Guide to chemistry: Difference between revisions

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m Silver Sulf had a copy (namewise), that was fixed.
Makes chemistry non-tg
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<!--
Invisible comment for wiki editors:
How to make a recipe recursive (giving it multi-level mouseover tooltips):
1. Create a new template page. Example: https://tgstation13.org/wiki/Template:RecursiveChem/Modafinil
2. Edit that page with the recipe. Again, see Modafinil for an example of what it should look like.
3. Replace the recipe on this Guide to Chemistry page with {{RecursiveChem/Modafinil}} <- Replace modafinil with the actual chem name.
Finished.
ShadowQuill, who originally added this feature May 2019, made another guide here:
https://tgstation13.org/wiki/Template:RecursiveChem
- Angust Nov 16 2019
-->
{{Speech
{{Speech
|name=Bryon Styles, the Chemist
|name=Tippo Felangus, the Chemist
|text=Welcome to chemistry, the place where you can make special drugs that are both capable of healing someone back to life, or dealing some serious damage without them knowing any better.
|text=Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.
<i>Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so...</i>
|image=[[File:Chemist action.png|64px|right]]
|image=[[File:Chemist action.png|64px|right]]
}}
}}




This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]
This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]].


== Machinery ==
== Machinery ==
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=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===
=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===


[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].
[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and replace the power cell. Or you can charge the machine with an [[inducer]].  


'''Available chemicals''':
'''Available chemicals''':
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
Click expand to see what chemicals are available:
To fine out what chems do what check out [[Dispensers#Preview|Dispensers Index]], or
click expand to see what chemicals are available to the Chemistry Dispenser:
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
'''Normal''':
'''Normal''':
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* Chlorine
* Chlorine
* Potassium
* Potassium
* Aluminium  
* Aluminium
* Radium
* Radium
* Fluorine
* Fluorine
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* Welding fuel
* Welding fuel
* Silver
* Silver
* Stable plasma
* Stable_plasma


'''Upgraded (tier 2 matter manipulator)''':
'''Upgraded (tier 2 matter manipulator)''':
* Oil
* Oil
* Ammonia
* Ammonia
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'''Upgraded (tier 3 matter manipulator)''':
'''Upgraded (tier 3 matter manipulator)''':
* Acetone
* Acetone
* Phenol
* Phenol
* Diethylamine
* Diethylamine  


'''Upgraded (tier 4 matter manipulator)''':
'''Upgraded (tier 4 matter manipulator)''':
* Miner's Slave
* Toxin


'''Emagged Reagents''':
* Mine Salve
* Toxin
 
'''Emagged''':
* Space Drugs
* Space Drugs
* Plasma
* Plasma
* Frost Oil
* Frost Oil
* Carp Toxin
* Carpotoxin
* Histamine
* Histamine
* Morphine
* Morphine  
</div>
</div>
</div>
</div>
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* '''Better capacitor:''' faster recharging speed.
* '''Better capacitor:''' faster recharging speed.
* '''Better power cell:'''  larger maximum power capacity.
* '''Better power cell:'''  larger maximum power capacity.
* '''Better manipulator:''' unlocks more chemicals.
* '''Better manipulator:''' unlocks more chemicals at tier 4. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4.
 
</div>
</div>
</div>
</div>
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=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===
=== [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater ===


Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.<br>
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br>
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this.<br>
Upgrading the laser will increase the heating/cooling speed.
Upgrading the laser will increase the heating/cooling speed.


=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===
=== [[File:Chemmaster.png|ChemMaster 3000]] ChemMaster 3000 ===


Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
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</div>
</div>
</div>
</div>
=== Reagent containers ===
It is important to note that strong acids/bases can melt most glass based beakers, while plastic beakers will melt from heat. They will melt slowly over time with a audiable noise. If you heat them melting, either drop the temperature or adjust the pH!
Bottles are small 30 unit containers made from a hardened mesh of glass and polymers, and thus don't melt from temperature or pH. These are produced by the ChemMaster 3000.
Glass Beakers holds 50/100 units of liquid depending on size, but begins to melt under strong acids or bases. These can be printed from the autolathe.
XL beakers are made of plastic and hold 150 units of liquid. They are immune to pH, but will being to melt when containing liquids over 444K. These can be printed from the autolathe using plastic sheets.
Meta Beakers holds 200 units of liquid and is immune to pH and will not melt under high temperature. These can be printed from the autolathe when researched.
Cryostasis Beakers holds 50 units of liquid. Chemicals will not mix, react or change temperature while in this beaker. Splashing contained chemicals will not make them react either, as with all other beakers. This beaker is immune to pH and will not melt under high temperature. These can be printed from the autolathe when researched.
Bluespace beakers are the largest beakers and hold 300 units of liquid. These are weak to strong acids/bases, but have more durability than standard beakers. These can be printed from the autolathe when researched.
Water Bottles Can be made with plastic sheets. Works like a beaker but comes with a cap to prevent spilling. Toggle the cap with alt-click. Holds 50/100 units of liquid depending on side. Weak to strong acids/bases and temperatures over 444K.


==Metabolism==
==Metabolism==
When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.
When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds. When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick.  
 


==Active Pure Chemicals==
==Active Pure Chemicals==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.  
*'''Chlorine''': Causes 1 brute damage per tick to a random body part.
*'''Chlorine''': Causes 1 brute damage per tick to a random body part.  
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.  
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.  
*'''Fluorine''': Causes 1 toxin damage per tick.
*'''Fluorine''': Causes 1 toxin damage per tick.
*'''Iron''': Slowly restores blood volume.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
*'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.
*'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.  
*'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.
*'''Radium''': Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.  
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.  
*'''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].
*'''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].  
*'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.
*'''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.  
*'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.
*'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.


== Components ==
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.<br>
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.


Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. If you find an incorrect recipe then drop a comment in the [https://tgstation13.org/phpBB/viewforum.php?f=60 discord] wiki-general .  
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" style='background-color:#FFDD66;'|pH
|-
!style='background-color:#FFEE88;'|{{anchor|Sulphuric acid}}Sulphuric acid <span style="color:#00FF32;background-color:white">▮</span>
|A strong mineral acid with the molecular formula H2SO4.
|2.75
|-
!style='background-color:#FFEE88;'|{{anchor|Ethanol}}Ethanol <span style="color:#404030;background-color:white">▮</span>
|A well-known alcohol with a variety of applications.
|7.33
|-
!style='background-color:#FFEE88;'|{{anchor|Sugar}}Sugar <span style="color:#FFFFFF;background-color:white">▮</span>
|The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste. Overdose at 200u.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Water}}Water <span style="color:#AAAAAA77;background-color:white">▮</span>
|An ubiquitous chemical substance that is composed of hydrogen and oxygen.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Welding fuel}}Welding fuel <span style="color:#660000;background-color:white">▮</span>
|Required for welders. Flamable.
|4
|-
!style='background-color:#FFEE88;'|{{anchor|Oxygen}}Oxygen <span style="color:#808080;background-color:white">▮</span>
|A colorless, odorless gas. Grows on trees but is still pretty valuable.
|9.2
|-
!style='background-color:#FFEE88;'|{{anchor|Copper}}Copper <span style="color:#6E3B08;background-color:white">▮</span>
|A highly ductile metal. Things made out of copper aren't very durable, but it makes a decent material for electrical wiring.
|5.5
|-
!style='background-color:#FFEE88;'|{{anchor|Nitrogen}}Nitrogen <span style="color:#808080;background-color:white">▮</span>
|A colorless, odorless, tasteless gas. A simple asphyxiant that can silently displace vital oxygen.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Hydrogen}}Hydrogen <span style="color:#808080;background-color:white">▮</span>
|A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas.
|0.1
|-
!style='background-color:#FFEE88;'|{{anchor|Potassium}}Potassium <span style="color:#A0A0A0;background-color:white">▮</span>
|A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Mercury}}Mercury <span style="color:#484848;background-color:white">▮</span>
|A curious metal that's a liquid at room temperature. Neurodegenerative and very bad for the mind.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Sulfur}}Sulfur <span style="color:#BF8C00;background-color:white">▮</span>
|A sickly yellow solid mostly known for its nasty smell. It's actually much more helpful than it looks in biochemistry.
|4.5
|-
!style='background-color:#FFEE88;'|{{anchor|Carbon}}Carbon <span style="color:#1C1300;background-color:white">▮</span>
|A crumbly black solid that, while unexciting on an physical level, forms the base of all known life. Kind of a big deal.
|5
|-
!style='background-color:#FFEE88;'|{{anchor|Chlorine}}Chlorine <span style="color:#808080;background-color:white">▮</span>
|A pale yellow gas that's well known as an oxidizer. While it forms many harmless molecules in its elemental form it is far from harmless.
|7.4
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorine}}Fluorine <span style="color:#808080;background-color:white">▮</span>
|A comically-reactive chemical element. The universe does not want this stuff to exist in this form in the slightest.
|2
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium}}Sodium <span style="color:#808080;background-color:white">▮</span>
|A soft silver metal that can easily be cut with a knife. It's not salt just yet, so refrain from putting in on your chips.
|11.6
|-
!style='background-color:#FFEE88;'|{{anchor|Phosphorus}}Phosphorus <span style="color:#832828;background-color:white">▮</span>
|A ruddy red powder that burns readily. Though it comes in many colors, the general theme is always the same.
|6.5
|-
!style='background-color:#FFEE88;'|{{anchor|Lithium}}Lithium <span style="color:#808080;background-color:white">▮</span>
|A silver metal, its claim to fame is its remarkably low density. Using it is a bit too effective in calming oneself down.
|11.3
|-
!style='background-color:#FFEE88;'|{{anchor|Radium}}Radium <span style="color:#C7C7C7;background-color:white">▮</span>
|Radium is an alkaline earth metal. It is extremely radioactive.
|10
|-
!style='background-color:#FFEE88;'|{{anchor|Iron}}Iron<span style="color:#C239D1;background-color:white">▮</span>
|Pure iron is a metal. Helps the body produce more blood. Overdose is 30u.
|6
|-
!style='background-color:#FFEE88;'|{{anchor|Silver}}Silver <span style="color:#D0D0D0;background-color:white">▮</span>
|A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Aluminium}}Aluminium <span style="color:#A8A8A8;background-color:white">▮</span>
|A silvery white and ductile member of the boron group of chemical elements.
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Silicon}}Silicon <span style="color:#A8A8A8;background-color:white">▮</span>
|A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.
|10
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Plasma}}Stable Plasma <span style="color:#6B008F;background-color:white">▮</span>
|Non-flammable plasma locked into a liquid form that cannot ignite or become gaseous/solid.
|1.5
|-
!style='background-color:#FFEE88;'|{{anchor|Iodine}}Iodine <span style="color:#694600;background-color:white">▮</span>
|Commonly added to table salt as a nutrient. On its own it tastes far less pleasing.
|4.5
|-
!style='background-color:#FFEE88;'|{{anchor|Bromine}}Bromine <span style="color:#B37740;background-color:white">▮</span>
|A brownish liquid that's highly reactive. Useful for stopping free radicals, but not intended for human consumption.
|7.8
|-
|}


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" style='background-color:#FFDD66;'|pH
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#515151;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Ash}}
|1 part [[#Oil|Oil]]<br>Temperature 480K
|Ingredient in [[#Lye|Lye]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be acquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
|Ingredient in [[#Lye|Lye]], [[#Charcoal|Charcoal]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.  
|6.5
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#2D2D2D;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Oil}}
|1 part Welding Fuel<br>1 part Carbon<br>1 part Hydrogen
|Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such. Flammable.
|Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Perfluorodecalin|Perfluorodecalin]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such.
|7
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#AF14B7;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Acetone}}
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Oxygen
|Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]] and [[#Neurine|Neurine]].
|Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]] and [[#Neurine|Neurine]].
|7
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
|{{RecursiveChem/Diethylamine}}
|1 part [[#Ammonia|Ammonia]]<br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]].
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]].  
|-
|12
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#E7EA91;background-color:white">▮</span>
|{{RecursiveChem/Phenol}}
|Ingredient in [[#Salicylic Acid|Salicylic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]] and [[#Modafinil|Modafinil]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia <span style="color:#404030;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Ammonia}}
|1 part [[#Oil|Oil]]<br>1 part Chlorine<br>1 part Water
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4)
|Ingredient in [[#Salicyclic Acid|Salicyclic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Corazone|Corazone]] and [[#Modafinil|Modafinil]].
|5.5
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre <span style="color:#60A584;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span>
|{{RecursiveChem/Saltpetre}}
|3 parts Hydrogen<br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Gunpowder|Gunpowder]]. (Results in 3 units instead of 5)
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Silver Sulfadiazine|Silver Sulfadiazine]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4)
|11.6
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride <span style="color:#FFFFFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span>
|{{RecursiveChem/Sodium Chloride}}
|3 parts Oxygen<br>1 part Potassium<br>1 part Nitrogen
|It's actually salt. That's what I said, sodium chloride. It is often used to season food.<br>
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Black Powder|Black Powder]]. (Results in 3 units instead of 5)
Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles.
|11.2
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Lye}}
|1 part Sodium<br>1 part Hydrogen<br>1 part Oxygen
|Ingredient in [[#Soap|Soap]].
|Ingredient in [[#Soap|Soap]].
|11.9
|-
|-
!style='background-color:#FFEE88;'|Lye (Alternate Recipe) <span style="color:#FFFFD6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span>
|{{RecursiveChem/Lye_Alt}}
|1 part [[#Ash|Ash]]<br>1 part Water<br>1 part Carbon
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3)
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3)
|11.9
|-
|-
|}
|}


== Medicines{{anchor|Medicines}} ==
== Medicines{{anchor|Medicines}} ==
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.
"''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these.


Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out.  
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.


See [[guide to medicine|Guide to Medicine]] for more information on what to use and when.
===Core Healing Medicines===
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.  


