixture of different pills.

Once you're done making pills and bottles, you'll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.

If you've made a bottle of pills, don't forget to eject the pill bottle too, and then label it using the Hand Labeller.

All-In-One Grinder

Blender.png

The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they're made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It's good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you'll use it for. Note that it will not break compounds back down into elements, nothing can do that.

Refridgerated Medicine Storage

Smartfridge.gif

A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It's also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.

Tools

Smaller, hand-held things that you'll often use in chemistry.

Beakers

Beakerlarge.png

Beaker.png Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.

Normal beakers can be found easily all over medical, and you have a box of six in your lab. Large beakers are much less common, you only have three - Two on the tables, and one inside the grinder. They are precious, treasure them.

Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you'll need to use more than one to mix certain tricky things correctly.

If you end up losing them, more beakers can be made at the Autolathe in cargo.

Dropper

Dropper1.png

Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click.

Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units Using it on a beaker when it's empty will draw the set quantity of reagents out of that beaker. Using it on a beaker when it's not empty, will squeeze its contents out into the beaker.

The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.

Science Goggles

ScienceGoggles.png

Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:

  • They protect against acid splashes, halving damage you take from acid to the face.
  • They provide 10% protection against anomalies, which is not relevant to a chemist at all.
  • They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.

Advanced Mass Spectrometer

Adv spectrometer.png

The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.

To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.

Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn't blood and you want to see what's in it, use the ChemMaster instead.

Cryostasis Beaker

Noreact.gif

The Cryostasis Beaker is an advanced tool that you don't have to begin with. It can only be made in the R&D Lab in science, if you want some you have to ask them for it.

The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they'll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster

Bluespace Beaker

BluespaceBeaker.gif

The Chemist's favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don't start with, and must request from science. However it's somewhat hard to make, so they may not be able to reliably make them for you.

This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.

Infographic and Information

This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you're new.

A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. Note: Spaceacillin has been split into multiple microbials. Thetamycin and Diphenhydramine. Other than that, this infographic is still up to date.

Metabolism and Overdose

Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.

The most common overdose effect is 'Toxins', the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they'll keep poisoning the patient for longer.

It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or 'metabolized'. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second

Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.

Whenever this document mentions the word 'dose', it refers to how much has been metabolized into the patient, not how much has been injected into their blood.

Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug's effects are stopped. Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.

Catalysts

Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)

A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.

Chemicals

Dispenser

Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.

Aluminum
A silvery white and ductile member of the boron group of chemical elements.


Carbon
A highly stable element, the building block of life.
Metabolisation: 0.5u/tick Type: Element
Effects:
  • Absorbs all other chemicals when swallowed, and carries them out safely.
  • When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit).
Notes:
  • This is the only method to remove ingested toxins from a patient's stomach.
  • Has no effect if injected, will not clean the blood.


Acetone
A colorless liquid solvent used in chemical synthesis.
Metabolisation: 0.2u/tick Type: Solvent
Effects:
  • Deals 1 toxin damage per 0.4 seconds.
    • Unlike most chemicals, swallowing it is equally as effective.
  • Can act as a solvent for ink.
Notes:
  • ----


Copper
A highly ductile metal.


Ethanol
A well-known alcohol with a variety of applications.
Metabolisation: 0.5u/tick Type: Alcohol
Effects:
  • Once applied (splashed), anything causing burn damage will cause it to combust.
  • When injected causes 1 toxin damage every 0.8 seconds.
  • When ingested causes drunkenness very quickly in low doses.
  • Can act as a solvent for ink.
Notes:
  • ----


Ammonia
A caustic substance commonly used in fertilizer or household cleaners.
Metabolisation: 0.5u/tick Type: Liquid
Effects:
  • Deals 1 toxin damage per 0.8 seconds.
Notes:
  • ----


Hydrazine
A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.
Metabolisation: 0.2u/tick Type: Liquid
Effects:
  • Once applied (splashed), anything causing burn damage will cause it to combust.
    • Deals 1 toxin damage per 4.4 seconds.
Notes:
  • ----


Iron
Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.
Metabolisation: 0.1u/tick Type: Element
Effects:
  • When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)
Notes:
  • Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower.
    • Eating food rich in iron also helps combat blood loss.


Lithium
A soft, silver metallic element. A chemical element, used as antidepressant.
Metabolisation: 0.1u/tick Type: Element
Effects:
  • When injected, causes someone to take a step in a random direction.
  • Causes randomly emoting drooling, twitching or moaning occasionally.
Notes:
  • ----


Mercury
A highly neurotoxic metallic element, which is liquid at room temperature.
Metabolisation: 0.1u/tick Type: Element
Effects:
  • When injected, causes someone to take a step in a random direction.
  • Causes randomly emoting drooling, twitching or moaning.
  • Causes 1 point of brain damage per unit.
Notes:
  • ----


Hydrochloric Acid
A very corrosive mineral acid with the molecular formula HCl.
Metabolisation: 0.1u/tick Type: Acid
Effects:
  • Causes 2 burn damage per 0.4 seconds when injected.
  • Causes 1 point of burn damage per unit when splashed.
Notes:
  • ----


Phosphorus
A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.


Potassium
A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.


Radium
Radium is an alkaline earth metal, and is extremely radioactive.
Metabolisation: 0.1u/tick Type: Element
Effects:
  • Deals 10% Radiation per unit.
  • May increase the chances to cure a disease when injected into a virus carrier.
    • Injecting Radium has a chance to do the following:
      • Deals 50% radiation.
      • Deals 100 toxin damage.
  • Injecting into a Diona does the following:
    • Heals 10 brute damage.
    • Heals 10 burn damage.
    • Heals 10 Toxin damage.
Notes:
  • ----


Sulphuric Acid
A very corrosive mineral acid with the molecular formula H2SO4.
Metabolisation: 0.2u/tick Type: Acid
Effects:
  • Deals 10 burn damage every 0.4 seconds when injected or swallowed.
    • When splashed on someone it causes 1 point of damage per unit.
      • Melts faces, disfiguring the victim.
      • Melts masks.
      • Melts glasses, except acid proof ones.
        • Wearing science goggles will halve the damage, they are acid proof.
Notes:
  • ----


Silicon
A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.


