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==== '''Chemical Naming Conventions''' ==== | ==== '''Chemical Naming Conventions''' ==== | ||
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property. | When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property. | ||
|- | |||
|} | |||
==Properties== | |||
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. <POTENCY> is the level of the property. | |||
The DISABLED rarity means this property can't appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level. | |||
All effects are applied once per life tick. Life ticks happen once every two seconds. | |||
{| class="wikitable | |||
! style=" | ===Positive=== | ||
! style=" | {| class="wikitable unsortable" style="width: 100%;" | ||
! style=" | ! style="width: 5%; margin: auto;" |Code | ||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 10%; margin: auto;" |Rarity | |||
! style="width: 25%; margin: auto;" |Effect | |||
! style="width: 25%; margin: auto;" |OD | |||
! style="width: 25%; margin: auto;" |Crit OD | |||
|- | |||
|{{anchor|ATX}}[[#ATX|ATX]] | |||
|Antitoxic | |||
|COMMON | |||
| | |||
* Heals <POTENCY> toxin damage. | |||
* Accelerates removal of [[#toxin|toxin subtypes]]. | |||
| | |||
* Deals <POTENCY> eye damage. | |||
| | |||
* Makes you sleepy. | |||
|- | |||
|{{anchor|ACR}}[[#ACR|ACR]] | |||
|Anticorrosive | |||
|COMMON | |||
| | |||
* Heals <POTENCY> burn damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Deals 4*<POTENCY> brute damage. | |||
* Deals 4*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|NGN}}[[#NGN|NGN]] | |||
|Neogenetic | |||
|COMMON | |||
| | |||
* Heals <POTENCY> brute damage. | |||
| | |||
* Deals <POTENCY> burn damage. | |||
| | |||
* Deals 4*<POTENCY> burn damage. | |||
* Deals 2*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|REP}}[[#REP|REP]] | |||
|Repairing | |||
|UNCOMMON | |||
| | |||
* '''ONLY FOR CYBERNETIC LIMBS/ORGANS''' | |||
** Heals 2*<POTENCY> brute damage. | |||
** Heals 2*<POTENCY> burn damage. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 4*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|HMG}}[[#HMG|HMG]] | |||
|Hemogenic | |||
|COMMON | |||
| | |||
* Restores <POTENCY> blood. | |||
* '''POTENCY OVER 3''' | |||
** If blood amount goes over the maximum amount in a human: | |||
*** Deals <POTENCY> brute damage. | |||
*** Deals 2*<POTENCY> oxygen damage. | |||
*** Slows you. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Removes 5*<POTENCY> nutrition. | |||
|- | |||
|{{anchor|NST}}[[#NST|NST]] | |||
|Nervestimulating | |||
|COMMON | |||
| | |||
* Knockout duration reduced by <POTENCY>. | |||
* Knockdown duration reduced by <POTENCY>. | |||
* Stun duration reduced by 1,5*<POTENCY> | |||
* '''IF POTENCY>2'''. Reduces the duration of all following effects by 2*<POTENCY> | |||
** Stuttering | |||
** Confusion | |||
** Blurry vision | |||
** Drowsyness | |||
** Dizziness | |||
** Jitteriness | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals <POTENCY> burn damage. | |||
* Deals 3*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|MST}}[[#MST|MST]] | |||
|Musclestimulating | |||
|COMMON | |||
| | |||
* Reduces movement delay by 0,25*<POTENCY> | |||
* Makes you twitch, shiver and blink rapidly. | |||
| | |||
* Deals <POTENCY> heart damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
|- | |||
|{{anchor|PNK}}[[#PNK|PNK]] | |||
|Painkilling | |||
|COMMON | |||
| | |||
* Reduces pain by 20*<POTENCY>. | |||
| | |||
* Reduces pain by 20*<POTENCY>. | |||
* Makes you hallucinate. | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Deals 3*<POTENCY> liver damage. | |||
* Deals <POTENCY> brain damage. | |||
* Deals 3 oxygen damage. | |||
|- | |||
|{{anchor|HPP}}[[#HPP|HPP]] | |||
|Hematopeutic | |||
|UNCOMMON | |||
| | |||
* Heals 0,5*<POTENCY> liver damage. | |||
| | |||
* Deals 2*<POTENCY> liver damage. | |||
| | |||
* Deals 5*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|NPP}}[[#NPP|NPP]] | |||
|Nephropeutic | |||
|UNCOMMON | |||
| | |||
* Heals 0,5*<POTENCY> kidney damage. | |||
| | |||
* Deals 2*<POTENCY> kidney damage. | |||
| | |||
* Deals 5*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|PNP}}[[#PNP|PNP]] | |||
|Pneumopeutic | |||
|UNCOMMON | |||
| | |||
* Heals 0,5*<POTENCY> lung damage. | |||
| | |||
* Deals 2*<POTENCY> lung damage. | |||
| | |||
* Deals 5*<POTENCY> oxygen damage. | |||
|- | |||
|{{anchor|OCP}}[[#OCP|OCP]] | |||
|Oculopeutic | |||
|COMMON | |||
| | |||
* Heals <POTENCY> eye damage. | |||
* Reduces the remaining duration of blurry vision and blindness by 5*<POTENCY>. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals <POTENCY> burn damage. | |||