===Core Healing Medicines===
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).  
These healing drugs may be considered to be cheap or commonly available "core" drugs, used to heal common ailments. Some of them should not be used repeatedly on the same patient, as they may have dangerous side effects. Consider using [[Surgery#Tend_Wounds|Tend Wounds surgery]] if satisfactory medicines aren't available. These are also known as ''"Category 2 Cobbychems". ''


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|pH
|-
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Ammonia|Ammonia]]<br>1 part Silver<br>1 part Sulfur<br>1 part Oxygen<br>1 part Chlorine
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage.
|0.4 units per tick
|50u
|7.2
|-
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
|1 part Aluminium<br>1 part Hydrogen<br>1 part Oxygen<br>1 part Sulphuric Acid
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage.
|0.4 units per tick
|50u
|6.7
|-
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
|1 part [[#Sodium Chloride|Sodium Chloride]]<br>1 part Water<br>1 part Sugar
|Brute, burn
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|5.5
|-
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
|1 part [[#Styptic Powder|Styptic Powder]]<br>1 part Blood<br>1 part Carbon
|Brute, burn
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream.
|0.4 units per tick
|40u
|11.5
|-
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
|1 part [[#Sodium Chloride|Sodium Chloride]]<br>1 part [[#Ash|Ash]]<br>Temperature 480K
|Toxin
|Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals.
|0.2 units per tick
|N/A
|5
|-
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
|1 part [[#Salicyclic Acid|Salicyclic Acid]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Aluminium<br>1 part Bromine<br>1 part Lithium
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|0.1 units per tick
|N/A
|2
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Bicaridine}}
|1 part Carbon <br>1 part Oxygen<br>1 part Sugar<br>
|Brute
|Brute
|The most basic chemical for healing brute damage. Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|0.4 units per tick
|30 Units
|30u
|5
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Kelotane}}
|1 part Carbon <br>1 part Silicon<br>
|Burn
|Burn
|The most basic chemical for healing burn damage. Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|0.4 units per tick
|30 Units
|30u
|9
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#FFFF6B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Anti-Toxin}}
|1 part Nitrogen<br>1 part Silicon<br>1 part Potassium<br>
|Toxin
|Toxin
|Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick.
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|0.4 units per tick
|30 Units
|30u
|10
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#8C93FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Tricordrazine}}
|1 part [[#Kelotane|Kelotane]]<br>1 part [[#Bicaridine|Bicaridine]]<br>1 part [[#Anti-Toxin|Anti-Toxin]]<br>
|Brute, Burn, Toxin, Suffocation
|All types
|Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|0.4 units per tick
|30 Units
|30u
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span>
|1 part [[#Tricordrazine|Tricordrazine]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|All types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]].
|0.4 units per tick
|N/A
|7
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#6171FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
|{{RecursiveChem/Dexalin}}
|1 part [[#Acetone|Acetone]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part Stable Plasma
|Suffocation
|All types
|Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots.
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold.  
|0.4 units per tick
|0.4 units per tick
|30 Units
|N/A
|11
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#F7FFA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
|{{RecursiveChem/Charcoal}}
|1 part [[#Cryoxadone|Cryoxadone]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|Toxin
|All types
|Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when [[#Ingest|ingested]].  
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].  
|0.2 units per tick
|0.4 units per tick
|N/A
|N/A
|12
|-
|-
|}
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
 
|1 part [[#Cryoxadone|Cryoxadone]]<br>1 part Sodium<br>5 units Plasma (catalyst)
===Advanced Healing Medicines===
|Clone
This category was added in case Jake Park's Chemistry PR is full merged.
|Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]].
 
|0.6 units per tick
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
|N/A
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
|13
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#D2D2D2;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span>
|{{RecursiveChem/Silver Sulfadiazine}}
|1 part Hydrogen<br>1 part Water<br>1 part Sugar
|Burn
|Brain
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
|Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal [[Guide_to_Traumas#Mild|traumas]].  
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed.
|0.4 units per tick
|0.4 units per tick
|45 Units
|N/A
|10.4
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#D2D2D2;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#DCDCFF;background-color:white">▮</span>
|{{RecursiveChem/Styptic Powder}}
|1 part [[#Acetone|Acetone]]<br>1 part [[#Mannitol|Mannitol]]<br>1 part Oxygen
|Brute
|Minor brain traumas
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor [[Guide_to_Traumas#Basic_Traumas_Without_Prefix]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].  
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed.
|0.4 units per tick
|0.4 units per tick
|45 Units
|N/A
|11.4
|-
|-
|}
|}


===Heretic Work Bookmark===
===Superior Healing Medicines===  
 
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
===Superior Healing Medicines===
These healing drugs are harder to make than the advanced healing medicines, however they often heal faster and and better overall.  


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salicylic Acid}}{{anchor|Salicyclic Acid}}Salicylic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
|{{RecursiveChem/Salicyclic Acid}}
|1 part [[#Phenol|Phenol]]<br>1 part Sodium<br>1 part Carbon<br>1 part Oxygen<br>1 part Sulphuric Acid
|Brute
|Brute
|If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage.
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|0.2 units per tick
|25 Units
|25 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#1E8BFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span>
|{{RecursiveChem/Oxandrolone}}
|3 parts Carbon<br>1 part [[#Phenol|Phenol]]<br>1 part Hydrogen<br>1 part Oxygen
|Burn
|Burn
|If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage.
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|0.2 units per tick
|25 Units
|25 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Salbutamol}}
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Suffocation
|Brute, burn, toxin and suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|0.1 units per tick
|30 Units
|-
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
|[[Beekeeping]]
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#CC23FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Regenerative Jelly}}
|Grown from Ambrosia Gaia
|All four basic types
|All damage types
|Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]].
|Very quickly heals all damage types (almost as fast as [[#Cryoxadone|Cryoxadone]]), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|0.4 units per tick
|N/A
|25 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
|{{RecursiveChem/Pentetic Acid}}
|1 part [[#Cyanide|Cyanide]]<br>1 part [[#Formaldehyde|Formaldehyde]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Welding Fuel<br>1 part Sodium<br>1 part Chlorine
|Radiation, toxin
|Radiation, toxin
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
|Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body.
Line 346: Line 529:
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#1D3535;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
|{{RecursiveChem/Atropine}}
|1 part [[#Oil|Oil]]<br>1 part Fluorine<br>1 part Hydrogen<br>Temperature 370K
|Suffocation
|Every tick heals 12 suffocation and deals 0.3 toxin damage.
|0.1 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part Ethanol<br>1 part Sulphuric Acid
|Brute, burn and suffocation
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]], which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]].
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra jitter and dizziness.  
|0.1 units per tick
|0.1 units per tick
|35 Units
|35 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span>
|{{RecursiveChem/Calomel}}
|1 part Mercury<br>1 part Chlorine<br>Temperature 374K
|Purge
|Purge
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.
|Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
|{{RecursiveChem/Cryoxadone}}
|1 part [[#Acetone|Acetone]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part Bromine
|All four basic types and cellular
|Genetic
|Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold.
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
|{{RecursiveChem/Pyroxadone}}
|All four basic types and cellular
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#3D3DC6;background-color:white">▮</span>
|{{RecursiveChem/Clonexadone}}
|Cellular
|Quickly heals (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]].
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
|{{RecursiveChem/Rezadone}}
|Cellular
|Instantly heals all cellular damage while also healing 1 brute and burn damage per tick. If a husked corpse is treated with at least 5u and has under 50 burn damage it will be unhusked.  If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating cellular damage on the spot.
|0.4 units per tick
|30 Units
|-
|-
|}
|}


===Unique Healing Medicines===
===Unique Healing Medicines===  
These healing drugs perform niche functions that help against less common ailments.
These healing drugs perform niche functions that help against less common ailments.