Sodium
A chemical element, readily reacts with water.


Sugar
The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.
Metabolisation: 0.1u/tick Type: Carbohydrate
Effects:
  • When ingested it provides 3 nutrition per unit.
Notes:
  • ----


Sulphur
A non-metallic crystalline element with a pungent smell.


Tungsten
A chemical element, and a strong oxidising agent.


Water
A ubiquitous chemical substance that is composed of hydrogen and oxygen.

Other

Gold
Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don't expect to get it quickly.
Silver
A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don't expect to get it quickly.
Uranium
A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don't expect to get it quickly.
Phoron
Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.
Fuel
Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.
Milk
White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.
Toxin
A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.
Capsaicin Oil
This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.
Corn Oil
An oil derived from various types of corn. Grow corn and grind it up.

Compounds

Basic Treatments

These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines..

Dexalin
2 parts Acetone, 0.1 units Phoron.
Metabolisation: 0.2u/tick Overdose: 30u
Used in the treatment of oxygen deprivation.
Effects:
  • Deals toxin damage to Vox.
  • Removes Lexorin from the bloodstream.
Overdose Effects:
  • Toxins
Notes:
  • Fools the brain into thinking that it has 50% oxygen.


Kelotane
1 part Carbon, 1 part Silicon
Metabolisation: 0.1u/tick Overdose: 30u
Treats burn damage effectively, preventing infections and helping speed up healing of burns.
Effects:
  • Heals 6 Burn damage per unit.
Overdose Effects:
  • Toxins
Notes:
  • Does not works if there is dermaline present in the bloodstream.


Tricordrazine
1 part Dylovene, 1 part Epinephrine
Metabolisation: 0.05u/tick Overdose: ∞u
Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak.
Effects:
  • Heals 6 suffocation damage per unit
  • Heals 3 trauma damage per unit
  • Heals 3 burn damage per unit
  • Heals 3 toxin damage per unit
Overdose Effects:

N/A

Notes:
  • It is noticeably stronger at higher temperatures.

Standard Treatments

These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.

Alkysine
1 part Hydrochloric Acid, 1 part Ammonia, 1 part Dylovene
  • Results in 2 units.
Metabolisation: 0.5u/tick Overdose: 30u
A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.
Effects:
  • Heals 30 points Brain damage per unit.
  • Acts as a mild painkiller.
Overdose Effects:
  • Toxins
Notes:
  • Alkysine only heals the brain if it is properly oxygenated.


Bicaridine
1 part Carbon, 1 part Norepinephrine
Metabolisation: 0.1u/tick Overdose: 30u
A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).
Effects:
  • Heals 6 points of Trauma damage per unit.
Overdose Effects:
  • Toxins
  • Heals internal bleeding slowly. Patient's body temperature must be above 170k for this to work.
Notes:
  • Does not heal organ damage or bones. It only heals internal and external muscle wounds.


Cryoxadone
1 part Dexalin, 1 part Water, 1 part Acetone,
Metabolisation: 0.1u/tick Overdose: ∞u
Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures. Also used to make Clonexadone.
Effects:
  • Slows the heart-rate
    • Heals 10 genetic damage per unit
    • Heals 10 suffocation per unit
    • Heals 10 trauma damage per unit
    • Heals 10 burn damage per unit
    • Heals 10 toxin damage per unit
Overdose Effects:
  • N/A
Notes:
  • ----


Dermaline
1 part Kelotane, 1 part Acetone, 1 part Phosphorous
Metabolisation: 0.1u/tick Overdose: 15u
Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.
Effects:
  • Heals 12 burn damage per unit
Overdose Effects:
  • Toxins
Notes:
  • ----


Dexalin Plus
1 part Dexalin, 1 part Iron, 1 part Carbon
Metabolisation: 0.2u/tick Overdose: 15u
Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.
Effects:
  • Removes Lexorin from the bloodstream.
Overdose Effects:
  • Toxins
Notes:
  • Fools the brain into thinking that it has 80% oxygen


Dylovene
1 part Silicon, 1 part Potassium, 1 part Ammonia
Metabolisation: 0.1u/tick Overdose: ∞u
A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.
Effects:
  • Heals 4 toxin damage per unit.
  • Reduces drowsiness by 6 points per unit.
  • Reduces hallucination strength by 2 points per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Hyronalin
1 part Radium, 1 part Dylovene
Metabolisation: 0.05u/tick Overdose: 30u
Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.
Effects:
  • Heals 30 radiation per unit.
  • Deals toxins to Dionaea.
Overdose Effects:
  • Toxins
Notes:
  • ----


Regenerative-Muscular Tissue Supplements
1 part Potassium, 1 part Norepinephrine
Metabolisation: 0.1u/tick Overdose: ∞u
A drug used to treat chronic muscle weakness. Commonly taken by Off-worlders. Commonly abbreviated to 'RMT'.
Effects:
  • Critical for Off-worlders to live comfortably, if they do not take it, they move much slower.
Overdose Effects:
  • N/A
Notes:
  • ----

Advanced Treatments

Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.