* Deals 3*<POTENCY> toxin damage. | |||
* Deals <POTENCY> brain damage. | |||
|- | |||
|{{anchor|CDP}}[[#CDP|CDP]] | |||
|Cardiopeutic | |||
|UNCOMMON | |||
| | |||
* Heals 0,5*<POTENCY> heart damage. | |||
| | |||
* Deals 2*<POTENCY> oxygen damage. | |||
| | |||
* Applies a lot of pain. | |||
|- | |||
|{{anchor|NRP}}[[#NRP|NRP]] | |||
|Neuropeutic | |||
|COMMON | |||
| | |||
* Heals 3*<POTENCY> brain damage. | |||
| | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Deals 3*<POTENCY> brain damage. | |||
* Stuns you. | |||
|- | |||
|{{anchor|BNM}}[[#BNM|BNM]] | |||
|Bonemending | |||
|UNCOMMON | |||
| | |||
* Mends broken bones one by one. | |||
* The chest and groin take the longest, then head, then arms and legs, hands and feet are the fastest. | |||
| | |||
* Deals 2*<POTENCY> brute damage. | |||
| | |||
* Breaks limbs randomly. | |||
|- | |||
|{{anchor|FLX}}[[#FLX|FLX]] | |||
|Fluxing | |||
|UNCOMMON | |||
| | |||
* With a 10*<POTENCY>% chance: | |||
** Removes shrapnel and implants. | |||
** Also deals 2*<POTENCY> burn damage to prosthetic limbs. | |||
| | |||
* Deals 2*<POTENCY> brute damage. | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 4*<POTENCY> brute damage. | |||
* Deals 4*<POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|NRC}}[[#NRC|NRC]] | ||
|Neurocrygenic | |||
|UNCOMMON | |||
| | |||
* Stuns and knocks you out. | |||
* '''ONLY ON CORPSES''' | |||
** Increases the defib timer by 5 seconds *<POTENCY>. | |||
| | |||
* Reduces body temperature by 5*<POTENCY>. | |||
| | |||
* Deals 5*<POTENCY> brain damage. | |||
|- | |- | ||
| | |{{anchor|APS}}[[#APS|APS]] | ||
|Antiparasitic | |||
|UNCOMMON | |||
| | |||
* Decreases the larva stage counter by <POTENCY> | |||
* When the larva gets regressed to stage 0: | |||
** Removes the larva from the host. | |||
** Deals between 20 and 40 burn damage to the host. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 4*<POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|OGS}}[[#OGS|OGS]] | ||
|Organstabilize | |||
|COMMON | |||
| | |||
* Prevents the effects of organ damage. Does '''not''' actually repair the organs. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals <POTENCY> burn damage. | |||
* Deals <POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|EGN}}[[#EGN|EGN]] | ||
|Electrogenetic | |||
|COMMON | |||
| | |||
* '''CANNOT BE INGESTED''' Use a syringe or injector. | |||
* Increases defibrillator healing by 4*<POTENCY> brute, burn and toxin damage. | |||
| | |||
| | |||
|- | |- | ||
| | |{{anchor|DFB}}[[#DFB|DFB]] | ||
|Defibrillating | |||
|RARE | |||
| | |||
* '''DEAD ONLY''' | |||
** Removes oxygen damage. | |||
** Tries to defib the body. | |||
** Combine this with inaprov, painkillers and something that will heal the marine when he is revived. | |||
| | |||
* Deals 2*<POTENCY> oxygen damage. | |||
* Applies pain. | |||
| | |||
* Deals <POTENCY> heart damage. | |||
|- | |- | ||
| | |{{anchor|HDN}}[[#HDN|HDN]] | ||
|Hyperdensificating | |||
|RARE | |||
| | |||
* Prevents bone fractures. | |||
| | |||
* Slows you. | |||
| | |||
* Deals 3*<POTENCY> brute damage. | |||
|- | |- | ||
| | |{{anchor|NRS}}[[#NRS|NRS]] | ||
|Neuroshielding | |||
|RARE | |||
| | |||
* Applies the neurotoxin resistance effect. | |||
| | |||
* Deals <POTENCY> liver damage. | |||
| | |||
* Deals 2*<POTENCY> brain damage. | |||
|- | |- | ||
| | |{{anchor|AAD}}[[#AAD|AAD]] | ||
|Antiaddictive | |||
|RARE | |||
| | |||
* '''POTENCY>4''' | |||
** Cures all addictions. | |||
* '''Otherwise:''' | |||
** Reduces withdrawal and addiction progression by 2*<POTENCY> | |||
** When the addiction progression gets below the potency value, cures the addiction. | |||
| | |||
* Deals 2*<POTENCY> brain damage. | |||
| | |||
* Makes you hallucinate. | |||
|- | |- | ||
| | |{{anchor|FUL}}[[#FUL|FUL]] | ||
|Fueling | |||
|COMMON | |||
| | |||
* -0,1*<POTENCY> fire intensity mod. | |||
* 0,2*<POTENCY> fire duration mod. | |||
* 0,01*<POTENCY> fire radius mod. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|OXI}}[[#OXI|OXI]] | ||
|Oxidizing | |||
|COMMON | |||
| | |||
* 0,2*<POTENCY> fire intensity mod. | |||
* -0,1*<POTENCY> fire duration mod. | |||
* -0,01*<POTENCY> fire radius mod. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|FLW}}[[#FLW|FLW]] | ||
|Flowing | |||
|COMMON | |||
| | |||
* -0,05*<POTENCY> fire intensity mod. | |||
* -0,05*<POTENCY> fire duration mod. | |||
* 0,05*<POTENCY> fire radius mod. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|EXP}}[[#EXP|EXP]] | ||
|Explosive | |||