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! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span>
|{{RecursiveChem/Mutadone}}
|1 part Potassium<br>1 part Iodine
|Mutations
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#A0A0A0;background-color:white">▮</span>
|{{RecursiveChem/Mannitol}}
|Brain
|Heals 2 brain damage per tick. Does not heal [[Guide_to_Traumas#Mild|traumas]]. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units).
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#C0C0C0;background-color:white">▮</span>
|{{RecursiveChem/Neurine}}
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide<span style="color:#BAA15D;background-color:white">▮</span>
|{{RecursiveChem/Potassium Iodide}}
|Radiation
|Radiation
|Reduces low radiation damage very effectively.
|Reduces low radiation damage very effectively.
|0.8 units per tick
|0.8 units per tick
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Saline-Glucose Solution}}
|Brute, burn, blood loss
|Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle.
|0.2 units per tick
|60u
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
|{{RecursiveChem/Ephedrine}}
|1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Oil|Oil]]<br>1 part Hydrogen<br>1 part Sugar
|Stun
|Stun
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term [[Status_Effects#Jitteriness|jitteriness]]. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%.  
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.  
|0.2 units per tick
|0.2 units per tick
|30 Units
|30 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
|{{RecursiveChem/Diphenhydramine}}
|1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Oil|Oil]]<br>1 part Bromine<br>1 part Carbon<br>1 part Ethanol
|Histamine Overdose
|Histamine Overdose
|Purges body of lethal [[#Histamine|Histamine]] and reduces [[Status_Effects#Jitteriness|jitteriness]] while causing minor [[Status_Effects#Drowsiness|drowsiness]].
|Purges body of lethal [[#Histamine|Histamine]] and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#404040;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span>
|{{RecursiveChem/Oculine}}
|1 part [[#Charcoal|Charcoal]]<br>1 part Carbon<br>1 part Hydrogen
|Eye
|Eye
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]].
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]].  
|0.1 units per tick
|0.1 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#606060;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
|{{RecursiveChem/Inacusiate}}
|1 part [[#Charcoal|Charcoal]]<br>1 part Carbon<br>1 part Water
|Ear
|Ear
|Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3)
|Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3)
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
|{{RecursiveChem/Epinephrine}}
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part Chlorine<br>1 part Hydrogen<br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
|{{RecursiveChem/Antihol}}
|1 part [[#Charcoal|Charcoal]]<br>1 part Copper<br>1 part Ethanol
|Alcohol
|Alcohol  
|Purges 3u alcoholic drinks from someone's body per tick, as well as eliminating drunkenness, [[Status_Effects#Drowsiness|drowsiness]], slurring, [[Status_Effects#Dizziness|dizziness]] and [[Status_Effects#Confusion|confusion]]. Heals 0.2 toxin per tick.
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.<br>If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|60 Units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span>
|Found in NanoMed Plus
|Found in NanoMed Plus
|Sugar Dependency
|Sugar Dependency  
|Increases sugar depletion.
|Increases sugar depletion.
|0.2 units per tick
|0.2 units per tick
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
|{{RecursiveChem/Strange Reagent}}
|1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[#Omnizine|Omnizine]]<br>1 part Holy Water
|Death
|Death
|A miracle drug that can bring a dead body back to life. Only works on [[#Ingest|ingestion]]. Amount needed increases depending on how much brute+burn damage the body has (at most 10u at 200 damage). Extra amounts will partly heal [[Guide_to_medicine#Organ_damage|organ damage]] and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or [[Guide_to_medicine#Husk|husks]]. <br>In iving people each tick randomly deals 0-2.5 brute and burn damage. Can revive [[#Metabolism|simplemobs]] as well.  
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.<br>If used on a living person each tick will deal 0.5 Brute and Burn damage.
|0.5 units per tick
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Strange Reagent|Strange Reagent]]<br>1 part [[#Synthflesh|Synthflesh]]<br>1 part Blood<br>Temperature 375K
|Life
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Strange Reagent|Strange Reagent]]<br>1 part [[#Synthflesh|Synthflesh]]<br>1 part Sugar<br>Temperature 375K
|Life
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span>
|{{RecursiveChem/Synaptizine}}
|1 part Sugar<br>1 part Lithium<br>1 part Water
|Hallucination Decrease
|Hallucination Decrease
|Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage.
|Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#E1F2E6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
|{{RecursiveChem/Spaceacillin}}
|1 part [[#Carpotoxin|Carpotoxin]]<br>1 part [[#Cryptobiolin|Cryptobiolin]]<br>1 part Copper
|Cellular Damage Healing
|Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating genetic damage on the spot.
|0.4 units per tick
|30 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Cryptobiolin|Cryptobiolin]]
|Infections
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly.
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly.  
|0.04 units per tick
|0.04 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
|{{RecursiveChem/Miner's Salve}}
|1 Part [[#Oil|Oil]]<br>1 part Iron<br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Improvised Patch Healing Chem
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute.
|Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
|{{RecursiveChem/Haloperidol}}
|1 part [[#Oil|Oil]]<br>1 part [[#Potassium Iodide|Potassium Iodide]]<br>1 part Aluminium<br>1 part Chlorine<br>1 part Fluorine
|Anti-Drug and Light Sedative
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
|Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50).
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|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#DB90C6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Leporazine}}
|1 part Copper<br>1 part Silicon<br>5 units Plasma (catalyst)
|Body temperature
|Body temperature
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
|This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled.
Line 546: Line 715:
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Higadrite}}Higadrite<span style="color:#F49797;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span>
|{{RecursiveChem/Higadrite}}
|2 parts [[#Phenol|Phenol]]<br>1 part Lithium
|Liver failure
|Heart attack
|Protects from toxin damage caused by liver failure.  
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
Line 555: Line 724:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
|{{RecursiveChem/Psicodine}}
|2 parts [[#Mannitol|Mannitol]]<br>1 part [[#Impedrezene|Impedrezene]]<br>2 parts Water
|Phobias and Mood
|Phobias and Mood
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.  
|0.1 units per tick
|0.1 units per tick
|30 units
|30 units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
|{{RecursiveChem/Energized Jelly}}
|1 part [[#Teslium|Teslium]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|Stun
|Stun
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Penthrite}}Penthrite<span style="color:#CAFF43;background-color:white">▮</span>
|{{RecursiveChem/Penthrite}}
|Heart
|An explosive compound used to stabilize heart conditions. Causes slow stomach damage. (Results in 4 units instead of 6)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|How to get
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
Line 592: Line 752:
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Changeling Adrenaline}}Changeling Adrenaline<span style="color:#C1151D;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
|[[Changeling|Changelings]]
|Suffocation
|Stun
|Heals 2 oxygen damage per tick (slower than [[#Salbutamol|Salbutamol]]). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|Makes you immune to sleep and damage slowdown. Reduces stun times by typically around 30% (depends) and regenerates 10 stamina per tick. Can make you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. <br>If overdosed it will deal 1 toxin damage per tick. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 4u of this.
|0.4 units per tick
|0.4 units per tick
|30 Units
|30 Units
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Changeling Haste}}Changeling Haste<span style="color:#AE151D;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#FFEBEB;background-color:white">▮</span>
||[[Changeling|Changelings]]
|Speed
|Increases your speed to the maximum possible in most cases. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 2u of this. Deals 2 toxin damage per tick.
|1 unit per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Omnizine}}
|Brute, burn, toxin and suffocation
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|30 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Protozine}}Protozine<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Geyser}}
|Brute, burn, toxin and suffocation
|Heals 0.2 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. A cheaper and weaker omnizine, but can be used in Strange Reagent crafting.
|0.1 units per tick
|30 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Godblood}}Godblood<span style="color:#DCDCDC;background-color:white">▮</span>
|{{RecursiveChem/Godblood}}
|Brute, burn, toxin and suffocation
|This is Omnizine with 5 times higher overdose threshold. Just like Omnizine, heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick, but that's not really a concern.
|0.1 units per tick
|150 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
|{{RecursiveChem/Honey}}
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|1 unit per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#FFAF00;background-color:white">▮</span>
|{{RecursiveChem/Earthsblood}}
|All damage types
|The first 25 cycles, each tick heals 1 brute, 1 burn, 0.5 suffocation, 0.5 toxin, 0.1 cellular and 0.5 stamina while dealing 1 brain damage (up to max 150). Cycle 26 and onwards, each tick heals 5 brute, 5 burn, 3 suffocation, 3 toxin, 1 cellular and 3 stamina while dealing 2 brain damage (up to max 150) and giving you [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Drugginess|drugginess]] (your character might say some special messages as well!). You will be unable to directly hurt anyone via most means while it's in your body (this effect is similar to that of [[#Pax|Pax]]). Overdosing causes [[Status_Effects#Hallucinations|hallucinations]], deals no damage before cycle 26, a net of 1 toxin damage per tick from cycles 26 to 100 and a net of 3 toxin damage per tick after cycle 100. Overdosing also gives you the [[Guide_to_Traumas#Severe_Prefix|severe]] traumatic non-violence [[Guide_to_Traumas|brain trauma]] ([[Surgery#Brain_Surgery|brain surgery]] level). The trauma does not go away until cured.
|0.4 units per tick (static)
|25 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Silibinin}}Silibinin<span style="color:#FFFFD0;background-color:white">▮</span>
|{{RecursiveChem/Silibinin}}
|Liver damage
|Each tick heals 2 [[Guide_to_medicine#Organ_table|liver]] damage.
|0.6 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Polypyrylium Oligomers}}Polypyrylium Oligomers<span style="color:#9423FF;background-color:white">▮</span>
|{{RecursiveChem/Polypyrylium_Oligomers}}
|Lung damage
|A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 [[Guide_to_medicine#Organ_table|lung]] damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from [[#Touch|touch]] or [[#Vapor|vapor]].
|0.1 units per tick
|50 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#6B372E;background-color:white">▮</span>
|Survival medipens
|Brute, burn
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.  
|0.4 units per tick
|0.4 units per tick
|3 Units
|3 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Mitogen_Metabolism_Factor}}Mitogen Metabolism Factor<span style="color:#FFBE00;background-color:white">▮</span>
|Eating [[#Probital|Probital]]
|Brute
|If this enzyme exists as a catalyst in your body (at least 0.5u), any [[Guide_to_food_and_drinks#Food|food]] you eat turns into [[Guide_to_food_and_drinks#Peptides|healing peptides]], which heal brute and some burn. If overdosed the metabolism changes to 2 units per tick and makes you vomit.
|0.025 units per tick
|10 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Oxalizid}}{{anchor|Musiver}}Musiver<span style="color:#DFD54E;background-color:white">▮</span>
|Injecting [[#Syriniver|Syriniver]]
|Toxin
|Heals 1 toxin per tick while purging 0.2u reagents and dealing 0.1 liver damage (1/8 as much as liver damage as [[#Syriniver|Syriniver]]). If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]].
|0.1 units per tick
|25u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Muscle Stimulant}}Muscle Stimulant<span style="color:#C8A5DC;background-color:white">▮</span>
|Strange seeds
|Slowdown
|Makes you ignore slowdowns from being hurt.
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Cordiolis Hepatico}}Cordiolis Hepatico<span style="color:#C8A5DC;background-color:white">▮</span>
|Strange seeds, Abductor's operating table injects this too
|Heart and liver failure
|Removes the need for heart and liver
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
|[[Syndicate_Items#Stimpack|Syndicate uplink]]
|Stun
|Increases movement speed as much as [[#Methamphetamine|methamphetamine]]. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Can be bought with [[Syndicate_Items#Stimpack|syndicate uplink]].
|0.2 units per tick
|60 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Experimental Stimulants}}Experimental Stimulants<span style="color:#F5F5F5;background-color:white">▮</span>
|[[Syndicate_items#Adrenal_Implant|Syndicate adrenal implant]]
|Stun
|Makes you immune to sleep and damage slowdown. Each tick recovers 10 stamina but has 30% chance to make you drop held items, 33% chance to make you lose some breath, and can make you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Gives a moderate increase to movement speed. Also reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%.
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Syndicate Nanites}}{{anchor|Restorative Nanites}}Restorative Nanites<span style="color:#78008C;background-color:white">▮</span>
|[[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]
|All damage types
|Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and  3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to [[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]. This is just a chemical, so don't confuse with the programmable [[Guide_to_Nanites|Nanites]].
|0.4 units per tick
|30 Units
|N/A
|-
|}
====Removed Medicines====
These healing meds used to exist, but have since been removed or renamed for one reason or another. Some servers still use these, but /tg/ does not, and the recipes for them will not work on /tg/.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|How to get
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine<span style="color:#C8A5DC;background-color:white">▮</span>
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Bicaridine}}
|Brute
|Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.
|0.4 units per tick
|30u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane<span style="color:#C8A5DC;background-color:white">▮</span>
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Kelotane}}
|Burn
|Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.
|0.4 units per tick
|30u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}Anti-Toxin<span style="color:#C8A5DC;background-color:white">▮</span>
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Anti-Toxin}}
|Toxin
|Heals 2 toxin damage and removes 1u [[#Toxins|toxin reagents]] per tick. If overdosed deals 2 toxin damage per tick.
|0.4 units per tick
|30u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
|Was completely removed from /tg/ July 2019.<br>{{RecursiveChem/Tricordrazine}}
|All types
|Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick.</s>
|0.4 units per tick
|30u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
|Was completely removed from /tg/ Aug 2019.<br>[[Cyborg#Medical|Medical cyborg]] hypospray and other sources<br>
|Suffocation
|Heals 2 oxygen damage per tick. If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
|Was replaced with [[#Multiver|Multiver]] Aug 2019.<br>{{RecursiveChem/Charcoal}}
|Toxin
|Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when [[#Ingest|ingested]].
|0.2 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
|Was replaced with [[#Aiuri|Aiuri]] Aug 2019.<br>{{RecursiveChem/Silver Sulfadiazine}}
|Burn
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed.
|0.4 units per tick
|45u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span>
||Was replaced with [[#Libital|Libital]] Aug 2019.<br>{{RecursiveChem/Styptic Powder}}
|Brute
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed.
|0.4 units per tick
|45u
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
|Was renamed [[#Convermol|Convermol]] Aug 2019.<br>{{RecursiveChem/Perfluorodecalin}}
|Suffocation
|Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed.
|0.1 units per tick
|35 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Sanguibital}}Sanguibital<span style="color:#ECEC8D;background-color:white">▮</span>
|Was replaced with [[#Helbital|Helbital]] Sept 2019.<br>{{RecursiveChem/Sanguibital}}
|Brute
|One of the first "Cobbychems". Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used and the entire gimmick made it undesirable. Heals brute if you have lower than full blood levels, scaling with missing blood volume. Will heal up to 5(10?) brute per tick if very low on blood. Dilates blood streams, increasing the amount of blood lost by 2 per tick. Overdosing doubles the blood lost from this chem.
|0.2 units per tick
|35 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Ichiyuri}}Ichiyuri<span style="color:#C8A5DC;background-color:white">▮</span>
|Was replaced with [[#Lenturi|Lenturi]] Oct 2019.<br>{{RecursiveChem/Ichiyuri}}
|Burn
|One of the first "Cobbychems". Removed by MacBlaze1 with Cobby approval because it was never used and simply wasn't fun to be on. Used to treat serious burns. Prolonged exposure can cause burns to itch. Heals 2 burn per tick, and randomly makes you scratch yourself every few seconds, causing 1-7 brute and bleeding. The itch will happen more often the longer it's been in your system.
|0.2 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Fiziver}}Fiziver<span style="color:#000000;background-color:white">▮</span>
|Was replaced with [[#Seiver|Seiver]] Oct 2019.<br>{{RecursiveChem/Fiziver}}
|Toxin
|One of the first "Cobbychems". Removed by Cobby because ''Fiziver didn't see much use and I grew to dislike the overall damage mods''. An antitoxin that heals toxin damage but temporarily physically weakens the user, adding a damage modifier making them take extra brute, burn, suffocation and stamina damage. The damage modifier increases the longer it's been in the body (capped to triple damage). Toxin damage healed is 0.3 points per tick multiplied with the damage modifier (so up to 0.6). Overdosing has a 50% chance each tick to deal 0.2 brute and burn damage, which will be amplified by the damage multiplier in effect.
|0.1 units per tick
|11 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F49797;background-color:white">▮</span>
|Name changed to [[#Higadrite|Higadrite]] Nov 2019. <br>{{RecursiveChem/Corazone}}
|Liver
|Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for "heart" it had its name changed to [[#Higadrite|Higadrite]] (higado = liver). Protects from liver failure.
|0.4 units per tick
|N/A
|N/A
|N/A
|-
|-
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!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
|Grown in tobacco or found in cigarettes.
|Grown in tobacco or found in cigarettes.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.  
|0.05 units per tick
|0.05 units per tick
|15 Units
|15 Units
Line 871: Line 791:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
|{{RecursiveChem/Krokodil}}
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Morphine|Morphine]]<br>1 part [[#Space Cleaner|Space Cleaner]]<br>1 part Phosphorus<br>1 part Potassium<br>1 part Welding Fuel<br>Temperature 390K
|Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
|Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.  
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
Line 878: Line 798:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
|{{RecursiveChem/Crank}}
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Lithium<br>1 part Sulphuric Acid<br>1 part Welding Fuel<br>Temperature 390K
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, at the beginning of withdrawal every tick will deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.
|Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time.  
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
Line 885: Line 805:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
|{{RecursiveChem/Methamphetamine}}
|1 part [[#Ephedrine|Ephedrine]]<br>1 part Hydrogen<br>1 part Iodine<br>1 part Phosphorus<br>Temperature 374K
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
|Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.  
|0.3 units per tick
|0.3 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
|{{RecursiveChem/Bath Salts}}
|1 part [[#Saltpetre|Saltpetre]]<br>1 part [[#Space Cleaner|Space Cleaner]]<br>1 part Bad Food<br>1 part Enzyme<br>1 part Nutriment<br> 1 part Tea<br>1 part Mercury<br>Temperature 374K
|Makes the subject immune to [[Status_Effects#Sleep|sleep]] and [[Status_Effects#Disables|stuns]], grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
|Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.  
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
|{{RecursiveChem/Aranesp}}
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Atropine|Atropine]]<br>1 part [[#Morphine|Morphine]]
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.
|The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
|{{RecursiveChem/Happiness}}
|2 parts [[#Nitrous Oxide|Nitrous Oxide]]<br>1 part [[#Epinephrine|Epinephrine]]<br>1 part Ethanol<br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstatic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".  
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
|{{RecursiveChem/Modafinil}}
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Sulphuric acid<br>1 unit Bromine (catalyst)
|Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]] and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. Cycle 82 puts you into endless [[Status_Effects#Sleep|sleep]] while constantly dealing 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD.
|Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]]and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|Random, initially 20 but goes up or down 0.1 each tick.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span>
|{{RecursiveChem/Space Drugs}}
|1 part Lithium<br>1 part Mercury<br>1 part Sugar
|An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]].
|An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]].
|0.2 units per tick
|0.2 units per tick
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span>
|{{RecursiveChem/Morphine}}
|2 parts Carbon<br>2 parts Hydrogen<br>1 part Ethanol<br>1 part Oxygen<br>Temperature 480K
|Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br>
|Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br>


<br>If overdosed or addicted it will cause [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]] and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from [[Supply_crates#Medical_Supplies_Crate|Cargo]], be grown at [[Guide_to_hydroponics#Reishi|Botany]] or be found in a [[Vendor#NanoMed_Plus|NanoMed Plus]]. (Results in 3 parts instead of 6)
<br>If overdosed or addicted it will cause [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]] and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from [[Supply_crates#Medical_Supplies_Crate|Cargo]], be grown at [[Guide_to_hydroponics#Reishi|Botany]] or be found in a [[Vendor#NanoMed_Plus|NanoMed Plus]]. (Results in 3 units instead of 6)
|0.2 units per tick
|0.2 units per tick
|30 Units
|30 Units
|25 Units
|25 Units
|-
!style='background-color:#FFEE88;'|{{anchor|Pump-Up}}Pump-Up<span style="color:#e38e44;background-color:white">▮</span>
|{{RecursiveChem/Pump-Up}}
|Reduces [[Status_Effects#Knockdown|knockdown]] times from [[Security_items#Stun_Baton|stunbatons]] [[File:StunBaton.gif]] (including [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]]) by 90%. Doesn't affect [[Status_Effects#Disables|stuns]] from other sources. 15% chance to cause loss of breath, and 5% to cause some [[Status_Effects#Jitteriness|jitter]]. If overdosed has 20% chance of causing loss of breath and 4 stamina damage, 15% to cause 2 toxin, 5% to drop held items, 5% to [[Status_Effects#Jitteriness|jitter]] and can also make you drool. Can be found in maintenance [[File:Pump_up_injector.png]]. (Results in 5 parts instead of 7)
|1.2 units per tick
|30 Units
|N/A
|-
|-
|}
|}


==Pyrotechnics==
==Pyrotechnics==
The manipulation of fire and matter.    <br>
The manipulation of fire and matter.
 
===Explosive Strength===
For chemicals which are explosive, you may notice an 'explosive strength' listed in the description. This is a multiplier that directly affects how large of an explosion a given quantity of the reagent will produce. A few types of explosion have a 'modifier', which adds a flat amount to the size of the explosion. By default the outer 'light impact' radius of an explosion is equal to √(mod+quantity*strength)*√2, while the heavy impact radius and devastation radius is one half and one quarter of that, respectively. Chemical explosions are not a subject to the standard TTV Bombcap. Eventough it doesn't have a hardcoded maxcap currently the biggest possible explosion is that of 2100u custom made chemical payload bomb.
 
Note that all non-standard explosions or other AoE pyrotechnics, such as [[#Flash_Powder|Flash Powder]] or [[#Liquid_Dark_Matter|Liquid Dark Matter]], do not work like this. The scaling and max size of these effects vary on a case-by-case basis.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span>
|{{RecursiveChem/Stabilizing Agent}}
|1 part Iron<br>1 part Oxygen<br>1 part Hydrogen
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span>
|{{RecursiveChem/Fluorosurfactant}}
|2 parts Carbon<br>2 parts Fluorine<br>1 part Sulphuric Acid
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body.  
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Smoke}}
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Smoke Powder}}
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar<br>1 part [[#Stabilizing Agent|Stabilizing Agent]] (catalyst)
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.  
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Flash Powder}}
|1 part Aluminium<br>1 part Potassium<br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
|{{RecursiveChem/Phlogiston}}
|1 part Phosphorus<br>1 part Sulphuric Acid<br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]].
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]].  
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
|{{RecursiveChem/Napalm}}
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Sonic Powder}}
|1 part Oxygen<br>1 part Cola<br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
|{{RecursiveChem/Pyrosium}}
|1 part Stable Plasma<br>1 part Radium<br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.  
|0.2 units per tick
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
|{{RecursiveChem/Cryostylane}}
|1 part Water<br>1 part Stable Plasma<br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.  
|0.2 units per tick
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
|{{RecursiveChem/Chlorine Trifluoride}}
|3 parts Fluorine<br>1 part Chlorine<br>Temperature 424K
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however.
|4 units per tick
|4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
|{{RecursiveChem/Sorium}}
|1 part Carbon<br>1 part Mercury<br>1 part Nitrogen<br>1 part Oxygen
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
|{{RecursiveChem/Liquid Dark Matter}}
|1 part Carbon<br>1 part Stable Plasma<br>1 part Radium<br>
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
|{{RecursiveChem/Meth Explosion}}
|1 part [[#Diethylamine|Diethylamine]]<br>1 part Hydrogen<br>1 part Iodine<br>1 part Phosphorus<br>Temperature 300K<br>
|Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. 100u explodes with about half the strength of 100u exploding [[#Methamphetamine|Meth]]. Can not explode in a body. Has an explosive strength of 0.167, with a flat +1 size to the explosion
|Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as [[#Black Powder|Black Powder]]. Can not explode in a body.  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}{{anchor|Gunpowder}}Gunpowder<span style="color:#000000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
|{{RecursiveChem/Gunpowder}}
|1 part [[#Charcoal|Charcoal]]<br>1 part [[#Saltpetre|Saltpetre]]<br>1 part Sulfur
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes [[Status_Effects#Hallucinations|hallucinations]] and [[Status_Effects#Drugginess|drugginess]] in plasmamen. Has an explosive strength of 0.167 and a modifier of 1. Was originally named '''Black Powder'''.  
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|0.05 units per tick
|0.05 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
|{{RecursiveChem/Nitroglycerin}}
|1 part [[#Glycerol|Glycerol]]<br>1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]<br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5.
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|RDX}}RDX<span style="color:#808080;background-color:white">▮</span>
|{{RecursiveChem/RDX}}
|A military grade explosive. Explodes immediately unless stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes on heating to 474k, or when mixed with a equal amount of [[#Liquid_Electricity|liquid electricity]] or [[#Teslium|teslium]]. Has an explosive strength of 0.125, or 0.25 if activated electrically. Additionally, when activated electrically it has a modifier of 2, and a modifier of 4 if you use [[#Teslium|teslium]]. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|TaTP}}TaTP<span style="color:#808080;background-color:white">▮</span>
|{{RecursiveChem/TaTP}}
|Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, explodes at a random temperature between 501k and 599k. Has an explosive strength of 0.33. (Results in 1 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Penthrite Explosion}}Penthrite Explosion<span style="color:#808080;background-color:white">▮</span>
|{{RecursiveChem/Penthrite Explosion}}
|An explosive reaction involving [[#Penthrite|Penthrite]]. Explodes on heating to 315k. Has an explosive strength of 0.2
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
|{{RecursiveChem/Explosion}}
|1 part Potassium<br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production. Has an explosive strength of 0.05
|This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
|{{RecursiveChem/Holy Explosion}}
|1 part Potassium<br>1 part Holy Water
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion with an explosive strength of 0.125, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP
|{{RecursiveChem/EMP}}
|1 part Iron<br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]], randomizes suit sensor settings, burns wearers of some hardsuits and randomly pulses [[Hacking#Hackables|wires]].
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)
|{{RecursiveChem/Bee Explosion}}
|1 part [[#Honey|Honey]]<br>1 part [[#Strange Reagent|Strange Reagent]]<br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.  
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
|{{RecursiveChem/Teslium}}
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
|{{RecursiveChem/Tesla Shock}}
|1 part [[#Teslium|Teslium]]<br>1 part Water<br>Or heating [[#Teslium|Teslium]] to 474K
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
|{{RecursiveChem/Thermite}}
|1 part Aluminium<br>1 part Iron<br>1 part Oxygen
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 30u. A reinforced wall requires 50u. One unit of thermite burns for 0.35 seconds and the maximum burn length is 20 seconds. The fire is fake and cosmetic. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested.
|0.4 units per tick
|0.4 units per tick
|}
|}