Clonexadone
1 part Cryoxadone, 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)
  • Results in 2 units.
Metabolisation: 0.1u/tick Overdose: ∞u
A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures
Effects:
  • Slows the heart-rate
  • All of the following effects require body temperature to be below 170 kelvin.
    • Heals 30 genetic damage per unit
    • Heals 30 suffocation per unit
    • Heals 30 trauma damage per unit
    • Heals 30 burn damage per unit
    • Heals 30 toxin damage per unit
Overdose Effects:
  • Toxins
Notes:
  • ----


Imidazoline
1 part Hydrazine, 1 part Carbon, 1 part Dylovene
  • Results in 2 units.
Metabolisation: 0.2u/tick Overdose: 30u
Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage.
Effects:
  • Reduces blurriness strength by 2.5 per second.
  • Reduces blindness strength by 2.5 per second.
  • Heals eye-organ damage by 5 points per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Mannitol
1 part Alkysine, 0.1 parts Phoron, 0.1 parts Cryoxadone
  • Results in 1 units.
Metabolisation: 0.4u/tick Overdose: 30u
Mannitol is a super strength chemical that heals brain tissue damage and cures dumbness, cerebral blindness, cerebral paralysis, colorblindness, and aphasia. More effective when the patient's body temperature is less than 170K.
Effects:
  • Heals 10 brain damage per unit.
  • Moderately kills pain.
  • The amount metabolized multiplied by 0.4 equates to a percentage that can cure the following per tick:
    • Dumbness
    • Cerebral Blindness
    • Cerebral Paralysis
    • Colorblindness
    • Aphasia
Overdose Effects:
  • N/A
Notes:
  • The chance to cure the above traumas is quadrupled plus an additional 5% if the patient's body has been chilled below 170 Kelvin, preferably via cryogenics.


Peridaxon
1 part Bicaridine, 1 part Clonexadone, 5 units Phoron (Catalyst)
  • Results in 2 units.
Metabolisation: 0.2u/tick Overdose: 10u
Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.
Effects:
  • Heals 1 point of damage to each internal organ per unit.
    • Can repair ruptured lungs.
    • Does not affect mechanical/artificial organs.
Overdose Effects:
  • Toxins
Notes:
  • ----


Pneumalin
1 part Cough Syrup, 1 part Copper, 1 part Pulmodeiectionem
  • Results in 2 units.
Metabolisation: 0.2u/tick Overdose: 15u
A chemical that, when inhaled, restores tearing and bruising of the lungs. Overdosing can lower a patient's pulse to dangerous levels.
Effects:
  • Heals 1.5 point of damage to the lungs per unit.
    • Heals 1 suffocation damage per unit.
Overdose Effects:
  • Causes a dangerous drop in a person's pulse
Notes:
  • ----


Rezadone
1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper
Metabolisation: 0.2u/tick Overdose: 25u
A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.
Effects:
  • Heals 20 genetic damage per unit.
  • Heals 2 suffocation damage per unit.
  • Heals 20 trauma damage per unit.
  • Heals 20 burn damage per unit.
  • Heals 20 toxin damage per unit.
Overdose Effects:
  • Causes Dizziness. (strength 5.)
  • Causes Jittering. (strength 5.)
Notes:
  • ----


Ondansetron
1 part Antihistamine, 1 part Synaptizine, 3 part Water
Metabolisation: 0.2u/tick Overdose: 25u
A chemical used to prevent nausea and vomiting.
Effects:
  • Prevents nausea and vomiting.
Overdose Effects:
  • Toxin
Notes:
  • ----

Specialist Treatments

Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.

Adipemcina
1 part Dylovene, 1 part Lithium, 1 part Potassium
Metabolisation: 0.2u/tick Overdose: 30u
A medicine that fixes the heart in particular, though not emotionally.
Effects:
  • Heals heart damage.
Overdose Effects:
  • Toxins.
  • Induces vomiting.
  • Causes liver damage.
Notes:
  • ----


Arithrazine
1 part Hyronalin, 1 part Hydrazine
Metabolisation: 0.05u/tick Overdose: 30u
A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient.
Effects:
  • Heals 70% radiation per unit.
  • Heals 10 toxin damage per unit.
  • Deals approx 2.4 brute damage per unit.
  • Deals severe toxins to Dionaea.
Overdose Effects:
  • N/A
Notes:
  • ----


Calomel
1 part Mercury, 1 part Sodium Chloride, 1 part Ammonia
  • Results in 3 units.
Metabolisation: 0.1u/tick Overdose: 30u
A highly toxic medicine that quickly purges most chemicals from the bloodstream. Overdose causes bloodloss and more toxin buildup, however works twice as fast.
Effects:
  • Purges 4u of other reagents per unit.
  • Deals 1 toxin damage per unit.
    • Deals an additional 0.5 toxin damage per unit of reagent purged.
Overdose Effects:
  • Supposedly removes 2u of blood per unit.
  • Purges reagents twice as fast.
Notes:
  • ----


Ethylredoxrazine
1 part Acetone, 1 part Dylovene, 1 part Carbon
Metabolisation: 0.06u/tick Overdose: 30u
A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.
Effects:
  • Instantly cures Dizziness
  • Instantly cures Drowsiness
  • Instantly cures Stuttering
  • Instantly cures Confusion
  • Removes 5 units of ethanol from the patient per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Ipecac
1 part Hydrazine, 1 part Ethanol, 1 part Dylovene
Metabolisation: 0.2u/tick Overdose: 30u
A simple emetic. Induces vomiting in the patient, emptying stomach contents.
Effects:
  • When ingested:
    • Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.
    • Gives the patient messages about feeling ill, nauseous, etc.
  • When injected:
    • Deals 2 toxin damage per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Leporazine
1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)
Metabolisation: 0.2u/tick Overdose: 30u
Leporazine can be use to stabilize an individuals body temperature.
Effects:
  • Brings the patient's body temperature close towards 310 kelvin (36.85 Celsius).
Overdose Effects:
  • Toxins
Notes:
  • Leporazine's effects are constant as long as it's metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.