|COMMON | |||
| | |||
* <POTENCY> explosion power mod. | |||
* -3/<POTENCY> explosion falloff mod. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|CSL}}[[#CSL|CSL]] | ||
|Cardiostabilizing | |||
|DISABLED | |||
| | |||
* Slightly reduces pain. | |||
* Prevents you from taking oxygen damage due to crit. | |||
| | |||
* Knocks you out. | |||
| | |||
* Sleeps you. | |||
* Deals 0,5 heart damage. | |||
|- | |- | ||
|{{anchor|AID}}[[#AID|AID]] | |||
|Aiding | |||
|DISABLED | |||
| | |||
* Removes disabilities and disfigurements. | |||
| | |||
* Confuses you. | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Knocks you out. | |||
* Deals <POTENCY> toxin damage. | |||
* Deals 3*<POTENCY> radiation damage. | |||
|- | |||
|{{anchor|OXG}}[[#OXG|OXG]] | |||
|Oxygenating | |||
|DISABLED <!--y tho--> | |||
| | |||
* Heals <POTENCY> oxygen damage. | |||
* Removes <POTENCY> [[Chemistry#lexorin|lexorin]] units. | |||
| | |||
* Deals 0,5*<POTENCY> toxin damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals 2*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|ACG}}[[#ACG|ACG]] | |||
|Anticarcinogenic | |||
|DISABLED | |||
| | |||
* Heals <POTENCY> radiation damage. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 2*<POTENCY> brute damage. | |||
|} | |} | ||
===Neutral=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
{| class="wikitable | ! style="width: 10%; margin: auto;" |Name | ||
! style=" | ! style="width: 10%; margin: auto;" |Rarity | ||
! style=" | ! style="width: 25%; margin: auto;" |Effect | ||
! style=" | ! style="width: 25%; margin: auto;" |OD | ||
! style="width: 25%; margin: auto;" |Crit OD | |||
|- | |||
|{{anchor|CMB}}[[#CMB|CMB]] | |||
|Cryometabolizing | |||
|COMMON | |||
| | |||
* '''REAGENT DOES NOT WORK AT TEMPERATURES ABOVE 170K''' | |||
** Boosts the effect of all other properties in the reagent by 0,5*<POTENCY> levels. | |||
|N/A | |||
|N/A | |||
|- | |||
|{{anchor|TMB}}[[#TMB|TMB]] | |||
|Thanatometabolizing | |||
|RARE | |||
| | |||
* '''REAGENT ONLY WORKS ON CORPSES''' | |||
** Reagent now workes on corpses. <!--I'm almost sad that this clarification is probably needed.--> | |||
** Caps the effectiveness of all other properties. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|EXT}}[[#EXT|EXT]] | ||
|Excreting | |||
|UNCOMMON | |||
| | |||
* Rapidly removes all other reagents from the marine's body. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|NTR}}[[#NTR|NTR]] | ||
|Nutritious | |||
|COMMON | |||
| | |||
* Makes you less hungry. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|KTG}}[[#KTG|KTG]] | ||
|Ketogenic | |||
|COMMON | |||
| | |||
* Removes <POTENCY> units of [[Chemistry#ethanol|ethanol]] and all it's [[Drinks#Alcoholic|subtypes]]. | |||
* Makes you hungry. | |||
| | |||
* Makes you more hungry. | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Knocks you out. | |||
|- | |- | ||
| NIH || Neuroinhibiting || | |{{anchor|NIH}}[[#NIH|NIH]] | ||
|Neuroinhibiting | |||
|UNCOMMON | |||
| | |||
* '''Is prevented by [[#NRS|neuroshielding]].''' | |||
* Applies near-sightedness. | |||
* If potency is over 1, applies blindness. | |||
* If potency is over 2, applies deafness. | |||
* If potency is over 3, applies muteness. | |||
| | |||
* Deals <POTENCY> brain damage. | |||
* Makes you nervous. | |||
| | |||
* Deals 2*<POTENCY> brain damage. | |||
|- | |- | ||
| AOL || Alcoholic || | |{{anchor|AOL}}[[#AOL|AOL]] | ||
|Alcoholic | |||
|COMMON | |||
| | |||
* '''Is prevented by [[#NRS|neuroshielding]]''' | |||
* Makes you drunk. Confusion, sleepyness, etc. All chems that have this are [[Drinks#Alcoholic|subtypes]] of [[Chemistry#ethanol|ethanol]], which also has snowflake code for this. Therefore the effect is way stronger than it should be. | |||
| | |||
* Deals 0,5*<POTENCY> toxin damage. | |||
* Makes you more drunk. | |||
| | |||
* Deals 0,5*<POTENCY> liver damage. | |||
|- | |- | ||
| HLG || Hallucinogenic || | |{{anchor|HLG}}[[#HLG|HLG]] | ||
|Hallucinogenic | |||
|COMMON | |||
| | |||
* Makes you high. | |||
* If potency > 2 | |||
** Makes you hallucinate. | |||
** Makes you jittery. | |||
| | |||
* Increases the potency of the previous effects. | |||
* Makes you stumble around. | |||
| | |||
* Deals <POTENCY> brain damage. | |||
* Knocks you out. | |||
|- | |- | ||
| | |{{anchor|RLX}}[[#RLX|RLX]] | ||
|Relaxing | |||
|COMMON | |||
| | |||
* Makes you slower by <POTENCY>. | |||
| | |||
* Makes you slower by 2*<POTENCY>. | |||
| | |||
* Has a 15*<POTENCY>% chance to knock you out. | |||
* Deals <POTENCY> oxygen damage. | |||
* Deals 0,75*<POTENCY> heart damage. | |||