==Other Reagents==
==Other Recipes==
{{anchor|Other Recipes}}These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of [[Grenade|grenades]], but some can be quite dangerous.
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of [[Grenade|grenades]], but many can be quite dangerous.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
Line 1,098: Line 986:
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Baldium}}Baldium<span style="color:#ECB2CF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Baldium}}
|1 part [[#Carpet|Carpet]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium
|If sprayed or splashed on you, it makes you go bald. Keep away from the [[Clown]]! Does nothing when ingested. (Results in 1 unit instead of 3)
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Barbers Aid}}Barber's Aid<span style="color:#A86B45;background-color:white">▮</span>
|{{RecursiveChem/Barber's Aid}}
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#0000CC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Bluespace_Dust}}
|Grind a bluespace crystal
|Occasionally causes random short distance teleportation if ingested.
|Occasionally causes random short distance teleportation if ingested.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|BZ Metabolites}}BZ Metabolites<span style="color:#FAFF00;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|Breathe [[Guide_to_Atmospherics#BZ|BZ gas]]
|1 part [[#Barber's Aid|Barber's Aid]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]
|Does nothing unless you're a [[Changeling|changeling]]. Slowly drains a [[Changeling|changeling's]] chemical storage, and makes them unable to communicate on the changeling hivemind channel.
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.  
|0.08 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#7A4E33;background-color:white">▮</span>
|{{RecursiveChem/Concentrated Barber's Aid}}
|If sprayed or splashed on you it grows your hair very long. Does nothing when ingested.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle
|{{RecursiveChem/Candle}}
|10 parts Liquid Gibs<br>10 parts Oxygen<br>Temperature 374K
|Creates a red candle for use in decoration or rituals. Can not react in a body.
|Creates a red candle for use in decoration or rituals. Can not react in a body.  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white"></span>
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide
|{{RecursiveChem/Carbon Dioxide}}
|2 parts Oxygen<br>1 part Carbon<br>Temperature 777K
|Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
|Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.  
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Carpet}}
|1 part [[#Space Drugs|Space Drugs]]<br>1 part Blood
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]].<br>
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]].  
Can be mixed 1:1 with other chemicals to create different types of carpet:<br>
{{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}: Black Carpet<br>
{{Tooltip|[[#Cryostylane|Cryostylane]]|{{RecursiveChem/Cryostylane}}}}: Blue Carpet<br>
{{Tooltip|[[#Cyanide|Cyanide]]|{{RecursiveChem/Cyanide}}}}: Cyan Carpet<br>
[[Guide_to_food_and_drinks#Green_Beer|Green Beer]]: Green Carpet<br>
[[Guide_to_food_and_drinks#Orange_Juice|Orange Juice]]: Orange Carpet<br>
{{Tooltip|[[#Regenerative_Jelly|Regenerative Jelly]]|{{RecursiveChem/Regenerative_Jelly}}}}: Purple Carpet<br>
[[#Liquid_Gibs|Liquid Gibs]]: Red Carpet<br><br>
Some of the above carpet chemicals can be further refined:<br>
Black Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Black Carpet<br>
Blue Carpet + {{Tooltip|[[#Royal_Bee_Jelly|Royal Bee Jelly]]|{{RecursiveChem/Royal_Bee_Jelly}}}}: Royal Blue Carpet
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Colorful Reagent}}
|1 part [[Guide to food and drinks#Triple Citrus|Triple Citrus]]<br>1 part [[#Cryoxadone|Cryoxadone]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium<br>1 part Stable Plasma
|Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb".
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your [[#Smoke|smoke]] [[Grenade|grenades]].
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
|{{RecursiveChem/Condensed Capsaicin}}
|5 parts Ethanol<br>1 part Capsaicin Oil
|Also known as "pepper spray". A chemical agent used for self-defense and in police work. When a target is sprayed with this, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of [[Status_Effects#Knockdown|knockdown]], 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of [[Status_Effects#Confusion|confusion]] and 10 seconds of slowdown. <br>
|A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6)
 
Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. Found in pepper spray refillers. (Results in 5 units instead of 6)
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Life}}
|Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Life (Friendly)}}
|Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3)
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Cellulose Fibers}}{{anchor|Cellulose}}Cellulose Fibers
|{{RecursiveChem/Cellulose}}
|A crystaline polydextrose polymer, plants swear by this stuff. Used for making [[#Medicated_Suture|Medicated Sutures]].
|0.4 units per tick
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Cellulose Carbonization}}Cellulose Carbonization
|{{RecursiveChem/Cellulose_Carbonization}}
|Turns [[#Cellulose|cellulose]] into carbon.
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
|{{RecursiveChem/Corgium}}
|1 part [[#Colorful Reagent|Colorful Reagent]]<br>1 part [[#Strange Reagent|Strange Reagent]]<br>1 part Nutriment<br>1 part Blood<br>Temperature 374K
|Creates your own Corgi!
|Creates your own Corgi!
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Color Powder}}Color Powder<span style="color:#DA0000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span>
|Grow [[Guide_to_hydroponics#Rainbow_Bunch|Rainbow Bunch]]
|1 part Oxygen<br>1 part Potassium<br>1 part Sugar
|Colors floor, items and people. There are several different color powder reagents, such as Mundane Powder, Invisible Powder and Blue Powder. There is no reagent with the actual name "color powder".
|Causes confusion and dizziness. This is essential to make [[#Spaceacillin|Spaceacillin]].
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Crayon Powder}}Crayon Powder<span style="color:#DA0000;background-color:white"></span>
|Grind a [[General_items#Crayon|crayon]]
|A variety of [[#Color_Powder|Color Powder]] that works the same except it can't color mobs. There are several different crayon powder colors.
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#ADB5DB;background-color:white">▮</span>
|{{RecursiveChem/Cryptobiolin}}
|Causes [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Dizziness|dizziness]]. This is essential to make [[#Spaceacillin|Spaceacillin]].
|0.6 units per tick
|0.6 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
|{{RecursiveChem/Drying Agent}}
|2 parts Stable Plasma<br>1 part Ethanol<br>1 part Sodium
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4)
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|{{RecursiveChem/Foaming Agent}}
|1 part Lithium<br>1 part Hydrogen
|Used in [[#Metal Foam|Metal Foam]] production. (Results in 1 unit instead of 2)
|Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
|{{RecursiveChem/Firefighting Foam}}
|1 part [[#Stabilizing Agent|Stabilizing Agent]]<br>1 part [[#Fluorosurfactant|Fluorosurfactant]]<br>1 part Carbon<br>Temperature '''below''' 200K
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation.
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Glitter}}Glitter<span style="color:#FFFFFF;background-color:white">▮</span>
|Prize from [[Computers#Arcade_Machines|arcade machines]]
|White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|gasses]]. Used for pranks. Can be cleaned up with the ordinary [[Janitor#Equipment|cleaning tools]].
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#D3B913;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span>
|{{RecursiveChem/Glycerol}}
|3 parts Corn Oil<br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Gravitum}}Gravitum<span style="color:#ff0000;background-color:white">▮</span>
|{{RecursiveChem/Gravitum}}
|Makes you completely weightless as long as it's in your system. Can be sprayed on objects to make them weightless aswell, for 1 minute per unit. Metabolizes extremely slowly. Paraplegics and clownophobes swear by this stuff.
|0.04 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Growth Serum}}Growth Serum<span style="color:#ff0000;background-color:white">▮</span>
|{{RecursiveChem/Growth_Serum}}
|Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body.
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Hollow Water}}Hollow Water<span style="color:#ff0000;background-color:white">▮</span>
|{{RecursiveChem/Geyser}}
|Identical to water, but will become holy water when mixed with it.
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#E07DDD;background-color:white">▮</span>
|{{RecursiveChem/Impedrezene}}
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause [[Status_Effects#Drowsiness|drowsiness]]. (Results in 2 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Quantum Hair Dye}}
|1 part [[#Colorful Reagent|Colorful Reagent]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3)
|0.4 units per tick
|0.4 units per tick
Line 1,255: Line 1,065:
|Causes you to laugh. (Results in 10 units instead of 2)
|Causes you to laugh. (Results in 10 units instead of 2)
|instant
|instant
|-
!style='background-color:#FFEE88;'|{{anchor|Magillitis}}Magillitis<span style="color:#00f041;background-color:white">▮</span>
|[[Syndicate_Items#Magillitis_Serum_Autoinjector|Syndicate uplink]]
|Turns monkeys and humans into gorillas after 10 cycles.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product
|10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon
|10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon
|Creates a slab of chemically processed meat. Can not react in a body.
|Creates a slab of chemically processed meat. Can not react in a body.  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
|{{RecursiveChem/Metal Foam}}
|3 parts Iron/Aluminium<br>1 part [[#Foaming Agent|Foaming Agent]]<br>1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.  
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Metalgen}}Metalgen
|{{RecursiveChem/Metalgen}}
|Very rare, very interesting and very abusable. Metalgen, when imprinted with a material, will turn all objects it comes into contact with into that material. See the reaction below for imprinting. Does nothing to people. Make super mood rooms by turnin the whole thing into gold, or just kill everyone by turning the escape shuttle into uranium or plasma. Can be used for practically limitless resource generation.
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Metalgen Imprint}}Metalgen Imprint
|{{RecursiveChem/Metalgen Imprint}}
|Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass.  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nanomachines}}Nanomachines<span style="color:#535E66;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent
|Roburgers from [[Guide_to_xenobiology#Silver_Slime|silver slime extracts]]
|3 parts [[#Foaming Agent|Foaming Agent]]<br>1 part [[#Acetone|Acetone]]<br>1 part Iron
|Inflicts a [[Infections#Simple_Diseases|disease]] which turns the victim into a [[Cyborg|cyborg]] with [[Asimov#Core_AI_Modules|Asimov laws]]. The disease can be cured with an injection of copper.
|Required to make smart metal foam.  
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|{{RecursiveChem/Smart Foaming Agent}}
|Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]]. (Results in 3 units instead of 5)
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
|{{RecursiveChem/Smart Metal Foam}}
|3 parts Aluminium<br>1 part [[#Smart Foaming Agent|Smart Foaming Agent]]<br>1 parts [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body.  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide<span style="color:#808080;background-color:white"></span>
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide
|{{RecursiveChem/Nitrous Oxide}}
|2 parts [[#Ammonia|Ammonia]]<br>2 parts Oxygen<br>1 part Nitrogen<br>Temperature 525K
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause [[Status_Effects#Drowsiness|drowsiness]] when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), [[Status_Effects#Confusion|confusion]], and loss of breath. Spilling this will release gas form N2O into the atmosphere.
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.  
|0.6 units per tick
|0.6 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
|{{RecursiveChem/Gold Solidification}}
|20 parts Gold<br>5 parts [[#Frost Oil|Frost Oil]]<br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.  
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
|{{RecursiveChem/Plasma Solidification}}
|20 parts [[Plasma]]<br>5 parts Iron<br>5 parts [[#Frost Oil|Frost Oil]]
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.  
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Uranium Solidification}}Uranium Solidification
|{{RecursiveChem/Uranium Solidification}}
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
|{{RecursiveChem/Plastic Sheets}}
|5 parts [[#Oil|Oil]]<br>3 parts [[#Ash|Ash]]<br>2 parts Sulphuric Acid<br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft [[Medical_items#Large_Water_Bottle|plastic bottles]] [[File:large_water_bottle.png]].
|Creates Plastic sheets at a rate of 10u per Plastic sheet.  
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Romerol}}Romerol<span style="color:#123524;background-color:white">▮</span>
|[[Syndicate_Items#Romerol|Syndicate uplink]]
|Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as [[Zombie#Romerol_Zombies|zombies]] who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]]. Can be applied with both [[#Touch|touch]] and [[#Ingest|ingestion]]. The tumor can be removed with [[Surgery#Romerol_Tumor|surgery]].
|instant
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
|{{RecursiveChem/Royal Bee Jelly}}
|40 parts Honey<br>10 parts [[#Unstable Mutagen|Unstable Mutagen]]
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|0.4 units per tick
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Serotrotium}}Serotrotium<span style="color:#202040;background-color:white">▮</span>
|[[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]
|Makes you randomly twitch, drool, moan and gasp.
|0.1 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
|{{RecursiveChem/Soap}}
|10 parts [[#Lye|Lye]]<br>10 parts Liquid Gibs<br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.  
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span>
|1 part Chlorine<br>1 part Sodium<br>1 part Water
|Commonly known as salt, Sodium Chloride is often used to season food.<br>
Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles.
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
|{{RecursiveChem/Space Cleaner}}
|1 part [[#Ammonia|Ammonia]]<br>1 part Water
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
|{{RecursiveChem/Spray Tan}}
|1 part Orange Juice<br>1 part [[#Oil|Oil]] OR 1 Part Corn Oil
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.
|Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme.  
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span>
|{{RecursiveChem/Space Lube}}
|1 part Oxygen<br>1 part Silicon<br>1 part Water
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait.  (Results in 4 units instead of 3)
|Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait.  (Results in 4 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#D0EFEE;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span>
|{{RecursiveChem/Sterilizine}}
|1 part [[#Charcoal|Charcoal]]<br>1 part Chlorine<br>1 part Ethanol
|When applied via touch or vapor, increases the speed (or success chance) of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat
|{{RecursiveChem/Synthmeat}}
|5 parts Blood<br>1 part [[#Cryoxadone|Cryoxadone]]
|Creates a slab of synthetic meat.
|Creates a slab of synthetic meat.
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Medicated Suture}}[[File:Medicated_suture.png]] Medicated Suture
|{{RecursiveChem/Medicated_Suture}}
|Creates a [[Medical_items#Medicated_Suture|Medicated Suture]].
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Advanced Regenerative Mesh}}[[File:Advanced_regenerative_mesh_closed.png]]Advanced Regenerative Mesh
|{{RecursiveChem/Advanced_Regenerative_Mesh}}
|Creates an [[Medical_items#Advanced_Regenerative_Mesh|Advanced Regenerative Mesh]].
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Organic Slurry}}Organic Slurry<span style="color:#545000;background-color:white">▮</span>
|{{RecursiveChem/Organic_Slurry}}
|A mixture of various differently colored fluids. Only works when [[#Ingest|ingested]]. If [[#Inject|injected]], will revert to Welding Fuel. Randomly induces vomiting and later short [[Status_Effects#Stun|stuns]] as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3.
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
|{{RecursiveChem/Pax}}
|Pacifies by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive and aggressive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work.
|0.1 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|0.6 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
||Makes the target [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Confusion|confused]]. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|0.6 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span>
|Gondola Meat
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola. Can be cured with [[#Condensed_Capsaicin|Condensed Capsaicin]].
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97ee63;background-color:white">▮</span>
|{{RecursiveChem/Liquid_Electricity}}
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|-
!style='background-color:#FFEE88;'|{{anchor|Monkey Powder}}Monkey Powder
|{{RecursiveChem/Monkey_Powder}}
|Add 1u water to 30u of this to create a monkey. (Results in 3 units instead of 4)
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Electrolysis}}Electrolysis
|{{RecursiveChem/Electrolysis}}
|Turns the ingredients into 20u hydrogen and 10u oxygen.
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Scream}}Scream
|{{RecursiveChem/Scream}}
|When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream.
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Slime Extractification}}Slime Extractification
|{{RecursiveChem/Slime_Extractification}}
|The mixture condenses into a [[Guide_to_xenobiology#Grey_Slime|grey slime extract]].
|N/A
|N/A
|}
|}
===Virology Recipes===
===Virology Recipes===
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that.
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that.
Line 1,439: Line 1,157:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Virus Rations}}
|1 part [[#Virus Food|Virus food]]<br>1 part [[#Synaptizine|Synaptizine]]
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
|{{RecursiveChem/Virus Food}}
|5 parts Water<br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
|{{RecursiveChem/Mutagenic Agar}}
|1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[#Virus Food|Virus food]]
|Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2)
|Extremely similar to [[#Unstable Mutagen|Unstable Mutagen]]. Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
|{{RecursiveChem/Sucrose Agar}}
|1 part [[#Mutagenic Agar|Mutagenic agar]]<br>1 part Sugar
|Used to get a [[Infections|virus]] symptom of level 4.
|Extremely similar to Mutagenic Agar. Used to get a [[Infections|virus]] symptom of level 4.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
|{{RecursiveChem/Weakened Virus Plasma}}
|1 part [[#Virus Plasma|Virus plasma]]<br>1 part [[#Synaptizine|Synaptizine]]
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
|{{RecursiveChem/Virus Plasma}}
|1 part [[#Virus Food|Virus food]]<br>1 part [[Plasma]]
|Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)
|Extremely similar to Plasma. Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Decaying Uranium Gel}}
|1 part [[#Virus Food|Virus food]]<br>1 part Uranium
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2)
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Unstable Uranium Gel}}
|1 part [[#Virus Plasma|Virus Plasma]]<br>5 parts Uranium
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6)
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|{{RecursiveChem/Stable Uranium Gel}}
|1 part Plasma<br>10 parts Uranium<br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)
|-
!style='background-color:#FFEE88;'|{{anchor|Blood Duplication}} Blood Duplication<span style="color:#B31008;background-color:white">▮</span>
|{{RecursiveChem/Blood Duplication}}
|Not exactly a recipe or an usual reaction, more of an useful byproduct of virology recipes. When any chemical that mutates viruses is combined with any blood, it increases the amount of blood without the need for it to be removed from someone. With plumbing, this is most useful when used with Unstable Mutagen, as it's easy to produce and allows you to infinitely create blood for use in chemfactories.
|}
|}
There are also chemicals that do nothing, which can be found in [[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]. Example: Plastic Polymers{{anchor|Plastic Polymers}}.