Lipozine
1 part Salt, 1 part Ethanol, 1 part Radium
Metabolisation: 0.2u/tick Overdose: 30u
A chemical compound that causes a powerful fat-burning reaction.
Effects:
  • Removes 10 points of nutrition from the patient per unit, making them more hungry.
  • Instantly clears bloated status from overeating.
Overdose Effects:
  • Toxins
Notes:
  • ----


Pulmodeiectionem
1 part Calomel, 1 part Lexorin
  • Results in 2 units.
Metabolisation: 0.4u/tick Overdose: 10u
A powdery chemical that damages the mucus lining in the the main broncus and the trachea, allowing particles to easily escape the lungs. Only works when inhaled. May cause long term damage to the lungs, and oxygen deprevation.
Effects:
  • Purges 5u of other reagents in the lungs per unit.
  • Deals 2 oxy damage per unit.
  • Deals 0.2 damage to (organic) lungs per unit.
Overdose Effects:
  • Toxins
Notes:
  • ----


Ryetalyn
1 part Arithrazine, 1 part Carbon
Metabolisation: 1u/tick Overdose: 30u
Can cure specific genetic abnormalities via a catalytic process.
Effects:
  • Instantly cures all mutations in the patient.
  • Instantly cures genetic disabilities in the patient.
Overdose Effects:
  • Toxins
Notes:
  • All of Ryetalyn's effects occur instantly with even the tiniest dose; one unit is enough.
  • Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.

Anti Microbials

Medicines used to fight Bacterial Infections. A detailed guide to Bacterial Infections can be found here.

Thetamycin
1 part Cryptobiolin, 1 part Dylovene
Metabolisation: 0.4u/tick Overdose: 30u
A theta-lactam antibiotic, effective against wound and organ bacterial infections.
Effects:

Cures wound infections.

Overdose Effects:
  • Toxins
Notes:
  • It is important to note that unlike most other drugs, all of Thetamycin's effects (except overdose toxins) are based on how much of the medicine is in the patient's bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.
  • Bacterial Infection:
    • Effects at <5u dosage
      • None.
    • Effects at >=5u dosage
      • Instantly cures germs below infection level 1.
      • Heals infections between level 1 and level 2, at a rate of 3 germ units per second.
      • Heals infections between level 2 upwards, at a rate of 1 germ unit per second.
  • Side Effects:
    • Can cause the patient to vomit. The probability depends on the dosage.


Cough Syrup
1 part Carbon, 1 part Ammonia, 1 part Water
Metabolisation: 0.2u/tick Overdose: 30u
A chemical that is used as a cough suppressant in low doses.
Effects:

Suppresses coughing.

    • Functions as a mild painkiller.
Overdose Effects:
  • Hallucinations, brain damage, stronger painkiller, vomiting, twitching, drowsiness
Notes:
  • ----


Diphenhydramine
1 part Cryptobiolin, 1 part Norepinephrine
Metabolisation: 0.05u/tick Overdose: 30u
A chemical that is used as a cough suppressant in low doses.
Effects:

Helps with sneezing.

    • Causes drowsiness in larger doses. The probability depends on dosage.
Overdose Effects:
  • Toxins
Notes:
  • ----


Sterilizine
1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid
Metabolisation: 0.2u/tick Overdose: 30u
An antiseptic fluid that removes all traces of blood, and cleans a patient's body to reduce the chance of infection.
Effects:
  • When sprayed on a patient:
    • Sets the main germ level of the patient's body to zero.
    • Cleans blood off of the patient's clothes and skin.
  • When sprayed on a surface or object:
    • Cleans blood off the object, leaving no traces for forensics.
Overdose Effects:
  • Toxins
Notes:
  • Sterilizine works on contact, it is not for injecting or ingesting.
  • Does NOT sterilize wounds.
  • Does not affect the germ level of wounds, body parts, or internal organs.
  • Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner.

Painkillers/Stabilizers

Usually administered to people who've just been wounded, to help stabilize them.

Norepinephrine
1 part Sugar, 1 part Carbon, 1 Acetone
Metabolisation: 0.1u/tick Overdose: 60u
Norepinephrine is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.
Effects:
  • Prevents patients from accumulating suffocation damage caused by being in critical (<=0% health) status.
  • Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.
  • Acts as a mild painkiller, Strength 25.
  • Increases heart rate.
Overdose Effects:
  • Toxins
Notes:
  • ----


Epinephrine
1 part Norepinephrine, 1 part Hyperzine, 1 part Dexalinplus
Metabolisation: 0.1u/tick Overdose: 20u
Epinephrine, also known as adrenaline, is a super strength stimulant and painkiller.
Effects:
  • Stabilizes the patient while the patient is in a critical state.
  • Increases heart rate.
Overdose Effects:
  • Heart Damage
  • Energy Boost
Notes:
  • ----


Paracetamol
1 part Tramadol, 1 part Sugar, 1 part Water
Metabolisation: 0.02u/tick Overdose: 60u
Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.
Effects:
  • Acts as a painkiller, Strength 50.
Overdose Effects:
  • Causes hallucinations: Strength 25.
  • Toxins
Notes:
  • ----


Tramadol
1 part Norepinephrine, 1 part Ethanol, 1 part Acetone
Metabolisation: 0.02u/tick Overdose: 30u
A simple, yet effective painkiller. Very effective for patients in shock.
Effects:
  • Acts as a painkiller, Strength 80.
Overdose Effects:
  • Causes hallucinations: Strength 40.
  • Toxins
Notes:
  • ----


Oxycodone
1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)
  • Results in 1 unit.
Metabolisation: 0.02u/tick Overdose: 20u
An effective and very addictive painkiller.
Effects:
  • Acts as a painkiller, Strength 200.
Overdose Effects:
  • Causes hallucinations: Strength 60.
  • Toxins
Notes:
  • ----

Sedatives

Sedatives put people to sleep. Useful for surgery when anaesthetic gas won't work, for dealing with troublesome patients who won't sit still, and in dire situations, for self defense.