|- | |- | ||
| | |{{anchor|HPR}}[[#HPR|HPR]] | ||
|Hyperthermic | |||
|COMMON | |||
| | |||
* Increases body temperature by 2*<POTENCY>. | |||
* If potency>2: applies pain. | |||
| | |||
* Increases body temperature by 4*<POTENCY>. | |||
* Applies pain. | |||
| | |||
* Knocks you out. | |||
|- | |- | ||
| | |{{anchor|HPO}}[[#HPO|HPO]] | ||
|Hypothermic | |||
|COMMON | |||
| | |||
* Reduces body temperature by 2*<POTENCY>. | |||
| | |||
* Decreases body temperature by 4*<POTENCY>. | |||
* Sleeps you. | |||
| | |||
* Knocks you out. | |||
|- | |- | ||
| | |{{anchor|BLD}}[[#BLD|BLD]] | ||
|Balding | |||
|UNCOMMON | |||
| | |||
* Liquid baldness. | |||
| | |||
* Deals 0,5*<POTENCY> radiation damage. | |||
| | |||
* Deals <POTENCY> radiation damage. | |||
|- | |- | ||
| | |{{anchor|FLF}}[[#FLF|FLF]] | ||
|Fluffing | |||
|UNCOMMON | |||
| | |||
* More hair. | |||
| | |||
* 5*<POTENCY>% chance of taking <POTENCY> brute damage. | |||
| | |||
* Deals <POTENCY> brain damage. | |||
|- | |- | ||
| | |{{anchor|ALG}}[[#ALG|ALG]] | ||
|Allergenic | |||
|UNCOMMON | |||
| | |||
* Makes you sneeze, blink and cough. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|EPH}}[[#EPH|EPH]] | ||
|Euphoric | |||
|UNCOMMON | |||
| | |||
* Reduces pain. | |||
* Makes you giggle, laugh, smile, etc. | |||
| | |||
* 5*<POTENCY>% chance to *collapse | |||
| | |||
* Deals 3*<POTENCY> oxygen damage. | |||
|- | |- | ||
| | |{{anchor|EME}}[[#EME|EME]] | ||
|Emetic | |||
|UNCOMMON | |||
| | |||
* <AMOUNT>*<POTENCY>% chance of vomiting. | |||
| | |||
* Deals 0,5*<POTENCY> toxin damage. | |||
| | |||
* Deals 0,5*<POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|PST}}[[#PST|PST]] | ||
|Psychostimulating | |||
|COMMON | |||
| | |||
* Gives you messages about feeling more focused. | |||
* Reduces confusion. | |||
| | |||
* Deals <POTENCY> brain damage. | |||
| | |||
* Makes you hallucinate. | |||
* Deals 4*<POTENCY> brain damage. | |||
|- | |- | ||
| | |{{anchor|AHL}}[[#AHL|AHL]] | ||
|Antihallucinogenic | |||
|COMMON | |||
| | |||
* Removes 5 units of [[Chemistry#spacedrugs|space drugs]] and [[Chemistry#mindbreaker|mindbreaker toxin]]. | |||
* Reduces remaining duration of hallucinations by 10*<POTENCY>. | |||
| | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals <POTENCY> burn damage. | |||
* Deals 3*<POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|OMB}}[[#OMB|OMB]] | ||
|Hypometabolic | |||
|UNCOMMON | |||
| | |||
* Sets the reagent's metabolism to <METABOLISM>/(1+0,35*<POTENCY>) | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|SDT}}[[#SDT|SDT]] | ||
|Sedative | |||
|COMMON | |||
| | |||
* Puts you to sleep. | |||
| | |||
* Knocks you out. | |||
| | |||
* Deals 5*<POTENCY> oxygen damage. | |||
|- | |- | ||
| | |{{anchor|HTR}}[[#HTR|HTR]] | ||
|Hyperthrottling | |||
|RARE | |||
| | |||
* Slows you by 4*<POTENCY>. | |||
* Makes you high. | |||
* Lets you speak every language. | |||
| | |||
* Deals 3*<POTENCY> brain damage. | |||
| | |||
* Knocks you out. | |||
|- | |- | ||
| | |{{anchor|VIS}}[[#VIS|VIS]] | ||
|Viscous | |||
|COMMON | |||
| | |||
* -0,025*<POTENCY> fire radius modifier. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|TSL}}[[#TSL|TSL]] | ||
|Thermostabilizing | |||
|DISABLED | |||
| | |||
* Tries to get your temperature to 310K. | |||
| | |||
* Knocks you out. | |||
| | |||
* Puts you to sleep. | |||
|- | |- | ||
| | |{{anchor|FCS}}[[#FCS|FCS]] | ||
|Focusing | |||
|COMMON | |||
| | |||
* Removes <POTENCY> units of [[Chemistry#ethanol|ethanol]] and [[Drinks#Alcoholic|various subtypes]]. | |||
* Reduces stuttering, confusion, sleepyness, etc. | |||
| | |||
* Deals 1 toxin damage. | |||
| | |||
* Deals 4 toxin damage. | |||
|- | |- | ||
|{{anchor|UNK}}[[#UNK|UNK]] | |||
|Unknown | |||
|DISABLED | |||
| | |||
* Used for chems that have weird special snowflake coded effects to give them OD effects. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
| | |||
* Deals 3*<POTENCY> brute damage. | |||
* Deals 3*<POTENCY> burn damage. | |||
* Deals 3*<POTENCY> toxin damage. | |||
|} | |} | ||
===Negative=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
{| class="wikitable | ! style="width: 10%; margin: auto;" |Name | ||
! style=" | ! style="width: 10%; margin: auto;" |Rarity | ||
! style=" | ! style="width: 25%; margin: auto;" |Effect | ||
! style=" | ! style="width: 25%; margin: auto;" |OD | ||
! style="width: 25%; margin: auto;" |Crit OD | |||
|- | |||
|{{anchor|HPX}}[[#HPX|HPX]] | |||
|Hypoxemic | |||
|COMMON | |||
| | |||
* Deals 2*<POTENCY> oxygen damage. | |||
| | |||
* Deals <POTENCY> brute damage. | |||