===Mutation Toxins===
===Mutation Toxins===
Obtainable through [[Guide_to_xenobiology|xenobiology]], these chemicals transform humanoids into other [[Guide_to_races|races]]. It only takes 1u to start the transformation.
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]]. It only takes 1u to start the transformation.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
Line 1,488: Line 1,200:
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Slime Mutation Toxin}}{{anchor|Mutation Toxin}}Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Slime Mutation Toxin}} Slime Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
|Use Plasma on a green slime
|After 20 cycles (about 4 units) transforms you into a [[Slimepeople|slimeperson]]. Used to be named ''Slime Mutation Toxin''.
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
|Use Radium on a green slime
|After 20 cycles (about 4 units) transforms you into a [[Guide_to_races#Lizardpeople|lizardperson]].
|Transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].
|0.2 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|[[Guide_to_xenobiology#Green_Slime|Green slimes]]
|Use Blood on a green slime
|After 20 cycles (about 4 units) transforms you into a [[Guide_to_races#Human|human]].
|That transforms into a [[Guide_to_races#Human|human]].
|-
!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|Use Plasma on a black slime
|Slowly morphs the victim into a [[slime]]. The transformation can be stopped with [[#Frost Oil|Frost Oil]].
|}
 
== Fermichem ==
 
A type of chemical unique to the server, in addition to the unique fun of making some of them. They react over time, making you have to make sure the pH of the mixture doesn't stray from the center of the range so you could get a pure chemical... Or that it doesn't self-heat itself into exploding. (Full list in progress)
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Reaction vars
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
! scope="col" style='background-color:#FFDD66;'|Impurity effects
! scope="col" style='background-color:#FFDD66;'|pH
|-
!style='background-color:#FFEE88;'|{{anchor|Astrogen}}Astrogen<span style="color:#A080H4;background-color:white">▮</span>
|1 part [[#Eigenstasium|Eigenstasium]]<br>3 parts Plasma<br>1 part [[#Synaptizine|Synaptizine]]<br>5 parts Aluminium
|Min react temp: 700K <br> Explosion_temp: 1150K <br> pH range: 8 to 14 <br> Min explosive purity: 0.25 <br> Special explosion: Yes <br> ''Dangerously exothermic''
|An opalescent murky liquid that is said to distort your soul from your being. <br> Allows you to astral project. Additionally, turns tiles into space, and bedsheets cosmic when sprayed.
|0 units per tick
|20 Units
|24.5 Units
|Toxic impurities
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Eigenstasium}}Eigenstasium<span style="color:#5020F4;background-color:white">▮</span>
|1 part Bluespace Dust<br>1 part Stable Plasma<br>1 part Sugar
|Min react temp: 350K <br> Explosion_temp: 650K <br> pH range: 2 to 14 <br> Min explosive purity: 0.4 <br> Extremely exothermic
|A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient. <br> Splits your eigenstate in two, then collapses it when it's through your system. When sprayed on lockers on top of each other, it will link their eigenstates. If overdosed, splits permanently.
|0.48 units per tick
|15 Units
|15 Units
|Interferes with teleporting to creation location + Toxic impurities
|3.7
|-
!style='background-color:#FFEE88;'|{{anchor|Succubus milk}}Succubus milk<span style="color:#E60584;background-color:white">▮</span>
|1 part [[#Saline-Glucose Solution|Saline-Glucose Solution]]<br>1 part Milk<br>2 parts [[#Synthflesh|Synthflesh]]<br>3 parts Silicon<br>3 parts [[#Crocin|Crocin]]
|Min react temp: 200K <br> Explosion_temp: 900K <br> pH range: 3 to 13 <br> Min explosive purity: 0.1 <br> Special explosion: Yes <br> Exothermic
|A volatile collodial mixture derived from milk that encourages mammary production via a potent estrogen mix. <br> In layman's terms, increases the breast size of someone, assuming they have that content pref enabled. 1 cup per 5u. <br> Overdoses turn people more feminine.
|0.25 units per tick
|17 Units
|N/a
|Impure and inverse chem: [[#Modesty milk|Modesty milk]]<br>Invert purity level: 0.25
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Incubus draft}}Incubus draft<span style="color:#888888;background-color:white">▮</span>
|1 part [[#Saline-Glucose Solution|Saline-Glucose Solution]]<br>2 parts [[#Synthflesh|Synthflesh]]<br>2 parts Carbon<br>2 parts [[#Crocin|Crocin]]<br>5 parts Blood
|Min react temp: 200K <br> Explosion_temp: 900K <br> pH range: 0 to 9 <br> Min explosive purity: 0.1 <br> Special explosion: Yes <br> Exothermic
|A volatile collodial mixture derived from various masculine solutions that encourages a larger gentleman's package via a potent testosterone mix, formula derived from a collaboration from Fermichem and Doctor Ronald Hyatt, who is well known for his phallus palace. <br> In layman's terms, increases the member size of someone, assuming they have that content pref enabled. 5 units per inch.<br> Overdoses turn people more masculine.
|0.5 units per tick
|17 Units
|N/a
|Impure and inverse chem: [[#Chastity draft|Chastity draft]]<br>Invert purity level: 0.25
|7
|-
!style='background-color:#FFEE88;'|{{anchor|Hat growth serum}}Hat growth serum<span style="color:#7c311a;background-color:white">▮</span>
|1 part Ethanol<br>3 parts Nutriment<br>2 parts Cooking Oil<br>1 part Iron<br>3 parts Gold
|Min react temp: 500K <br> Explosion_temp: 750K <br> pH range: 0 to 8 <br> Min explosive purity: 0.5 <br> Special explosion: Yes <br> Endothermic
|A strange substance that draws in a hat from the hat dimention. <br> Puts a hat upon the patient, which grows in strength with each second it's in their system. However, they can't take it off! <br> Overdosing weakens the hat instead.
|0.2 units per tick
|0.2 units per tick
|25 Units
|N/a
|Decreases hat strength growth.
|4
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Furranium}}Furranium<span style="color:#f9b9bc;background-color:white">▮</span>
|[[Guide_to_xenobiology#Black_Slime|Black slimes]]
|1 part [[#Crocin|Crocin]]<br>1 part catnip<br>2 parts Silver<br>1 part [[#Saline-Glucose Solution|Saline-Glucose Solution]]
|Makes the victim contract a disease which slowly morphs them into a [[slime]]. The disease can be cured with [[Guide_to_food_and_drinks#Frost_Oil|Frost Oil]].
|Min react temp: 350K <br> Explosion_temp: 700K <br> pH range: 6 to 12 <br> Min explosive purity: 0.3 <br> Extremely endothermic
|The patient uncontrollably awoo's and nya's. With a high enough concentration, their tongue will shift into a fluffy one, making them "sweak wike dis owo!"
|0.2 units per tick
|0.2 units per tick
|25 Units
|N/a
|If the purity is high enough, the effects are permanent.
|5
|-
!style='background-color:#FFEE88;'|{{anchor|Nanite bane}}Nanite bane<span style="color:#708f8f;background-color:white">▮</span>
|1 part [[#Synthflesh|Synthflesh]]<br>1 part Uranium<br>1 part Iron<br>1 part [[#Saline-Glucose Solution|Saline-Glucose Solution]]
|Min react temp: 500K <br> Explosion_temp: 700K <br> pH range: 3 to 9.25 <br> Min explosive purity: 0.15 <br> Very exothermic
|A stablised EMP that is highly volatile, shocking small nano machines that will kill them off at a rapid rate in a patient's system. Removes nanites in someone's system, causes EMPs on anything it's sprayed on. <br> If overdosed, removes nanites faster, but scrambles their functions, which can cause zaps and other effects.
|0.4 units per tick
|15 Units
|N/a
|Impure and inverse chem: [[#Electromagnetic crystals|Electromagnetic crystals]]<br>Invert purity level: 0.25
|9
|}
|}


== Toxins{{anchor|Toxins}} ==
== Toxins{{anchor|Toxins}} ==
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.  