Chloral Hydrate
1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water
  • Results in 1 unit.
Metabolisation: 0.05u/tick Overdose: 15u
An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.
Effects:
  • Once only, immediately upon injecting:
    • Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).
    • Causes Drowsyness at strength 2.
  • At <2u dosage.
    • Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).
    • Causes blurred vision, at strength 10.
  • At >1u dosage, the patient suffers 1 point of toxin damage per unit.
  • At >=2u dosage, causes sleep, strength 30.
Overdose Effects:
  • Toxins
Notes:
  • The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.
  • The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.
    • Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.
    • At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds.
    • Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.
    • Once the dose falls low enough, the patient will wake after roughly another 65 seconds.


Soporific
1 part Chloral Hydrate, 4 parts sugar
Metabolisation: 0.05u/tick Overdose: 30u
A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.
Effects:
  • At <1u dose.
    • Causes yawning every 8 seconds on average.
  • At <1.5u dose.
    • Causes blurred vision, Strength 10.
  • At <5u dose.
    • Causes Weakening, Strength 2.
    • Causes drowsiness, Strength 20.
  • At >=5u dose.
    • Causes Sleep, strength 20.
    • Causes Drowsiness, strength 60.
Overdose Effects:
  • Toxins
Notes:
  • Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.
  • Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.
  • The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.
    • At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that's temporary and isn't safe for surgery.
    • Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.
    • Once the dose falls low enough, the patient will wake after roughly another 45 seconds.

Psychiatric Medication

Compounds to alter the patient's mental state and to treat certain traumas. A quick reference can be found here, otherwise each compound below will explain what traumas are treated and what certain withdrawal symptoms may arise.

Duloxetine
1 part Mindbreaker Toxin, 1 part Silicon, 1 part Ethanol
  • Results in 3 units
Metabolisation: 0.002u/tick Overdose: ∞u
Effective at treating basic phobias and concussions. A rare side effect is hallucinations. Withdrawl effects are common.
Effects:
  • Suppresses:
    • Concussions
    • Phobias
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
    • Concussion
Overdose Effects:
  • N/A
Notes:
  • ----


Escitalopram
1 part Mindbreaker Toxin, 1 part Carbon
  • Results in 2 units
Metabolisation: 0.002u/tick Overdose: ∞u
Expensive, safe and very effective at treating basic phobias as well as advanced phobias like monophobia. A common side effect is drowsiness, and a rare side effect is hallucinations. Withdrawl effects are uncommon.
Effects:
  • Suppresses:
    • Phobias
    • Monophobia
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
Overdose Effects:
  • N/A
Notes:
  • ----


Fluvoxamine
1 part Mindbreaker Toxin, 1 part Iron, 1 part Potassium
  • Results in 3 units
Metabolisation: 0.002u/tick Overdose: ∞u
Safe and effective at treating basic phobias, as well as schizophrenia and muscle weakness at higher doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.
Effects:
  • Suppresses:
    • Phobias
    • Conflicting neuroimaging reports
    • Imaginary friends
    • Muscle weakness
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
Overdose Effects:
  • N/A
Notes:
  • ----


Methylphenidate
1 part MindBreaker Toxin, 1 part Hydrazine
  • Results 2 units
Metabolisation: 0.002u/tick Overdose: ∞u
An AHDH treatment drug that treats basic distractions such as phobias and hallucinations at moderate doses. Withdrawl effects are rare. Side effects are rare, and include hallucinations.
Effects:
  • Suppresses:
    • Imaginary friends
    • Hallucinations
    • Phobias
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
Overdose Effects:
  • N/A
Notes:
  • ----


Olanzapine
1 part Mindbreaker Toxin, 1 part Space Drugs, 1 part Silicon
  • Results in 3 units.
Metabolisation: 0.004u/tick Overdose: ∞u
A high-strength, expensive antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. The medication metabolizes quickly, and withdrawl is dangerous.
Effects:
  • Suppresses:
    • Monophobia
    • Imaginary friend
    • Reduced mouth coordination
    • Communication disorder
    • Muscle spasms
    • Tourettes.
  • Withdrawal symptoms include:
    • Hallucinations
    • Conflicting neuroimaging reports
    • Imaginary friends
Overdose Effects:
  • N/A
Notes:
  • ----


Paroxetine
1 part MindBreaker Toxin, 1 part Acetone, 1 part Norepinephrine
  • Results in 3 units.
Metabolisation: 0.002u/tick Overdose: ∞u
Effective at treating basic phobias while also preventing the body from overheating. Side effects are rare, and include hallucinations. Withdrawl effects are frequent and unsafe.
Effects:
  • Suppresses:
    • Phobias
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
Overdose Effects:
  • N/A
Notes:
  • ----


Paxazide
1 part Truth Serium, 1 part Sertaline
  • Results in 1 unit.
Metabolisation: 0.4u/tick Overdose: ∞u
A mind altering chemical compound capable of suppressing violent tendencies.
Effects:
  • Inflicts passiveness (locking to help intent, cannot attack with objects).
Overdose Effects:
  • Toxins
Notes:
  • ----


Risperidone
1 part Mindbreaker Toxin, 1 part Space Drugs, 1 part Ethanol
  • Results in 3 units.
Metabolisation: 0.004u/tick Overdose: ∞u
A potent antipsychotic medication used to treat schizophrenia, stuttering, speech impediment, monophobia, hallucinations, tourettes, and muscle spasms. Side effects are common and include pacifism. Withdrawl symptoms are dangerous and almost always occur.
Effects:
  • Suppresses:
    • Monophobia
    • Weak motor signals
    • Imaginary friends
    • Schizophrenia
    • Conflicting neuroimaging reports
    • Reduced mouth coordination
    • Communication disorder
    • Muscle spasms
    • Tourettes.
  • Withdrawal symptoms include:
    • Hallucinations
    • Conflicting neuroimaging reports
    • Imaginary friends
    • Tourettes
    • Monophobia
Overdose Effects:
  • N/A
Notes:
  • ----