* Deals <POTENCY> toxin damage. | |||
* Deals 5*<POTENCY> oxygen damage. | |||
| | |||
* Deals 5*<POTENCY> brute damage. | |||
* Deals 2*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|TOX}}[[#TOX|TOX]] | |||
|Toxic | |||
|COMMON | |||
| | |||
* Deals <POTENCY> toxin damage. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 4*<POTENCY> toxin damage. | |||
|- | |||
|{{anchor|CRS}}[[#CRS|CRS]] | |||
|Corrosive | |||
|COMMON | |||
| | |||
* Deals <POTENCY> burn damage. | |||
| | |||
* Deals 2*<POTENCY> burn damage. | |||
| | |||
* Deals 4*<POTENCY> burn damage. | |||
|- | |||
|{{anchor|BCD}}[[#BCD|BCD]] | |||
|Biocidic | |||
|COMMON | |||
| | |||
* Deals <POTENCY> brute damage. | |||
| | |||
* Deals 2*<POTENCY> brute damage. | |||
| | |||
* Deals 4*<POTENCY> brute damage. | |||
|- | |||
|{{anchor|PNG}}[[#PNG|PNG]] | |||
|Paining | |||
|UNCOMMON | |||
| | |||
* Applies 0,5*<POTENCY> pain. | |||
| | |||
* Applies <POTENCY> pain. | |||
* Deals <POTENCY> brute damage. | |||
| | |||
* Deals 2*<POTENCY> brute damage. | |||
|- | |||
|{{anchor|HML}}[[#HML|HML]] | |||
|Hemolytic | |||
|UNCOMMON | |||
| | |||
* Removes 4*<POTENCY> units of blood. | |||
| | |||
* Removes 8*<POTENCY> units of blood. | |||
* Sleeps you. | |||
* Increases move delay by <POTENCY>. | |||
| | |||
* Deals 4*<POTENCY>% oxygen damage. | |||
|- | |||
|{{anchor|HMR}}[[#HMR|HMR]] | |||
|Hemmorrhaging | |||
|UNCOMMON | |||
| | |||
* 5*<POTENCY> chance: | |||
** Causes bleeding in a random limb. | |||
** Causes internal bleeding in a random limb. | |||
** Makes you cough up blood. | |||
| | |||
* Deals 0,5*<POTENCY> damage to a random organ. | |||
| | |||
* 20*<POTENCY>% chance: | |||
** Causes bleeding in a random limb. | |||
** Causes internal bleeding in a random limb. | |||
|- | |- | ||
| | |{{anchor|CRG}}[[#CRG|CRG]] | ||
|Carcinogenic | |||
|COMMON | |||
| | |||
* Deals 0,5*<POTENCY> radiation damage. | |||
| | |||
* Deals 2*<POTENCY> radiation damage. | |||
| | |||
* Deals 2*<POTENCY> brute damage. | |||
|- | |- | ||
| | |{{anchor|HPT}}[[#HPT|HPT]] | ||
|Hepatotoxic | |||
|UNCOMMON | |||
| | |||
* Deals 0,75*<POTENCY> liver damage. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 5*<POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|NPT}}[[#NPT|NPT]] | ||
|Nephrotoxic | |||
|UNCOMMON | |||
| | |||
* Deals 0,75*<POTENCY> kidney damage. | |||
| | |||
* Deals 2*<POTENCY> toxin damage. | |||
| | |||
* Deals 5*<POTENCY> toxin damage. | |||
|- | |- | ||
| | |{{anchor|PNT}}[[#PNT|PNT]] | ||
|Pneumotoxic | |||
|UNCOMMON | |||
| | |||
* Deals 0,75*<POTENCY> lung damage. | |||
| | |||
* Deals 2*<POTENCY> oxygen damage. | |||
| | |||
* Deals 5*<POTENCY> oxygen damage. | |||
|- | |- | ||
| | |{{anchor|OCT}}[[#OCT|OCT]] | ||
|Oculotoxic | |||
|UNCOMMON | |||
| | |||
* Deals 0,75*<POTENCY> eye damage. | |||
| | |||
* Inflicts blindness. | |||
| | |||
* Deals 0,5*<POTENCY> brain damage. | |||
|- | |- | ||
| | |{{anchor|CDT}}[[#CDT|CDT]] | ||
|Cardiotoxic | |||
|COMMON | |||
| | |||
* Deals 0,75*<POTENCY> heart damage. | |||
| | |||
* Deals 2*<POTENCY> oxygen damage. | |||
| | |||
* Deals 5*<POTENCY> oxygen damage. | |||
|- | |- | ||
| | |{{anchor|NRT}}[[#NRT|NRT]] | ||
|Neurotoxic | |||
|COMMON | |||
| | |||
* Deals 1,75*<POTENCY> brain damage. | |||
| | |||
* Deals 3*<POTENCY> brain damage. | |||
* Slowly inficts drowsyness. | |||
| | |||
* 15*<POTENCY>% chance to apply neuro. | |||
|- | |- | ||
| | |{{anchor|EMB}}[[#EMB|EMB]] | ||
|Hypermetabolic | |||
|UNCOMMON | |||
| | |||
* Changes the chem's metabolism according to the following formula: <BASE_METABOLISM>*(1+0,25*<POTENCY>) | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|ADT}}[[#ADT|ADT]] | ||
|Addictive | |||
|RARE | |||
| | |||
* Makes you addicted to the chem. | |||
| | |||
* Deals <POTENCY> brain damage. | |||
| | |||
* Inflicts nervousness. | |||
|- | |- | ||
| | |{{anchor|HST}}[[#HST|HST]] | ||
|Hemositic | |||
|DISABLED | |||
| | |||
* Consumes 5*<POTENCY> blood. | |||
* Increases the chem's amount by 1. | |||
| | |||
* Consumes 10*<POTENCY> blood. | |||
* Increases the chem's amount by 2*<POTENCY>. | |||
| | |||
* Inflicts nervousness. | |||
|} | |||
===Special=== | |||
{| class="wikitable unsortable" style="width: 100%;" | |||
! style="width: 5%; margin: auto;" |Code | |||
! style="width: 10%; margin: auto;" |Name | |||
! style="width: 10%; margin: auto;" |Rarity | |||
! style="width: 25%; margin: auto;" |Effect | |||
! style="width: 25%; margin: auto;" |OD | |||
! style="width: 25%; margin: auto;" |Crit OD | |||
|- | |- | ||
| | |{{anchor|BST}}[[#BST|BST]] | ||
|Boosting | |||