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe  
! scope="col" style='background-color:#FFDD66;'|Damage dealt
! scope="col" style='background-color:#FFDD66;'|Damage dealt
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
Line 1,523: Line 1,316:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span>
|{{RecursiveChem/Toxin}}
|Medbay Vendors, Emagged Chem Dispenser
|Toxin
|Toxin
|Will deal 1.5 toxin damage per tick.
|Will deal 1.5 toxin damage per tick.
Line 1,537: Line 1,330:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span>
|{{RecursiveChem/Chloral Hydrate}}
|3 parts Chlorine<br>1 part Ethanol<br>1 part Water
|Stun, Toxin
|Stun, Toxin
|A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to [[Status_Effects#Sleep|sleep]]. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5)
|0.6 units per tick
|0.6 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
|{{RecursiveChem/Mindbreaker Toxin}}
|1 part [[#Charcoal|Charcoal]]<br>1 part Hydrogen<br>1 part Silicon
|Hallucinations
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress [[Status_Effects#Hallucinations|hallucinations]]. (Results in 5 units instead of 3)
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Mercury<br>1 part Oxygen<br>1 part Sugar
|Brain
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span>
|{{RecursiveChem/Mute Toxin}}
|2 parts Uranium<br>1 part Water<br>1 part Carbon
|Speech
|Speech
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
Line 1,558: Line 1,358:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
|{{RecursiveChem/Mime's Bane}}
|1 part [[#Mute Toxin|Mute Toxin]]<br>1 part [[Guide to food and drinks#Nothing|Nothing]]<br>1 part Radium
|Gestures
|Gestures
|Makes the subject unable to gesticulate.
|Makes the subject unable to gesticulate.
Line 1,565: Line 1,365:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span>
|{{RecursiveChem/Bone Hurting Juice}}
|3 parts [[#Itching_Powder|Itching Powder]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[Guide_to_food_and_drinks#Milk|Milk]]
|Stamina Damage and Delimbing Skeletons
|Stamina Damage and Delimbing Skeletons
|Does 7.5 [[Health#Stamina|stamina]] damage per tick. On overdose, it has a 4% chance of causing a spike of 200 [[Health#Stamina|stamina]] damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 7.5 [[Health#Stamina|stamina]] and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.  
|0.4 units per tick
|0.4 units per tick
|50 Units
|50 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|{{RecursiveChem/Mulligan Toxin}}
|1 part [[#Slime Mutation Toxin|Slime Mutation Toxin]]<br>1 Part [[#Unstable Mutagen|Unstable Mutagen]]<br>Found in the [[Syndicate Items|Traitor Uplink]].
|Identity
|Identity
|Randomizes the subject's appearance.
|Randomizes the subject's appearance.
Line 1,579: Line 1,379:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span>
|{{RecursiveChem/Lexorin}}
|1 part [[Plasma]]<br>1 part Hydrogen<br>1 part Oxygen
|Suffocation
|Suffocation
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
|Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly.
Line 1,595: Line 1,395:
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries
|Stamina Damage
|Stamina Damage
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.
|Deals 13 stamina damage per tick, which constantly lowers. Usually harmless.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
Line 1,608: Line 1,408:
!style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]
|[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]
|Radiation
|Radiation  
|Cause significant radiation damage over time (4 per tick). It's metabolized very slowly.
|Cause significant Radiation damage over time. It's metabolized very slowly.
|0.05 units per tick
|0.05 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|[[Syndicate_Items#Poison_Kit|Poison Kit]], Emagged [[Medibot]]
|Stun and Suffocation
|Stun and Suffocation
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.  
|0.1 units per tick
|0.1 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span>
|Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart
|Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart, Emagged [[Medibot]]
|Knockout and Stamina
|Knockout and Stamina
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you.
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you.
Line 1,628: Line 1,428:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
|{{RecursiveChem/Sulfonal}}
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part Sulfur
|Knockout and Toxin
|Knockout and Toxin
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
|0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly.
Line 1,636: Line 1,436:
!style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span>
|[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]]
|[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]]
|Delayed Toxin Damage
|Delayed Toxin Damage  
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
Line 1,643: Line 1,443:
!style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white">▮</span>
|[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]]
|[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]]
|Toxin Damage
|Toxin Damage  
|Deals 2.5 toxin damage per tick.
|Deals 2.5 toxin damage per tick.
|0.4 units per tick
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Bungotoxin}}Bungotoxin<span style="color:#EBFF8E;background-color:white">▮</span>
|{{RecursiveChem/Bungotoxin}}
|Heart Damage
|Deals 3 [[Guide_to_medicine#Organ_table|heart]] damage per tick. After 12 cycles the victim can randomly start feeling heart spasms, being faint, out of breath, and being in pain.
|0.2 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
|{{RecursiveChem/Unstable Mutagen}}
|1 part Chlorine<br>1 part Phosphorus<br>1 part Radium
|Mutations
|Mutations
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance to activate a dormant bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]].  Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form. Turns into blood if mixed with blood, due to {{Tooltip|[[#Blood Duplication|Blood Duplication]]|{{RecursiveChem/Blood Duplication}}}}
|Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]].  Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
|{{RecursiveChem/Lipolicide}}
|1 part [[#Ephedrine|Ephedrine]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part Mercury
|Weight Loss
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
Line 1,672: Line 1,465:
|Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe
|Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe
|Toxin and breath loss
|Toxin and breath loss
|Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to [[#Lexorin|Lexorin]].
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to [[#Lexorin|Lexorin]].
|0.024 units per tick
|0.024 units per tick
|N/A
|N/A
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|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|Paralyzation, Oxygen, and Toxin
|Paralyzation, Oxygen, and Toxin
|[[Status_Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|0.05 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span>
|{{RecursiveChem/Formaldehyde}}
|1 part Ethanol<br>1 part Oxygen<br>1 part Silver<br>Temperature 420K
|Toxin
|Toxin
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. Preserves corpses from organ decay.  
|Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]].
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
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|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[#Histamine|Histamine]].
|Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[#Histamine|Histamine]].
|0.1 units per tick
|0.1 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Fake Beer}}Fake Beer<span style="color:#664300;background-color:white">▮</span>
|{{RecursiveChem/Fake_Beer}}
|Knockout
|Instantly puts the victim to [[Status_Effects#Sleep|sleep]]. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage.
|0.6 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
|{{RecursiveChem/Fentanyl}}
|1 part [[#Space Drugs|Space Drugs]]<br>Temperature 674K
|Toxin, brain
|Toxin, brain
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
|{{RecursiveChem/Cyanide}}
|1 part [[#Oil|Oil]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Oxygen<br>Temperature 380K
|Toxin, oxyloss
|Toxin, oxyloss
|Deals 1.25 toxin damage per tick, with 8% chance to [[Status_Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly.
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|0.05 units per tick
|0.05 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span>
|{{RecursiveChem/Carpotoxin}}
|Space Carp, Koi Beans, Emagged Chem Dispenser
|Toxin
|Toxin
|Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]].
|Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]].
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
|{{RecursiveChem/Zombie Powder}}
|5 parts [[#Morphine|Morphine]]<br>5 parts [[#Carpotoxin|Carpotoxin]]<br>5 parts Copper
|Fake death, stun
|Fake death, stun
|If [[#Ingest|ingested]] instantly [[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. If taken any other way than [[#Ingest|ingestion]] it makes you [[Status_Effects#Confusion|confused]] and [[Status_Effects#Drowsiness|drowsy]] cycle 1-5, deals 40 stamina damage cycle 5-8 and causes the fake death cycle 9 and onwards. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|Instantly[[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
|{{RecursiveChem/Ghoul Powder}}
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Zombie Powder|Zombie Powder]]
|Fake death
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Itching Powder}}
|1 part [[#Charcoal|Charcoal]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Welding Fuel
|Brute, annoyance
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]].
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]].
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span>
|Mints, Emagged Booze Dispenser, Mushroom Shavings (Lavaland)
|Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland)
|Conditional death
|Conditional death
|Instantly gibs fat people when ingested.
|Instantly gibs fat people when ingested.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span>
|{{RecursiveChem/Slime Jelly}}
|Grinding an unused slime extract
|Toxin
|Toxin
|The base reagent for slime based chemicals. Grinding [[Guide_to_xenobiology#Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|The base reagent for slime based chemicals. Grinding [[Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Frost Oil}}Frost Oil<span style="color:#801E28;background-color:white">▮</span>
|[[Guide_to_xenobiology#Blue_Slime|Blue Slimes]] or from grinding [[Guide_to_hydroponics#Ice_Pepper|Ice Pepper]]
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. [[Changeling]] [[Changeling#Cryogenic_Sting|cryo sting]] injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and [[Guide_to_races#Jellypeople|slimepeople]].  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
|{{RecursiveChem/Heparin}}
|1 part [[#Formaldehyde|Formaldehyde]]<br>1 Part Sodium<br>1 Part Chlorine<br>1 Part Lithium
|Brute, Bleeding
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.
|Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick.  
|0.08 units per tick
|0.08 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}{{anchor|Skewium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
|{{RecursiveChem/Rotatium}}
|1 Part [[#Black Powder|Black Powder]]<br>1 Part Silver<br>1 Part Stable Plasma<br>Temperature 400K<br>
|Random Shocks
|Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
|0.2 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
|1 Part [[#Teslium|Teslium]]<br>1 Part [[#Mindbreaker Toxin|Mindbreaker Toxin]]<br>1 Part [[#Fentanyl|Fentanyl]]
|Toxin
|Toxin
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. <br>Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes.  
|After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick.
|0.24 units per tick
|0.24 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span>
|2 Parts [[#Rotatium|Rotatium]]<br>2 Parts [[Plasma]]<br>1 Part Sulphuric Acid
|Toxin
|After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight.
|0.32 units per tick
|N/A
|N/A
|-
|-
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
|{{RecursiveChem/Anacea}}
|1 Part [[#Haloperidol|Haloperidol]]<br>1 Part [[#Impedrezene|Impedrezene]]<br>1 Part Radium
|Toxin and Purges Medicines
|Toxin and Purges Medicines
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick.
|Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick.  
|0.032 units per tick
|0.032 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
|{{RecursiveChem/Fluorosulfuric Acid}}
|1 part Fluorine<br>1 part Hydrogen<br>1 part Potassium<br>1 part Sulphuric Acid<br>Temperature 380K
|Corrosion
|Corrosion
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. "Acidpower" 42.  
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
|{{RecursiveChem/Weed Killer}}
|1 part [[#Toxin|Toxin]]<br>4 parts [[#Ammonia|Ammonia]]
|Toxin
|Toxin
|Kills weeds and causes 1 toxin damage per tick to humans.
|Kills weeds and causes 1 toxin damage per tick to humans.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
|{{RecursiveChem/Pest Killer}}
|1 part [[#Toxin|Toxin]]<br>4 parts Ethanol
|Toxin
|Toxin
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick.
|Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
|{{RecursiveChem/Plant-B-Gone}}
|1 part [[#Toxin|Toxin]]<br>4 parts Water
|Toxin
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick.
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick.
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|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitric Acid}}Nitric Acid<span style="color:#5050FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
|{{RecursiveChem/Nitric Acid}}
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]<br>1 part [[#Synaptizine|Synaptizine]]<br>1 part Water
|Corrosion
|Special
|A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. "Acidpower" 5. (Results in 2 units instead of 3)
|Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work.
|0.1 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
|Special
||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution<span style="color:#AAAAAA55;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
|Special
||Makes the target [[Status_Effects#Dizziness|dizzy]]and [[Status_Effects#Confusion|confused]]. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].  
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span>
|Gondola Meat
|Special
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97EE63;background-color:white">▮</span>
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|Mushroom Cap (Inocybe), from tall mushrooms
|Mushroom Cap (Inocybe), from tall mushrooms
|Poison
|Poison
|20% chance each tick to do Stamina, Brain, Toxin and Oxygen. Also blurs eyes and knocks you unconcious after 10 cycles.
|20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles.  
|0.4 units per tick
|0.4 units per tick
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span>
|{{RecursiveChem/Tinea_Luxor}}
|Mushroom Stem (Embershroom)
|Other
|Other
|Makes the consumer glow.
|Makes the consumer glow.
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==Reagent Delivery{{anchor|Reagent Delivery}}==
==Reagent Delivery{{anchor|Reagent Delivery}}==
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.
There are different ways you can apply chemicals to a person or the environment.  
 
 
 
===Delivery types===
First of all, there are actually 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
 
====Ingest====
Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills,  cigarettes, [[General_items#Vape|e-cigarettes]], inhaling [[#Smoke|smoke]] and drinking the reagent directly. [[#Probital|Probital]] works best when ingested.
====Inject====
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips. [[#Syriniver|Syriniver]] works best if injected.


====Vapor====
===Under the hood===
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples. [[#Hercuri|Hercuri]] works best as vapor.
First of all, there are actually 5 different ways of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>


====Touch====
*'''Ingest'''{{anchor|Ingest}} and '''inject'''{{anchor|Inject}} both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.
*'''Vapor'''{{anchor|Vapor}} is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.
*'''Touch'''{{Anchor|Touch}} is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Styptic Powder|Styptic Powder]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.
*'''Patch'''{{anchor|Patch}} is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all  "patch" components are also "touch" components.


====Patch====
When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the [[#Metabolism|metabolism]]-columns on this guide.
Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all  "patch" components are also "touch" components.


===Smoke vs foam vs others===
===Smoke vs foam vs others{{anchor|Smoke_vs_foam}}===
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
====Pills====
*'''Pills'''{{anchor|Pills}}: Can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. If the pH of the pill is too high, it will damage the tongue of the patient. Holds up to 50u. <br>
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br>


====Syringes====
*'''Syringes''': Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like [[Golem]]s or [[Plasmaman|Plasmamen]]), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u. <br>
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br>


====Patches====
*'''Patches''': Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Styptic Powder|Styptic Powder]] will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>


====Cigarettes====
*'''Cigarettes''': Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br>
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/[[General_items#Vape|e-cig]] contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. [[General_items#Vape|E-cigarettes]] can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br>


====[[#Smoke|Smoke]]====
*'''[[#Smoke|Smoke]]''': When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
{{Anchor|Smoke_effect}}
'''Smoke example 1:''' Smoke containing 20u [[#Styptic Powder|Styptic Powder]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via [[#Touch|touch]]/[[#Patch|patch]], those who inhale it will also start taking toxin damage. <br>
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals or gas mask on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). <br>


'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
'''Smoke example 2:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>


====[[#Fluorosurfactant|Foam]]====
*'''[[#Fluorosurfactant|Foam]]''': When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>


'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br>
Line 1,911: Line 1,730:
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>


====Splashing====
*'''Splashing''': Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u [[#Silver_Sulfadiazine|Silver Sulfadiazine]] at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
 
*'''Spraying''': Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>


====Spraying====
A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>


== Beyond the Dispenser ==
== Beyond the Dispenser ==
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! [[Guide_to_food_and_drinks#Drinks|Drinks]], [[Guide_to_xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist.
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.


[[Category:Guides]]
[[Category:Guides]]

Revision as of 14:24, 10 July 2020

File:Chemist action.png
 
Tippo Felangus, the Chemist says:
"Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.

Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so..."


This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.

Machinery

You have all sorts of chems here, and can make many things. You can make medicines, smoke, foam, flash powder, poisons, space lube, acid and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.


Chem Dispenser Chemistry Dispensers

Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and replace the power cell. Or you can charge the machine with an inducer.

Available chemicals:

To fine out what chems do what check out Dispensers Index, or click expand to see what chemicals are available to the Chemistry Dispenser:

Normal:

  • Hydrogen
  • Oxygen
  • Silicon
  • Phosphorus
  • Sulfur
  • Carbon
  • Nitrogen
  • Water
  • Lithium
  • Sugar
  • Sulphuric acid
  • Copper
  • Mercury
  • Sodium
  • Iodine
  • Bromine
  • Ethanol
  • Chlorine
  • Potassium
  • Aluminium
  • Radium
  • Fluorine
  • Iron
  • Welding fuel
  • Silver
  • Stable_plasma

Upgraded (tier 2 matter manipulator):

  • Oil
  • Ammonia
  • Ash

Upgraded (tier 3 matter manipulator):

  • Acetone
  • Phenol
  • Diethylamine

Upgraded (tier 4 matter manipulator):

  • Mine Salve
  • Toxin

Emagged:

  • Space Drugs
  • Plasma
  • Frost Oil
  • Carpotoxin
  • Histamine
  • Morphine

Upgradeable parts:

Click expand to see upgrades:

  • Better matter bins: greater power efficiency per unit dispensed.
  • Better capacitor: faster recharging speed.
  • Better power cell: larger maximum power capacity.
  • Better manipulator: unlocks more chemicals at tier 4. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4.

Chemical Heater Chemical Heater

Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature.
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with meth) you can just set it to a very high temperature to avoid this.
Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000 ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag to quickly move large quantities of bottles, patches or pills.
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.

Reagent Grinder All-In-One Grinder

Grinds, crushes, liquefies and extracts reagents from materials placed into it.
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.

Smoke Machine Smoke Machine

Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.
A great alternative to smoke grenades, but easily incites lynch mobs.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.

Upgradeable parts:

Click expand to see upgrades:

  • Manipulator: Unlocks the higher range settings.
  • Matter bin: Increases maximum capacity.
  • Capacitor: Increases efficiency.

Reagent containers

It is important to note that strong acids/bases can melt most glass based beakers, while plastic beakers will melt from heat. They will melt slowly over time with a audiable noise. If you heat them melting, either drop the temperature or adjust the pH!

Bottles are small 30 unit containers made from a hardened mesh of glass and polymers, and thus don't melt from temperature or pH. These are produced by the ChemMaster 3000.

Glass Beakers holds 50/100 units of liquid depending on size, but begins to melt under strong acids or bases. These can be printed from the autolathe.

XL beakers are made of plastic and hold 150 units of liquid. They are immune to pH, but will being to melt when containing liquids over 444K. These can be printed from the autolathe using plastic sheets.

Meta Beakers holds 200 units of liquid and is immune to pH and will not melt under high temperature. These can be printed from the autolathe when researched.

Cryostasis Beakers holds 50 units of liquid. Chemicals will not mix, react or change temperature while in this beaker. Splashing contained chemicals will not make them react either, as with all other beakers. This beaker is immune to pH and will not melt under high temperature. These can be printed from the autolathe when researched.

Bluespace beakers are the largest beakers and hold 300 units of liquid. These are weak to strong acids/bases, but have more durability than standard beakers. These can be printed from the autolathe when researched.

Water Bottles Can be made with plastic sheets. Works like a beaker but comes with a cap to prevent spilling. Toggle the cap with alt-click. Holds 50/100 units of liquid depending on side. Weak to strong acids/bases and temperatures over 444K.

Metabolism

When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds. When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick.


Active Pure Chemicals

A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.

  • Chlorine: Causes 1 brute damage per tick to a random body part.
  • Copper: Can be splashed on metal sheets to create bronze sheets.
  • Ethanol: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Metabolism rate 0.2.
  • Fluorine: Causes 1 toxin damage per tick.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
  • Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
  • Radium: Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
  • Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
  • Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
  • Uranium: Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
  • Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.

Components

These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.