Sertraline
1 part Mindbreaker Toxin, 1 part Aluminum, 1 part Potassium
  • Results in 3 units.
Metabolisation: 0.004u/tick Overdose: ∞u
Cheap, safe, and effective at treating basic phobias, however it does not last as long as other drugs of it's class. Withdrawl effects are uncommon. Side effects are rare.
Effects:
  • Suppresses:
    • Phobias
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
Overdose Effects:
  • N/A
Notes:
  • ----


Truth Serum
1 part Mindbreaker Toxin, 1 part Synaptizine, 0.1 parts Phoron
  • Results in 2 units.
Metabolisation: 0.1u/tick Overdose: ∞u
This highly illegal, expensive, military strength truth serum is a must have for secret corporate interrogations. One 50u pill is good for almost 10 minutes of interrogation.
Effects:
  • Suppresses:
    • Tourettes
  • Withdrawal symptoms include:
    • None
Overdose Effects:
  • N/A
Notes:
  • ----


Venlafaxine
1 part Mindbreaker Toxin, 1 part Sodium, 1 part Tungsten
  • Results in 3 units.
Metabolisation: 0.002u/tick Overdose: ∞u
Effective at treating basic phobias, monophobia, and stuttering. Side effects are uncommon and include hallucinations. Withdrawl effects are common.
Effects:
  • Suppresses:
    • Phobias
    • Monophobia
    • Stuttering
  • Withdrawal symptoms include:
    • Phobias
    • Hallucinations
Overdose Effects:
  • N/A
Notes:
  • ----

Performance Enhancers

Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team.

Hyperzine
1 part Sugar, 1 part Phosphorous, 1 part Sulphur
Metabolisation: 0.005u/tick Overdose: 30u
A highly effective, long lasting, muscle stimulant. Keeps the user's muscles working regardless of impairments, and allows freedom of movement under almost any conditions.
Effects:
  • Gives the Speed-boost effect
    • This medicine does not work on Dionaea.
Overdose Effects:
  • Toxins
Notes:
  • Each unit lasts 67 seconds


Synaptizine
1 part Lithium, 1 part Sugar, 1 part Water
Metabolisation: 0.01u/tick Overdose: 10u
Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients.
Effects:
  • Reduces Drowsiness strength by 2.5 points per second.
  • Reduces Paralysis strength by 0.5 points per second.
  • Reduces Stunning strength by 0.5 points per second.
  • Reduces Weakening strength by 0.5 points per second.
  • Reduces Hallucination strength by 5 points per second.
  • Removes 2.5 units of Mindbreaker Toxin from the patient's body per second.
  • Acts as a painkiller, Strength 40.
  • Causes 5 toxin damage to the patient per unit.
Overdose Effects:
  • Toxins
Notes:
  • The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.

Narcotics

Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don't do it.

Mindbreaker Toxin
1 part Silicon, 1 part Hydrazine, 1 part Dylovene
Metabolisation: 0.025u/tick Overdose: 30u
A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a "fun time". Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.
Effects:
  • Causes Hallucinations, strength 100.
Overdose Effects:
  • Toxins
Notes:
  • Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.


Red Nightshade
1 part Psilocybin, 1 part Moonshine
  • Results in 1 unit.
Metabolisation: 0.4u/tick Overdose: ∞u
An illegal chemical enhancer, may cause aggressive and violent behavior.
Effects:
  • Deals 5 toxin damage per unit.
  • Turns screen red.
  • Forces harm intent.
  • Unable to use complex objects (guns, computers, etc.)
Overdose Effects:
  • Toxins
Notes:
  • ----


Space Drugs
1 part Mercury, 1 part Sugar, 1 part Lithium
Metabolisation: 0.025u/tick Overdose: 30u
A compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.
Effects:
  • Causes the Druggy effect (Flashing rainbow overlay).
  • Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.
    • This effect does not trigger when the patient is in space, or unable to move.
  • 5% chance each proc to emote drooling, giggling, moaning, or twitching.
Overdose Effects:
  • Toxins
Notes:
  • ----


Nightlife
1 part Methylphenidate, 1 part Synaptizine, 1 part Nitroglycerin
Metabolisation: 0.20u/tick Overdose: 30u
A liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation.
Effects:

Potent stimulant that causes extreme awakefulness

Overdose Effects:
  • Toxins
Notes:
  • ----


Krokjuice
1 part Orange Juice, 1 part Fuel, 1 part Iron
Metabolisation: 1u/tick Overdose: 15u
An Eridanian variant of krokodil, known for causing prosthetic malfunctions.
Effects:

Causes prosthetic malfunctions

Overdose Effects:
  • Toxins
Notes:
  • ----


Raskara Dust
1 part Monoammoniumphosphate, 1 part Cleaner, 1 part Sodium Chloride
Metabolisation: .1u/tick Overdose: 15u
A powdery narcotic found in the gang-ridden slums of Biesel and Sol. Known for it's relaxing poperties that cause trance-like states when inhaled. Casual users tend to snort or inhale, while hardcore users inject.
Effects:

Drowsyness, coughs, twitches.

Overdose Effects:
  • Toxins
Notes:
  • ----


Poisons

These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.

Cryptobiolin
1 part Potassium, 1 part Acetone, 1 part Sugar
Metabolisation: 0.05u/tick Overdose: 30u
Causes confusion and dizziness.
Effects:
  • Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).
  • Causes Dizziness, Strength 4 (The victim's screen shakes, makes it harder for them to click things).
Overdose Effects:
  • Toxins
Notes:
  • Effects are instant and refreshed while it metabolizes.
  • Lasts 20 seconds per unit.
  • Ethylredoxrazine will nullify effects.