|LEGENDARY | |||
| | |||
* Increases the level of all other properties by <POTENCY>. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|REG}}[[#REG|REG]] | ||
|Regulating | |||
|LEGENDARY | |||
|N/A | |||
| | |||
* Prevents OD. | |||
| | |||
* Prevents crit OD. | |||
|- | |- | ||
| | |{{anchor|HGN}}[[#HGN|HGN]] | ||
|Hypergenetic | |||
|LEGENDARY | |||
| | |||
* Heals 0,2*<POTENCY> brute damage. | |||
* Heals 0,2*<POTENCY> burn damage. | |||
| | |||
* Deals 2*<POTENCY> radiation damage. | |||
| | |||
* Deals 3*<POTENCY> brute damage. | |||
* Deals 3*<POTENCY> burn damage. | |||
|- | |- | ||
| | |{{anchor|DDI}}[[#DDI|DDI]] | ||
|DNA disintegrating | |||
|LEGENDARY | |||
| | |||
* Deals 10*<POTENCY> radiation damage. | |||
* WY wants this an awful lot, even considering how deadly it is. <!--No precise instructions.--> | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|CIP}}[[#CIP|CIP]] | ||
|Ciphering | |||
|DISABLED | |||
| | |||
* What every researcher wants to accomplish. | |||
|N/A | |||
|N/A | |||
<!--|- | |||
|{{anchor|PCI}}[[#PCI|PCI]] | |||
|Pred ciphering | |||
|DISABLED | |||
| | |||
| | |||
|--> | |||
|- | |- | ||
| | |{{anchor|XMB}}[[#XMB|XMB]] | ||
|Crossmetabolizing | |||
|ADMIN | |||
| | |||
* If <POTENCY> is less than 2 this only works on preds. | |||
* Otherwise works on both preds and humans. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|MYO}}[[#MYO|MYO]] | ||
|Embryonic | |||
|ADMIN | |||
| | |||
* Larva infection. | |||
|N/A | |||
|N/A | |||
<!--|- | |||
|{{anchor|HGN}}[[#HGN|HGN]] | |||
|Transfroming | |||
|ADMIN | |||
| | |||
* Infects with an otherwise incredibly hard to obtain disease. | |||
|N/A | |||
|N/A--> | |||
|- | |- | ||
| | |{{anchor|RAV}}[[#RAV|RAV]] | ||
|Ravening | |||
|ADMIN | |||
| | |||
* Infects with black goo (the zombie virus). | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|CUR}}[[#CUR|CUR]] | ||
|Curing | |||
|ADMIN | |||
| | |||
* If <POTENCY> is 2 or more, cures diseases. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|OMN}}[[#OMN|OMN]] | ||
|Omnipotent | |||
|ADMIN | |||
| | |||
* Rapidly removes all subtypes of [[Chemistry#generictoxin|generic toxin]]. | |||
* Heals 5*<POTENCY> brute damage. | |||
* Heals 5*<POTENCY> burn damage. | |||
* Heals 5*<POTENCY> toxin damage. | |||
* Sets all other damage types to 0. | |||
* Removes all status effects. | |||
* Cures all diseases. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|RAD}}[[#RAD|RAD]] | ||
|Radius | |||
|ADMIN | |||
| | |||
* Increases flamer fuel range by <POTENCY>. | |||
* Increases fire radius for explosives by 0,1*<POTENCY>. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
| | |{{anchor|INT}}[[#INT|INT]] | ||
|Intensity | |||
|ADMIN | |||
| | |||
* Increases flamer fuel intensity by <POTENCY>. | |||
* Increases fire intensity for explosives by 0,1*<POTENCY>. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
|} | |{{anchor|DUR}}[[#DUR|DUR]] | ||
|Duration | |||
|ADMIN | |||
| | |||
* Increases flamer fuel duration by <POTENCY>. | |||
* Increases fire duration for explosives by 0,1*<POTENCY>. | |||
|N/A | |||
|N/A | |||
|- | |- | ||
|{{anchor|PTR}}[[#PTR|PTR]] | |||
|Fire penetrating | |||
|ADMIN | |||
| | |||
* Makes fire pierce fire immunity. | |||
|N/A | |||
|N/A | |||
|} | |} | ||
Revision as of 02:21, 22 February 2021
Difficulty: Medium Supervisors: Chief Medical Officer, Commanding Officer/Executive Officer Rank: N/A Duties: Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals. Guides: Guide to Research, Guide to Chemistry, Guide to Paperwork Unlock Requirements: Three hours as a Doctor. Detailed Description: You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. |__________| |
"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before." ―Dr. Wren, Alien Resurrection
Role
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways.
Ultimately, your job is to focused around lowering the DEFCON level via analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.
When dealing with Aliens, this role demands a high level of roleplay. Roleplay doesn’t include:
- “Yeah, well it makes you a host for aliens.”
- “Yeah, I’ve seen this before.”
- “They’re hostile. Kill them all. Don’t worry, I can tell.”
- “Just jam it in the cage and forget it exists.”
All variations of this are also pretty horrible, so don’t do it, okay?
Chemical Research: Pharmacology
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause more harm if they are used together. Consult the chemistry guide for more details.
Researching Chemicals