Name Description pH
Sulphuric acid A strong mineral acid with the molecular formula H2SO4. 2.75
Ethanol A well-known alcohol with a variety of applications. 7.33
Sugar The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste. Overdose at 200u. 7
Water An ubiquitous chemical substance that is composed of hydrogen and oxygen. 7
Welding fuel Required for welders. Flamable. 4
Oxygen A colorless, odorless gas. Grows on trees but is still pretty valuable. 9.2
Copper A highly ductile metal. Things made out of copper aren't very durable, but it makes a decent material for electrical wiring. 5.5
Nitrogen A colorless, odorless, tasteless gas. A simple asphyxiant that can silently displace vital oxygen. 7
Hydrogen A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas. 0.1
Potassium A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water. 7
Mercury A curious metal that's a liquid at room temperature. Neurodegenerative and very bad for the mind. 7
Sulfur A sickly yellow solid mostly known for its nasty smell. It's actually much more helpful than it looks in biochemistry. 4.5
Carbon A crumbly black solid that, while unexciting on an physical level, forms the base of all known life. Kind of a big deal. 5
Chlorine A pale yellow gas that's well known as an oxidizer. While it forms many harmless molecules in its elemental form it is far from harmless. 7.4
Fluorine A comically-reactive chemical element. The universe does not want this stuff to exist in this form in the slightest. 2
Sodium A soft silver metal that can easily be cut with a knife. It's not salt just yet, so refrain from putting in on your chips. 11.6
Phosphorus A ruddy red powder that burns readily. Though it comes in many colors, the general theme is always the same. 6.5
Lithium A silver metal, its claim to fame is its remarkably low density. Using it is a bit too effective in calming oneself down. 11.3
Radium Radium is an alkaline earth metal. It is extremely radioactive. 10
Iron Pure iron is a metal. Helps the body produce more blood. Overdose is 30u. 6
Silver A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. 7
Aluminium A silvery white and ductile member of the boron group of chemical elements. 7
Silicon A tetravalent metalloid, silicon is less reactive than its chemical analog carbon. 10
Stable Plasma Non-flammable plasma locked into a liquid form that cannot ignite or become gaseous/solid. 1.5
Iodine Commonly added to table salt as a nutrient. On its own it tastes far less pleasing. 4.5
Bromine A brownish liquid that's highly reactive. Useful for stopping free radicals, but not intended for human consumption. 7.8
Name Formula Description pH
Ash 1 part Oil
Temperature 480K
Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. 6.5
Oil 1 part Welding Fuel
1 part Carbon
1 part Hydrogen
Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such. 7
Acetone 1 part Oil
1 part Welding Fuel
1 part Oxygen
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine. 7
Diethylamine 1 part Ammonia
1 part Ethanol
A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide. 12
Phenol 1 part Oil
1 part Chlorine
1 part Water
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil. 5.5
Ammonia 3 parts Hydrogen
1 part Nitrogen
An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4) 11.6
Saltpetre 3 parts Oxygen
1 part Potassium
1 part Nitrogen
Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5) 11.2
Lye 1 part Sodium
1 part Hydrogen
1 part Oxygen
Ingredient in Soap. 11.9
Lye (Alternate Recipe) 1 part Ash
1 part Water
1 part Carbon
Ingredient in Soap. (Results in 2 units instead of 3) 11.9


Medicines

"And that's how I lost my medical license!" Don't be this guy. Make these. Lots of these.

See Guide to Medicine for more information on what to use when.

Core Healing Medicines

These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.

Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time after the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold pH
Silver Sulfadiazine 1 part Ammonia
1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine
Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage.
0.4 units per tick 50u 7.2
Styptic Powder 1 part Aluminium
1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid
Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage.
0.4 units per tick 50u 6.7
Saline-Glucose Solution 1 part Sodium Chloride
1 part Water
1 part Sugar
Brute, burn Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. 0.2 units per tick 60u 5.5
Synthflesh 1 part Styptic Powder
1 part Blood
1 part Carbon
Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mob's bloodstream.
0.4 units per tick 40u 11.5
Charcoal 1 part Sodium Chloride
1 part Ash
Temperature 480K
Toxin Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. 0.2 units per tick N/A 5
Salbutamol 1 part Salicyclic Acid
1 part Ammonia
1 part Aluminium
1 part Bromine
1 part Lithium
Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1 units per tick N/A 2
Bicaridine 1 part Carbon
1 part Oxygen
1 part Sugar
Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u 5
Kelotane 1 part Carbon
1 part Silicon
Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u 9
Anti-Toxin 1 part Nitrogen
1 part Silicon
1 part Potassium
Toxin Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u 10
Tricordrazine 1 part Kelotane
1 part Bicaridine
1 part Anti-Toxin
All types Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u 7
Regenerative Jelly 1 part Tricordrazine
1 part Slime Jelly
All types Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. 0.4 units per tick N/A 7
Cryoxadone 1 part Acetone
1 part Unstable Mutagen
1 part Stable Plasma
All types Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold. 0.4 units per tick N/A 11
Pyroxadone 1 part Cryoxadone
1 part Slime Jelly
All types Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople. 0.4 units per tick N/A 12
Clonexadone 1 part Cryoxadone
1 part Sodium
5 units Plasma (catalyst)
Clone Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. 0.6 units per tick N/A 13
Mannitol 1 part Hydrogen
1 part Water
1 part Sugar
Brain Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas. 0.4 units per tick N/A 10.4
Neurine 1 part Acetone
1 part Mannitol
1 part Oxygen
Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A 11.4

Superior Healing Medicines

These healing drugs are harder to make than the core healing medicines, however they often heal faster.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
Salicyclic Acid 1 part Phenol
1 part Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid
Brute If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. 0.2 units per tick 25 Units
Oxandrolone 3 parts Carbon
1 part Phenol
1 part Hydrogen
1 part Oxygen
Burn If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. 0.2 units per tick 25 Units
Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. 0.1 units per tick 30 Units
Honey Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. 1 unit per tick N/A
Earthsblood Grown from Ambrosia Gaia All damage types Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage. 0.4 units per tick 25 Units
Pentetic Acid 1 part Cyanide
1 part Formaldehyde
1 part Ammonia
1 part Welding Fuel
1 part Sodium
1 part Chlorine
Radiation, toxin Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. 0.2 units per tick N/A
Perfluorodecalin 1 part Oil
1 part Fluorine
1 part Hydrogen
Temperature 370K
Suffocation Every tick heals 12 suffocation and deals 0.3 toxin damage. 0.1 units per tick N/A
Atropine 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ethanol
1 part Sulphuric Acid
Brute, burn and suffocation If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.
0.1 units per tick 35 Units
Calomel 1 part Mercury
1 part Chlorine
Temperature 374K
Purge Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. 0.2 units per tick N/A
Mutadone 1 part Acetone
1 part Unstable Mutagen
1 part Bromine
Genetic Instantly removes your genetic mutations. Hulks hate it! 0.4 units per tick N/A

Unique Healing Medicines

These healing drugs perform niche functions that help against less common ailments.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Potassium Iodide 1 part Potassium
1 part Iodine
Radiation Reduces low radiation damage very effectively. 0.8 units per tick N/A N/A
Ephedrine 1 part Diethylamine
1 part Oil
1 part Hydrogen
1 part Sugar
Stun Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.
0.2 units per tick 30 Units 25 Units
Diphenhydramine 1 part Diethylamine
1 part Oil
1 part Bromine
1 part Carbon
1 part Ethanol
Histamine Overdose Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 0.2 units per tick N/A N/A
Oculine 1 part Charcoal
1 part Carbon
1 part Hydrogen
Eye Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. 0.1 units per tick N/A N/A
Inacusiate 1 part Charcoal
1 part Carbon
1 part Water
Ear Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A
Epinephrine 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Chlorine
1 part Hydrogen
1 part Oxygen
Stun + Brute, burn, suffocation and toxin Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
0.1 units per tick 30 Units N/A
Antihol 1 part Charcoal
1 part Copper
1 part Ethanol
Alcohol Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. 0.4 units per tick N/A N/A
Stimulants Traitor/Changeling Adrenals or Stimpack Stun Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.
0.2 units per tick 60 Units N/A
Insulin Found in NanoMed Plus Sugar Dependency Increases sugar depletion. 0.2 units per tick N/A N/A
Strange Reagent 1 part Unstable Mutagen
1 part Omnizine
1 part Holy Water
Death A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.
0.4 units per tick N/A N/A
Life 1 part Strange Reagent
1 part Synthflesh
1 part Blood
Temperature 375K
Life Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) N/A N/A N/A
Life (Friendly) 1 part Strange Reagent
1 part Synthflesh
1 part Sugar
Temperature 375K
Life Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) N/A N/A N/A
Synaptizine 1 part Sugar
1 part Lithium
1 part Water
Hallucination Decrease Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. 0.4 units per tick N/A N/A
Rezadone 1 part Carpotoxin
1 part Cryptobiolin
1 part Copper
Cellular Damage Healing Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot. 0.4 units per tick 30 Units N/A
Spaceacillin 1 part Epinephrine
1 part Cryptobiolin
Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. 0.04 units per tick N/A N/A
Miner's Salve 1 Part Oil
1 part Iron
1 Part Water
OR grind a twinkie, a sheet of metal and a sheet of plasma
Improvised Patch Healing Chem Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.
0.16 units per tick N/A N/A
Haloperidol 1 part Oil
1 part Potassium Iodide
1 part Aluminium
1 part Chlorine
1 part Fluorine
Anti-Drug and Light Sedative Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). 0.16 units per tick N/A N/A
Leporazine 1 part Copper
1 part Silicon
5 units Plasma (catalyst)
Body temperature This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. Not viable for unprotected EVA anymore ever since space brute damage was tripled. 0.4 units per tick N/A N/A
Corazone 2 parts Phenol
1 part Lithium
Heart attack Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. 0.4 units per tick N/A N/A
Psicodine 2 parts Mannitol
1 part Impedrezene
2 parts Water
Phobias and Mood Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick 30 units N/A
Energized Jelly 1 part Teslium
1 part Slime Jelly
Stun Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 0.4 units per tick N/A N/A

Non-craftable Medicines

These healing drugs are used in some situations, but are otherwise uncraftable.

Name Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold
Dexalin Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed deals 2 oxygen damage per tick. Used by medibots. 0.4 units per tick 30 Units N/A
Lavaland Extract Brute, burn Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold. 0.4 units per tick 3 Units N/A

Narcotics

Narcotics are highly addictive drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.

As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.

People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly. 0.05 units per tick 15 Units 10 Units
Krokodil 1 part Diphenhydramine
1 part Morphine
1 part Space Cleaner
1 part Phosphorus
1 part Potassium
1 part Welding Fuel
Temperature 390K
Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick.
If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.
0.2 units per tick 20 Units 15 Units
Crank 1 part Diphenhydramine
1 part Ammonia
1 part Lithium
1 part Sulphuric Acid
1 part Welding Fuel
Temperature 390K
Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. 0.2 units per tick 20 Units 10 Units
Methamphetamine 1 part Ephedrine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K
Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.
If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick.
A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.
0.3 units per tick 20 Units 10 Units
Bath Salts 1 part Saltpetre
1 part Space Cleaner
1 part Bad Food
1 part Enzyme
1 part Nutriment
1 part Tea
1 part Mercury
Temperature 374K
Makes the subject immune to sleep and stuns, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.
0.2 units per tick 20 Units 10 Units
Aranesp 1 part Epinephrine
1 part Atropine
1 part Morphine
The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. 0.2 units per tick N/A N/A
Happiness 2 parts Nitrous Oxide
1 part Epinephrine
1 part Ethanol
5 units Plasma (catalyst)
Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". 0.2 units per tick 20 Units 10 Units
Modafinil 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ammonia
1 part Sulphuric acid
1 unit Bromine (catalyst)
Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.
0.02-0.08 units per tick Random, initially 20 but goes up or down 0.1 each tick. N/A
Space Drugs 1 part Lithium
1 part Mercury
1 part Sugar
An illegal compound which induces drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. 0.2 units per tick 30 Units N/A
Morphine 2 parts Carbon
2 parts Hydrogen
1 part Ethanol
1 part Oxygen
Temperature 480K
Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.


If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)

0.2 units per tick 30 Units 25 Units

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description Metabolism Rate
Stabilizing Agent 1 part Iron
1 part Oxygen
1 part Hydrogen
When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! 0.4 units per tick
Fluorosurfactant 2 parts Carbon
2 parts Fluorine
1 part Sulphuric Acid
Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. 0.4 units per tick
Smoke 1 part Phosphorous
1 part Potassium
1 part Sugar
This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent. N/A
Smoke Powder 1 part Phosphorous
1 part Potassium
1 part Sugar
1 part Stabilizing Agent (catalyst)
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. 0.4 units per tick
Flash Powder 1 part Aluminium
1 part Potassium
1 part Sulfur
Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
Phlogiston 1 part Phosphorus
1 part Sulphuric Acid
1 part Stable Plasma
Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent. 0.4 units per tick
Napalm 1 part Oil
1 part Welding Fuel
1 part Ethanol
A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. 0.4 units per tick
Sonic Powder 1 part Oxygen
1 part Cola
1 part Phosphorus
Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent. If stabilized, heat to 374K to activate. 0.4 units per tick
Pyrosium 1 part Stable Plasma
1 part Radium
1 part Phosphorus
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. 0.2 units per tick
Cryostylane 1 part Water
1 part Stable Plasma
1 part Nitrogen
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. 0.2 units per tick
Chlorine Trifluoride 3 parts Fluorine
1 part Chlorine
Temperature 424K
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. 4 units per tick
Sorium 1 part Carbon
1 part Mercury
1 part Nitrogen
1 part Oxygen
When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
Liquid Dark Matter 1 part Carbon
1 part Stable Plasma
1 part Radium
When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 0.4 units per tick
Meth Explosion 1 part Diethylamine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 300K
Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body. N/A
Black Powder 1 part Charcoal
1 part Saltpetre
1 part Sulfur
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. 0.05 units per tick
Nitroglycerin 1 part Glycerol
1 part Fluorosulfuric Acid
1 part Sulphuric Acid
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) 0.4 units per tick
Explosion 1 part Potassium
1 part Water
This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. N/A
Holy Explosion 1 part Potassium
1 part Holy Water
This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. N/A
EMP 1 part Iron
1 part Uranium
This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. N/A
Bee Explosion (Beesplosion) 1 part Honey
1 part Strange Reagent
1 part Radium
Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. N/A
Tesla Shock 1 part Teslium
1 part Water
Or heating Teslium to 474K
This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. N/A
Thermite 1 part Aluminium
1 part Iron
1 part Oxygen
A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. 0.4 units per tick

Other Recipes

These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.