Cyanide
N/A (Found in apples)
Metabolisation: 0.4u/tick Overdose: ∞u
A highly toxic chemical.
Effects:
  • Deals 20 oxy damage per unit.
  • Deals 20 toxin damage per unit.
Overdose Effects:
  • Toxins
Notes:
  • No longer knocks the patient out.


Impedrezene
1 part Mercury, 1 part Acetone, 1 part Sugar
  • Results in 2 units.
Metabolisation: 0.2u/tick Overdose: 30u
A narcotic that impedes one's ability by slowing down the higher brain cell functions.
Effects:
  • Can cause brain damage at a ratio of 3 per unit of compound.
  • Can cause drowsiness.
  • Can cause drooling.
Overdose Effects:
  • Toxins
Notes:
  • ----


Lexorin
1 part Tungston, 1 part Hydrazine, 1 part Ammonia, 5 units Phoron (Catalyst)
Metabolisation: 0.1u/tick Overdose: 30u
Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.
Effects:
  • Deals 3 trauma damage per unit.
  • Stops breathing
  • Constantly increases oxygen loss.
Overdose Effects:
  • Toxins
Notes:
  • Each unit of Dexalin Plus will neutralize 3 units of Lexorin.


Potassium Chloride
1 part Potassium, 1 part Sodium Chloride
Metabolisation: 0.005u/tick Overdose: 30u
A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.
Effects:
  • No effects when not overdosed
Overdose Effects:
  • These effects are almost identical to normally injecting Potassium Chloride.
    • Toxins
    • Appears to stop the patient's heart. Their pulse will read as zero.
      • Does not ACTUALLY stop their heart. The patient will not die from heart failure
    • Deals 2 suffocation damage per unit.
    • Weakens the patient, strength 10 (prevents movements or actions).
Notes:
  • Metabolizes very slowly, overdosing a patient would be very hard and time consuming.


Potassium Chlorophoride
1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate
Metabolisation: 0.005u/tick Overdose: 20u
A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.
Effects:
  • Deals 10 toxin damage per unit.
  • Deals 2 suffocation damage per unit.
  • Weakens the patient, strength 10 (prevents movements or actions).
    • This effect is instant, and constantly refreshed while it's metabolizing.
Overdose Effects:
  • Toxins
Notes:
  • Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.


Zombie Powder
5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper
  • Results in 2 units
Metabolisation: 0.1u/tick Overdose: 30u
A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.
Effects:
  • Gives the patient a fake time of death that will show in autopsy reports.
  • Causes 3 suffocation damage per unit.
  • Causes 3 toxin damage per unit.
  • These effects are instant, and persist as long as the poison is metabolizing.
    • Weakens the patient, strength 10 (paralysis).
    • Silences the patient, strength 10.
        • A scanner bed will show the patient's damage correctly without any fake values.
Overdose Effects:
  • Toxins
Notes:
  • ----

Food Related

Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.

Glycerol
3 parts Corn Oil, 1 part Sulphuric Acid
  • Results in 1 unit.
Metabolisation: 0.1u/tick Overdose: 30u
A simple polyol compound, Glycerol is sweet-tasting and of low toxicity.
Effects:
  • N/A
Overdose Effects:
  • Toxins.
Notes:
  • N/A


Sodium Chloride
1 part Hydrochloric Acid, 1 part Sodium
Metabolisation: 0.1u/tick Overdose: ∞u
Sodium Chloride, also known as Salt, is often used to season food.
Effects:
  • N/A
Overdose Effects:
  • N/A
Notes:
  • N/A


Syntiflesh
5 parts Blood, 1 part Clonexadone
Metabolisation: N/Au/tick Overdose: ∞u
Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.
Effects:
  • N/A
Overdose Effects:
  • N/A
Notes:
  • Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.


Virus Food
1 part Milk, 1 part Water, 1 part Acetone
  • Results in 5 units.
Metabolisation: 0.4u/tick Overdose: ∞u
Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology.
Effects:
  • Effectively increases virus speed by 10.
Overdose Effects:
  • N/A
Notes:
  • Can be consumed as food, provides 2 nutrition per unit.


Lean
2 part Space Up, 2 part Cough Syrup, 1 part Sugar
Metabolisation: 1u/tick Overdose: 10u
A mixture of cough syrup, space-up, and sugar.
Effects:

Combined results

Overdose Effects:
  • Toxins
Notes:
  • ----

Experimental Chemicals

These chemicals are experimental in nature and should only be tested within the research department.

Mutone
1 part Phoron Salt, 1 part Mutagen
  • Results in 1 unit.
Metabolisation: 0.8u/tick Overdose: ∞u
A strange green powder with even stranger properties.
Effects:
  • For every five units metabolized, one mutation is granted.
    • There is a 25% chance of a bad mutation, otherwise 75% chance for a 'good' mutation.
Overdose Effects:
  • N/A
Notes:
  • ----


Phoron Salts
1 part Sodium Chloride (> 678K), 2 parts Phoron (> 73K, < 261K)
  • Results in 1 unit.
Metabolisation: 0.02u/tick Overdose: ∞u
A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.
Effects:
  • Deals toxins.
Overdose Effects:
  • N/A
Notes:
  • Only stable between 113 and 134 Kelvin.


Plexium
1 part Phoron Salt, 1 part Alkysine
  • Results in 1 unit.
Metabolisation: 1u/tick Overdose: ∞u
A yellow, fowl smelling liquid that seems to affect the brain in strange ways.
Effects:
  • For every five units metabolized, a chance for brain trauma is rolled.
    • There is a 50% chance for a mild, severe, and/or special trauma, provided the patient doesn't have a trauma relating to each category (i.e. can't roll a special trauma if the patient already has a special trauma, but they can roll everything else).
Overdose Effects:
  • N/A
Notes:
  • ----


Stimm
1 part Fuel, 5 part Rewriter
  • Results in 6 unit.
Metabolisation: 3u/tick Overdose: 10u
A homemade stimulant with some serious side-effects.
Effects:
  • Rapidly blinking, twitching, shivering
Overdose Effects:
  • N/A
Notes:
  • ----


Venenum
1 part Phoron Salt, 1 part Ryetalyn
  • Results in 1 unit.
Metabolisation: 0.03u/tick Overdose: ∞u
A thick tar like liquid that seems to move around on it's own every now and then. Limited data shows it only works when injected into the bloodstream.
Effects:
  • For every unit metabolized, the patient's appearance and name will scramble.
    • Once the patient stops metabolizing Venenum (usually when it runs out), they will revert back to their original appearance.
Overdose Effects:
  • N/A
Notes:
  • ----

Industrial Compounds

Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.