As a medical researcher on-board the USS Almayer you're tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You'll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!
A lot of your work will require a resource called Research Credits. These can currently be earned by identifying new chemicals, or from DEFCON lowering. The lower the DEFCON gets, the more research credits are earned each time.
The Company has provided your laboratory with an Advanced X-Ray Fluorescence Scanner to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company's interest in your lab will increase. They might even pay USCM High Command and warrant them to lower the DEFCON threat level to ensure the survival of your research.
Research Machines
Picture | Name | Explanation |
---|---|---|
Advanced X-Ray Fluorescence Scanner | The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can't be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical's emission pattern to its database. Successfully identifying a chemical increases Company interests and provides both DEFCON and research credits.
| |
Chemical Centrifuge | The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you.
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.
| |
Turing Dispenser | This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running. Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the Smartlink to be dispensed.
| |
Research Data Terminal | This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.
| |
Synthesis Simulator | This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Making a chemical better will result in the OD threshold decreasing by 5 units, while making it worse will instead increase it (some properties are considered neutral and does not affect the OD threshold). Mixing a chemical with another variant of itself will cause it to react back into its original form.
Suppress This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. Suppressing a positive property increases the OD threshold and vice versa. Relate The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.
Chemical Naming ConventionsWhen a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property. |
Properties
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. <POTENCY> is the level of the property.
The DISABLED rarity means this property can't appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.
All effects are applied once per life tick. Life ticks happen once every two seconds.
Positive
Code | Name | Rarity | Effect | OD | Crit OD |
---|---|---|---|---|---|
ATX | Antitoxic | COMMON |
|
|
|
ACR | Anticorrosive | COMMON |
|
|
|
NGN | Neogenetic | COMMON |
|
|
|
REP | Repairing | UNCOMMON |
|
|
|
HMG | Hemogenic | COMMON |
|
|
|
NST | Nervestimulating | COMMON |
|
|
|
MST | Musclestimulating | COMMON |
|
|
|
PNK | Painkilling | COMMON |
|
|
|
HPP | Hematopeutic | UNCOMMON |
|
|
|
NPP | Nephropeutic | UNCOMMON |
|
|
|
PNP | Pneumopeutic | UNCOMMON |
|
|
|
OCP | Oculopeutic | COMMON |
|
|
|
CDP | Cardiopeutic | UNCOMMON |
|
|
|
NRP | Neuropeutic | COMMON |
|
|
|
BNM | Bonemending | UNCOMMON |
|
|
|
FLX | Fluxing | UNCOMMON |
|
|
|
NRC | Neurocrygenic | UNCOMMON |
|
|
|
APS | Antiparasitic | UNCOMMON |
|
|
|
OGS | Organstabilize | COMMON |
|
|
|
EGN | Electrogenetic | COMMON |
|
||
DFB | Defibrillating | RARE |
|
|
|
HDN | Hyperdensificating | RARE |
|
|
|
NRS | Neuroshielding | RARE |
|
|
|
AAD | Antiaddictive | RARE |
|
|
|
FUL | Fueling | COMMON |
|
N/A | N/A |
OXI | Oxidizing | COMMON |
|
N/A | N/A |
FLW | Flowing | COMMON |
|
N/A | N/A |
EXP | Explosive | COMMON |
|
N/A | N/A |
CSL | Cardiostabilizing | DISABLED |
|
|
|
AID | Aiding | DISABLED |
|
|
|
OXG | Oxygenating | DISABLED |
|
|
|
ACG | Anticarcinogenic | DISABLED |
|
|
|
Neutral
Code | Name | Rarity | Effect | OD | Crit OD |
---|---|---|---|---|---|
CMB | Cryometabolizing | COMMON |
|
N/A | N/A |
TMB | Thanatometabolizing | RARE |
|
N/A | N/A |
EXT | Excreting | UNCOMMON |
|
N/A | N/A |
NTR | Nutritious | COMMON |
|
N/A | N/A |
KTG | Ketogenic | COMMON |
|
| |
NIH | Neuroinhibiting | UNCOMMON |
|
|
|
AOL | Alcoholic | COMMON |
|
|
|
HLG | Hallucinogenic | COMMON |
|
|
|
RLX | Relaxing | COMMON |
|
|
|
HPR | Hyperthermic | COMMON |
|
|
|
HPO | Hypothermic | COMMON |
|
|
|
BLD | Balding | UNCOMMON |
|
|
|
FLF | Fluffing | UNCOMMON |
|
|
|
ALG | Allergenic | UNCOMMON |
|
N/A | N/A |
EPH | Euphoric | UNCOMMON |
|
|
|
EME | Emetic | UNCOMMON |
|
|
|
PST | Psychostimulating | COMMON |
|
|
|
AHL | Antihallucinogenic | COMMON |
|
|
|
OMB | Hypometabolic | UNCOMMON |
|
N/A | N/A |
SDT | Sedative | COMMON |
|
|
|
HTR | Hyperthrottling | RARE |
|
|
|
VIS | Viscous | COMMON |
|
N/A | N/A |