Name Formula Description Metabolism Rate
Barber's Aid 1 part Carpet
1 part Space Drugs
1 part Radium
If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Bluespace Dust Grind a bluespace crystal Occasionally causes random short distance teleportation if ingested. 0.4 units per tick
Concentrated Barber's Aid 1 part Barber's Aid
1 part Unstable Mutagen
If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 0.4 units per tick
Candle 10 parts Liquid Gibs
10 parts Oxygen
Temperature 374K
Creates a red candle for use in decoration or rituals. Can not react in a body. N/A
Carbon Dioxide 2 parts Oxygen
1 part Carbon
Temperature 777K
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 0.4 units per tick
Carpet 1 part Space Drugs
1 part Blood
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. 0.4 units per tick
Colorful Reagent 1 part Triple Citrus
1 part Cryoxadone
1 part Space Drugs
1 part Radium
1 part Stable Plasma
Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades. 0.4 units per tick
Condensed Capsaicin 5 parts Ethanol
1 part Capsaicin Oil
A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6) 0.4 units per tick
Corgium 1 part Colorful Reagent
1 part Strange Reagent
1 part Nutriment
1 part Blood
Temperature 374K
Creates your own Corgi! N/A
Cryptobiolin 1 part Oxygen
1 part Potassium
1 part Sugar
Causes confusion and dizziness. This is essential to make Spaceacillin. 0.6 units per tick
Drying Agent 2 parts Stable Plasma
1 part Ethanol
1 part Sodium
Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 0.4 units per tick
Foaming Agent 1 part Lithium
1 part Hydrogen
Used in Metal Foam production. Creates 1 unit instead of 2. 0.4 units per tick
Firefighting Foam 1 part Stabilizing Agent
1 part Fluorosurfactant
1 part Carbon
Temperature below 200K
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. 0.4 units per tick
Glycerol 3 parts Corn Oil
1 part Sulphuric Acid
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) 0.4 units per tick
Quantum Hair Dye 1 part Colorful Reagent
1 part Space Drugs
1 part Radium
If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) 0.4 units per tick
Laughter 1 part Sugar
1 part Banana Juice
Causes you to laugh. (Results in 10 units instead of 2) instant
Meat Product 10 parts Liquid Gibs
10 parts Nutriment
10 parts Carbon
Creates a slab of chemically processed meat. Can not react in a body. N/A
Metal Foam 3 parts Iron/Aluminium
1 part Foaming Agent
1 part Fluorosulfuric Acid
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.

Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.

N/A
Smart Foaming Agent 3 parts Foaming Agent
1 part Acetone
1 part Iron
Required to make smart metal foam. 0.4 units per tick
Smart Metal Foam 3 parts Aluminium
1 part Smart Foaming Agent
1 parts Fluorosulfuric Acid
A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. N/A
Nitrous Oxide 2 parts Ammonia
2 parts Oxygen
1 part Nitrogen
Temperature 525K
Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere. 0.6 units per tick
Gold Solidification 20 parts Gold
5 parts Frost Oil
1 part Iron
Solidifies a large amount of liquid Gold into a bar. Can not react in a body. N/A
Plasma Solidification 20 parts Plasma
5 parts Iron
5 parts Frost Oil
Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A
Plastic Sheets 5 parts Oil
3 parts Ash
2 parts Sulphuric Acid
Temperature 374K
Creates Plastic sheets at a rate of 10u per Plastic sheet. N/A
Royal Bee Jelly 40 parts Honey
10 parts Unstable Mutagen
Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 0.4 units per tick
Soap 10 parts Lye
10 parts Liquid Gibs
Temperature 374K
Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. N/A
Sodium Chloride 1 part Chlorine
1 part Sodium
1 part Water
Commonly known as salt, Sodium Chloride is often used to season food.

Exotic uses include messing with Revenants - they can't jaunt through salt piles.

0.4 units per tick
Space Cleaner 1 part Ammonia
1 part Water
This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. 0.4 units per tick
Spray Tan 1 part Orange Juice
1 part Oil OR 1 Part Corn Oil
Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. 0.4 units per tick
Space Lube 1 part Oxygen
1 part Silicon
1 part Water
Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) 0.4 units per tick
Sterilizine 1 part Charcoal
1 part Chlorine
1 part Ethanol
When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. 0.4 units per tick
Synthmeat 5 parts Blood
1 part Cryoxadone
Creates a slab of synthetic meat. N/A

Virology Recipes

These chemicals are used to mutate viruses, and have few uses beyond that.

Name Formula Description
Virus Rations 1 part Virus food
1 part Synaptizine
Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
Virus Food 5 parts Water
5 parts Milk
Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
Mutagenic Agar 1 part Unstable Mutagen
1 part Virus food
Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
Sucrose Agar 1 part Mutagenic agar
1 part Sugar
Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
Weakened Virus Plasma 1 part Virus plasma
1 part Synaptizine
Weakened variety of virus plasma. Used to get a virus symptom of level 5.
Virus Plasma 1 part Virus food
1 part Plasma
Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
Decaying Uranium Gel 1 part Virus food
1 part Uranium
Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel 1 part Virus Plasma
5 parts Uranium
Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel 1 part Plasma
10 parts Uranium
10 parts Silver OR Gold
Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)

Mutation Toxins

Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races. It only takes 1u to start the transformation.

Name Formula Description
Slime Mutation Toxin Use Plasma on a green slime Mutagenic chemical that transforms into a slimeperson.
Lizard Mutation Toxin Use Radium on a green slime Transforms into a lizardperson.
Stable Mutation Toxin Use Blood on a green slime That transforms into a human.
Advanced Mutation Toxin Use Plasma on a black slime Slowly morphs the victim into a slime. The transformation can be stopped with Frost Oil.

Fermichem

A type of chemical unique to the server, in addition to the unique fun of making some of them. They react over time, making you have to make sure the pH of the mixture doesn't stray from the center of the range so you could get a pure chemical... Or that it doesn't self-heat itself into exploding. (Full list in progress)

Name Recipe Reaction vars Description Metabolism Rate Overdose Threshold Addiction Threshold Impurity effects pH
Astrogen 1 part Eigenstasium
3 parts Plasma
1 part Synaptizine
5 parts Aluminium
Min react temp: 700K
Explosion_temp: 1150K
pH range: 8 to 14
Min explosive purity: 0.25
Special explosion: Yes
Dangerously exothermic
An opalescent murky liquid that is said to distort your soul from your being.
Allows you to astral project. Additionally, turns tiles into space, and bedsheets cosmic when sprayed.
0 units per tick 20 Units 24.5 Units Toxic impurities 7
Eigenstasium 1 part Bluespace Dust
1 part Stable Plasma
1 part Sugar
Min react temp: 350K
Explosion_temp: 650K
pH range: 2 to 14
Min explosive purity: 0.4
Extremely exothermic
A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient.
Splits your eigenstate in two, then collapses it when it's through your system. When sprayed on lockers on top of each other, it will link their eigenstates. If overdosed, splits permanently.
0.48 units per tick 15 Units 15 Units Interferes with teleporting to creation location + Toxic impurities 3.7
Succubus milk 1 part Saline-Glucose Solution
1 part Milk
2 parts Synthflesh
3 parts Silicon
3 parts Crocin
Min react temp: 200K
Explosion_temp: 900K
pH range: 3 to 13
Min explosive purity: 0.1
Special explosion: Yes
Exothermic
A volatile collodial mixture derived from milk that encourages mammary production via a potent estrogen mix.
In layman's terms, increases the breast size of someone, assuming they have that content pref enabled. 1 cup per 5u.
Overdoses turn people more feminine.
0.25 units per tick 17 Units N/a Impure and inverse chem: Modesty milk
Invert purity level: 0.25
7
Incubus draft 1 part Saline-Glucose Solution
2 parts Synthflesh
2 parts Carbon
2 parts Crocin
5 parts Blood
Min react temp: 200K
Explosion_temp: 900K
pH range: 0 to 9
Min explosive purity: 0.1
Special explosion: Yes
Exothermic
A volatile collodial mixture derived from various masculine solutions that encourages a larger gentleman's package via a potent testosterone mix, formula derived from a collaboration from Fermichem and Doctor Ronald Hyatt, who is well known for his phallus palace.
In layman's terms, increases the member size of someone, assuming they have that content pref enabled. 5 units per inch.
Overdoses turn people more masculine.
0.5 units per tick 17 Units N/a Impure and inverse chem: Chastity draft
Invert purity level: 0.25
7
Hat growth serum 1 part Ethanol
3 parts Nutriment
2 parts Cooking Oil
1 part Iron
3 parts Gold
Min react temp: 500K
Explosion_temp: 750K
pH range: 0 to 8
Min explosive purity: 0.5
Special explosion: Yes
Endothermic
A strange substance that draws in a hat from the hat dimention.
Puts a hat upon the patient, which grows in strength with each second it's in their system. However, they can't take it off!
Overdosing weakens the hat instead.
0.2 units per tick 25 Units N/a Decreases hat strength growth. 4
Furranium 1 part Crocin
1 part catnip
2 parts Silver
1 part Saline-Glucose Solution
Min react temp: 350K
Explosion_temp: 700K
pH range: 6 to 12
Min explosive purity: 0.3
Extremely endothermic
The patient uncontrollably awoo's and nya's. With a high enough concentration, their tongue will shift into a fluffy one, making them "sweak wike dis owo!" 0.2 units per tick 25 Units N/a If the purity is high enough, the effects are permanent. 5
Nanite bane 1 part Synthflesh
1 part Uranium
1 part Iron
1 part Saline-Glucose Solution
Min react temp: 500K
Explosion_temp: 700K
pH range: 3 to 9.25
Min explosive purity: 0.15
Very exothermic
A stablised EMP that is highly volatile, shocking small nano machines that will kill them off at a rapid rate in a patient's system. Removes nanites in someone's system, causes EMPs on anything it's sprayed on.
If overdosed, removes nanites faster, but scrambles their functions, which can cause zaps and other effects.
0.4 units per tick 15 Units N/a Impure and inverse chem: Electromagnetic crystals
Invert purity level: 0.25
9

Toxins

The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Toxin Medbay Vendors, Emagged Chem Dispenser Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A
Chloral Hydrate 3 parts Chlorine
1 part Ethanol
1 part Water
Stun, Toxin A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 0.6 units per tick N/A
Mindbreaker Toxin 1 part Charcoal
1 part Hydrogen
1 part Silicon
Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
0.4 units per tick N/A
Impedrezene 1 part Mercury
1 part Oxygen
1 part Sugar
Brain A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) 0.4 units per tick N/A
Mute Toxin 2 parts Uranium
1 part Water
1 part Carbon
Speech Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 0.4 units per tick N/A
Mime's Bane 1 part Mute Toxin
1 part Nothing
1 part Radium
Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice 3 parts Itching Powder
1 part Unstable Mutagen
1 part Milk
Stamina Damage and Delimbing Skeletons Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. 0.4 units per tick 50 Units
Mulligan Toxin 1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
Identity Randomizes the subject's appearance. Infinite N/A
Lexorin 1 part Plasma
1 part Hydrogen
1 part Oxygen
Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray Cardiac Arrest Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A
Tiring Solution Peacekeeper Cyborgs Stamina Damage Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. 0.6 units per tick N/A
Polonium Poison Kit, Bioterror Spray Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick N/A
Pancuronium Poison Kit, Emagged Medibot Stun and Suffocation After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
Sulfonal 1 part Acetone
1 part Diethylamine
1 part Sulfur
Knockout and Toxin 0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. 0.05 units per tick N/A
Amanitin Destroying Angel Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. 0.2 units per tick N/A
Amatoxin Fly Amanita Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Unstable Mutagen 1 part Chlorine
1 part Phosphorus
1 part Radium
Mutations Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form. 0.4 units per tick N/A
Lipolicide 1 part Ephedrine
1 part Diethylamine
1 part Mercury
Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 0.024 units per tick N/A
Curare Poison Kit Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
Histamine Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder Brute, toxin, oxyloss and eyesight Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick 30 Units
Formaldehyde 1 part Ethanol
1 part Oxygen
1 part Silver
Temperature 420K
Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. 0.2 units per tick N/A
Venom Poison Kit, Bioterror Spray, Giant Spider bites Brute, toxin Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. 0.1 units per tick N/A
Fentanyl 1 part Space Drugs
Temperature 674K
Toxin, brain Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. 0.2 units per tick N/A
Cyanide 1 part Oil
1 part Ammonia
1 part Oxygen
Temperature 380K
Toxin, oxyloss Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. 0.05 units per tick N/A
Carpotoxin Space Carp, Koi Beans, Emagged Chem Dispenser Toxin Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder 5 parts Morphine
5 parts Carpotoxin
5 parts Copper
Fake death, stun Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder 1 part Epinephrine
1 part Zombie Powder
Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. 0.4 units per tick N/A
Itching Powder 1 part Charcoal
1 part Ammonia
1 part Welding Fuel
Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. 0.2 units per tick N/A
Mint Toxin Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
Slime Jelly Grinding an unused slime extract Toxin The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. 0.4 units per tick N/A
Frost Oil Blue Slimes or from grinding Ice Pepper Burn A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople. 0.4 units per tick N/A
Heparin 1 part Formaldehyde
1 Part Sodium
1 Part Chlorine
1 Part Lithium
Brute, Bleeding Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. 0.08 units per tick N/A
Teslium 1 Part Black Powder
1 Part Silver
1 Part Stable Plasma
Temperature 400K
Random Shocks Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock 0.2 units per tick N/A
Rotatium 1 Part Teslium
1 Part Mindbreaker Toxin
1 Part Fentanyl
Toxin After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. 0.24 units per tick N/A
Skewium 2 Parts Rotatium
2 Parts Plasma
1 Part Sulphuric Acid
Toxin After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. 0.32 units per tick N/A
Spewium Poison Kit Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
Anacea 1 Part Haloperidol
1 Part Impedrezene
1 Part Radium
Toxin and Purges Medicines Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. 0.032 units per tick N/A
Fluorosulfuric Acid 1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid
Temperature 380K
Corrosion A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. 0.4 units per tick N/A
Weed Killer 1 part Toxin
4 parts Ammonia
Toxin Kills weeds and causes 1 toxin damage per tick to humans. 0.4 units per tick N/A
Pest Killer 1 part Toxin
4 parts Ethanol
Toxin Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. 0.4 units per tick. N/A
Plant-B-Gone 1 part Toxin
4 parts Water
Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 0.4 units per tick N/A
Pax 1 part Mindbreaker Toxin
1 part Synaptizine
1 part Water
Special Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work. 0.1 units per tick N/A
Synthpax Peacekeeper Cyborgs Special Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick N/A
Dizzying Solution Peacekeeper Cyborgs Special Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick N/A
Tranquility Gondola Meat Special Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. 0.4 units per tick N/A
Liquid Electricity Ethereal blood, certain foods Special Periodically electrocutes any non-Ethereals that have this in their system. 0.4 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate
Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Poison 20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles. 0.4 units per tick
Tinea Luxor Mushroom Stem (Embershroom) Other Makes the consumer glow. 0.4 units per tick
Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Medicine 80% chance to heal 1 burn and 1 brute damage each tick. 0.4 units per tick

Reagent Delivery

There are different ways you can apply chemicals to a person or the environment.

Under the hood

First of all, there are actually 5 different ways of delivery, called ingest, inject, vapor, touch and patch. If you are not interested in the details, you can skip to Smoke vs Foam vs others.

  • Ingest and inject both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.
  • Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.
  • Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Styptic Powder), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.
  • Patch is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.

When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the metabolism-columns on this guide.

Smoke vs foam vs others

These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray.

  • Pills: Can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. If the pH of the pill is too high, it will damage the tongue of the patient. Holds up to 50u.
  • Syringes: Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like Golems or Plasmamen), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u.
  • Patches: Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Styptic Powder will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by plasmamen. Can hold up to 40u.
  • Cigarettes: Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.
  • Smoke: When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.

Smoke example 1: Smoke containing 20u Styptic Powder. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also ingest 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via touch/patch, those who inhale it will also start taking toxin damage.

Smoke example 2: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch(and vapor) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also ingest 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time.

  • Foam: When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the vapor type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted after dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as acid, CLF3, or Space Cleaner to any tile it touches (but not walls, windows or doors). Foam will not block sight.

Foam example 1: 250u foam containing 10u Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.

Foam example 2: 20u foam containing 250u Fluorosulfuric Acid. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter.

  • Splashing: Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u Silver Sulfadiazine at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.
  • Spraying: Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.

A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.

Beyond the Dispenser

Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.