The intended method of application is listed:

  • Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades
  • Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills
  • Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills

Cleaning Agents

Things that are useful for cleaning, and often requested by janitors.

Luminol
2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia
Application Method: Contact
A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.
Effects:
  • Causes visible blood on floors to glow a bright blue colour when sprayed on it
    • Will not make blood on objects glow unless a UV light is also used
  • Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible
    • This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect
    • Works with both tiles and objects.
    • Does not work on skin
Notes:
  • A spray bottle of Luminol is found in the detective's Forensics Kit. He may need a refill.
  • This chemical is designed for use in combination with a UV light. One can be found in the detective's kit, or they can be made in science.
  • There are presently many bugs with Luminol, but it works as described above


Space Cleaner
1 part Ammonia, 1 part Water
Application Method: Contact
A compound used to clean things. But will not fully remove all traces of blood.
Effects:
  • When sprayed on a floor.
    • Cleans the floor tile, removing dirt, gibs and bloodstains.
    • Deals 5-10 toxin damage to slimes on the tile.
  • When sprayed on a person.
    • Cleans their body, and everything they're wearing.
  • When sprayed on an object.
    • Cleans that object.
Notes:
  • Does not leave any wetness or slippery spots when cleaning.
  • Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.
  • Janitors start with this, many additional spray bottles of it scattered around the station.


Engineering

Stuff that often goes ignored by engineering because they don't need to bother requesting any of it.

Coolant
1 part Tungsten, 1 part Acetone, 1 part Water
An industrial cooling substance.
Cryosurfactant
1 part Surfactant, 1 part Ice, 1 part Sodium

Description = Decreases reagent temperature when mixed with water. Mixing with Pyrosilicate creates oxygen.

No Description


Foaming Agent
1 part Lithium, 1 part Hydrazine
A agent that yields metallic foam when mixed with light metal and a strong acid.


Iron Foam
3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid
  • Results in 5 units.
A strong form of Metal Foam.


Metal Foam
3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid
Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.


Monoammoniumphosphate
1 part Ammonia, 1 part Sulphuric Acid, 1 part Sodium, 1 part Phosphorous
Commonly found in fire extinguishers, also works as a fertilizer.


Plastic
10 Polytrinic acid, 20 Plasticide
Creates one solid sheet of plastic.


Pyrosilicate
1 part Silicate, 1 part Hydrazine, 1 part Iron, 1 part Sulfuric Acid
Increases reagent temperature when mixed with salt. Mixing with Cryosurfactant creates oxygen.


Silicate
1 part Aluminum, 1 part Silicon, 1 part Acetone
Used to strengthen windows.


Space Lube
1 part Water, 1 part Silicon, 1 part Acetone
  • Results in 4 units.
A high performance lubricant intended for maintenance of extremely complex mechanical equipment.


Surfactant
2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid
Used in some chemical compounds.


Water
1 part Acetone, 2 parts Hydrazine
  • Results in 1 unit.
Also known as H2O.

Horticultural

Things designed to aid in Botany and Xenobotany.

Diethylamine
1 part Ammonia, 1 part Ethanol
Application Method: Added to hydroponics trays and soil in liquid form.
A secondary amine, mildly corrosive. A very potent fertilizer.
Effects:
  • Useful as a fertilizer in botany: Strength 1.
  • Useful as a pest killer in botany: Strength 2.
Notes:
  • ----


Plant-B-Gone
1 part Toxin, 4 parts Water
Application Method: Contact, Injection
A toxic mixture designed to kill plant-life.
Effects:
  • When injected (Metabolism 0.005).
    • Deals 4 toxin damage per unit.
    • Deals an additional 50 damage per unit to Diona.
  • When sprayed/on contact.
    • Deals 50 damage per unit to Diona.
    • Removes mold on walls.
    • Destroys any plants on the tile.
    • Deals 15-35 damage to alien weeds.
      • Damage to alien weeds is not based on the quantity used.
Notes:
  • ----


Unstable Mutagen
1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid
Application Method: Contact
Causes mutations when injected into living people or plants. High doses may be lethal.
Effects:
  • N/A
Notes:
  • ----

Weapons

Everything in this category is dangerous, and should not be used without approval from security or command, unless you're an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs.

Electromagnetic Pulse
1 part Uranium, 1 part Iron
This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an 'EMP'.


Explosive Reaction
1 part Potassium, 1 part Water
This explodes immediately on mixing, which may knock you over or even kill you.


Flash Powder
1 part Sulphur, 1 part Aluminium, 1 part Potassium
Creates a flash similar to that of a flashbang immediately on mixing.


Napalm
1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid
Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)


Nitroglycerin
1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid
Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)


Polytrinic Acid
1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium
An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.


Smoke
1 part Potassium, 1 part Sugar, 1 part Phosphorous
This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.


Thermite
1 part Iron, 1 part Aluminium, 1 part Acetone
Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.
Medical Department
Head of Department Chief Medical Officer
Personnel Physician - Surgeon - Psychologist - Pharmacist - Emergency Medical Technician - Medical Intern
Useful Guides Guide to Medicine - Guide to Surgery - Guide to Chemistry - Guide to Cadavers

Template:Gameplay Guides