TSL | Thermostabilizing | DISABLED |
|
|
|
FCS | Focusing | COMMON |
|
|
|
UNK | Unknown | DISABLED |
|
|
|
Negative
Code | Name | Rarity | Effect | OD | Crit OD |
---|---|---|---|---|---|
HPX | Hypoxemic | COMMON |
|
|
|
TOX | Toxic | COMMON |
|
|
|
CRS | Corrosive | COMMON |
|
|
|
BCD | Biocidic | COMMON |
|
|
|
PNG | Paining | UNCOMMON |
|
|
|
HML | Hemolytic | UNCOMMON |
|
|
|
HMR | Hemmorrhaging | UNCOMMON |
|
|
|
CRG | Carcinogenic | COMMON |
|
|
|
HPT | Hepatotoxic | UNCOMMON |
|
|
|
NPT | Nephrotoxic | UNCOMMON |
|
|
|
PNT | Pneumotoxic | UNCOMMON |
|
|
|
OCT | Oculotoxic | UNCOMMON |
|
|
|
CDT | Cardiotoxic | COMMON |
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NRT | Neurotoxic | COMMON |
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EMB | Hypermetabolic | UNCOMMON |
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N/A | N/A |
ADT | Addictive | RARE |
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HST | Hemositic | DISABLED |
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Special
Code | Name | Rarity | Effect | OD | Crit OD |
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BST | Boosting | LEGENDARY |
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N/A | N/A |
REG | Regulating | LEGENDARY | N/A |
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HGN | Hypergenetic | LEGENDARY |
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DDI | DNA disintegrating | LEGENDARY |
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N/A | N/A |
CIP | Ciphering | DISABLED |
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N/A | N/A |
XMB | Crossmetabolizing | ADMIN |
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N/A | N/A |
MYO | Embryonic | ADMIN |
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N/A | N/A |
RAV | Ravening | ADMIN |
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N/A | N/A |
CUR | Curing | ADMIN |
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N/A | N/A |
OMN | Omnipotent | ADMIN |
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N/A | N/A |
RAD | Radius | ADMIN |
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N/A | N/A |
INT | Intensity | ADMIN |
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N/A | N/A |
DUR | Duration | ADMIN |
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N/A | N/A |
PTR | Fire penetrating | ADMIN |
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N/A | N/A |
Hints
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here's some things to keep in mind:
- You need 30 units of a chemical for the XRF to work. If you don't have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical's properties, given enough clearance.
- Negative properties can also be useful when used with the synthesis simulator to increase the OD threshold.
- Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.
- Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.
- If you can't rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.
- Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.
Chemical Distribution
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO's approval before performing mass distribution, because if an accident happens it will be your medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.
Alien Research: Xenology
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use, it will however provide a great boost towards lowering the DEFCON. Xenology has the potential to significantly decrease the DEFCON level if conducted in a thorough manner.
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.
Xenology Blood Research
Each alien will have two or more unique liquids/blood samples to collect. To analyze alienblood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge to split up the different samples. Afterwards you can analyze the samples at the XRF Scanner.
Each time you analyze a unique blood sample, you will decrease the DEFCON level. Scanning the same sample will not produce a result.
Xenology Body and Live Specimen Study
Storing dead aliens in any research containment cell will contribute a small amount of DEFCON points. However, storing live aliens will contribute a massive bonus to the DEFCON levels. You will need the Marines assistance in securing egg samples, which can be placed in the containment cells.
Hydroponics Research
Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer's research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics.
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Your Skillset
To find out about how the skill system works head over to the skills system page.