Table of Contents

Guide to Chemicals

For more information on the generailities of how chemicals work, check out the Guide to Chemistry; this section will cover the specifics of chemicals and their interactions with each other and the body.

Known Chemical Formulas

This is a list of all known chemical reagents according to NovusCorp's time-bluespace research department. Please be advised that some information may not be perfectly accurate to your native timeline, and ask questions if you're confused - before anything explodes! Chemical Research improves your chances of maintaining a chemical reaction.

Many reagents can also be overdosed and/or cause addiction, leading to a negative outcome. An overdose/addiction will happen when moment the bloodstream (not stomach) gets the exact listed amount of units or above in it. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the bloodstream. If an addiction occurs, the negative effects will only start occurring 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. Be sure to monitor how many units someone have in their bloodstream.

Base Compounds

Locations that are not supplied with a ChemiSynth use cartridges with specific chemical reagents to operate a dispenser unit. These dispensers are commonly used in the bar (for the soda dispenser and liquor dispenser) and have large quantities of chemicals, but are not unlimited. Cartridges hold 1000 units of chemical (or beverage).

In addition, Extractors can extract certain elements from atmos or plumbing pipes, such as water, oxygen, nitrogen, helium, hydrogen, etc. This includes plumbing pipes connected to a Particle Scoop.

Basic Synthesis Compounds

These common elements can be synthesized with the ChemiSynth: aluminum, bromine, carbon, chlorine, copper, flourine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, sugar, sulfur and water.

Advanced Synthesis Compounds

These elements and compounds can be synthesized with the ChemiDispenser: aluminum, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulfur, sulfuric acid, water and welding fuel.

Replicator Compounds

Provided with a sample, a replicator can replicate any chemical compound, expending energy based on its chemical complexity.

Table Index

Basic Synthesis Chemicals

These basic chemicals are the root of most chemical interactions, and can be used to make more complex chemical compounds. Most of them can be synthesized by the ChemiSynth or ChemiDispenser, or are readily available through other sources.

Reagent Formula / Source Depreciation
Rate
Penetrates
Skin
Per Life Cycle Immediate Effect Addiction Overdose Notes
Aluminum Can be synthesized. 0.4 No Or aluminium for the Space British. One of the accepted chems for foamed metal. Can also be found in pills from “designer drug”/“cyberpunk” pill bottles, those bottles that show up as “pill bottle (???)” that appear in sketchy places. Available in sheets.
Barium Can be synthesized 0.4 No Explodes when mixed with water (1×1, low severity). Does not scale with volume. Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive.
Bromine Can be synthesized 0.4 No Nowhere near as reactive as in real life (but just be glad this game doesn't simulate its horrid stench.)
Carbon Can be synthesized 0.4 No Clears space lube when applied to floor tiles. 5+ UNITS: Creates dirt when applied to floor tiles.
Calcium Can be synthesized 0.4 No Write more. Found in milk, helps bones heal?
Chlorine Can be synthesized 0.6 Yes (0.33 per 1 unit splashed) +1 BURN Can be extracted from Chlorine Gas in atmosphere.
Chromium Can be synthesized 0.4 No
Copper Can be synthesized 0.4 No Can be extracted from wires, unless it can't and pharosium is being used as the sci-fi equivalent of copper. Write more. In addition to the chem dispenser, copper can also be obtained by breaking down hemolymph.
Ethanol Can be synthesized 0.05 No 15+ UNITS: Slurred speech/stuttering, 10% chance for confused movement, 20% chance for dizziness. 10% chance for hiccupping, burping, mumbling, and grumbling.
25+ UNITS: Another 10% chance for more stuttering and another 10% chance for hiccupping and burping.
45+ UNITS: 15% chance of even more stuttering. 8% chance for confused movement. Another separate 10% chance for hiccupping and burping.
55+ UNITS: 10% chance to fart, hiccup, mumble, or grumble, 6% chance to vomit. Still more stuttering. 33% chance of blurred vision, 15% chance of confused movement, 4% of misstep, 15% of dizziness.
60+ UNITS: Blurred vision, 6% chance of more drowsiness 5% chance of +1/+2 TOX.
40-54+ UNITS: volume/2% chance of 0.25 liver damage
55+ UNITS: volume/2% chance of 0.4 liver damage

OVERDOSE (100) - Ethanol poisoning! 10% chance of extra 1-3 damage to the liver, 15% chance of 1-3 damage to left kidney, and 35% chance of 1-3 to right kidney. 1% chance of causing heart disease.

But also: drunken boxing. 40% chance to completely shrug off a punch (and only punches). Separate 40% chance to also give your punches 3-5 extra damage.
4% Ethanol, it messes up your speech and movement, and sometimes even your vision or organs at high enough doses. The Alcohol Resistance gene blocks most of these effects, and you do not receive the respective organ damage if you have cyberkidneys or a cyberliver, which also has healing benefits related to ethanol.

Every single brand of alcohol decays into this. The more potent the alcohol, the more ethanol it builds up in you.

It's also possible to get this chemical by putting clear corn into a still.
Fluorine Can be synthesized 0.4 Yes (0.33 per 1 unit splashed) +0.75 BURN, +0.75 TOX Can be extracted from Flourine Gas.
Gold Can be synthesized 0.4 No A precious metal, less precious in the space age.
Helium Can be synthesized 0.4 No Does what you'd expect. Harmless. Can be obtained from helium tanks. Extracted from Helium Gas.
Hydrogen Can be synthesized 0.4 No Useful in burn chambers and required by some reaction engines. Nowhere near as flammable or reactive in real life. Still good in balloons. Can also be found in some Discount Dan's food products (seems someone at DD didn't quite understand hydrogenation). Extracted from Hydrogen Gas.
Iodine Can be synthesized 0.4 No The mineral of choice in Decirprevo Bottled Water. Helps chelate radiation. (Write more.)
Iron Can be synthesized 0.4 No Regenerates blood half a unit a time, 10% chance of -1 OXY

OVERDOSE (20) Causes +1 TOX; 5% chance of vomiting, stun, and a further +10 TOX.
Basically a shittier version of Filgrastim with more side effects. Available in sheets, called 'metal sheets'.
Lithium Can be synthesized 0.4 No Drooling and confused movement. Used as a component of some psychotherapeutic drugs. Can also be extracted from omega weed.
Magnesium Can be synthesized 0.4 No 10+ UNITS: Creates piles of magnesium when applied to floor tiles. Piles ignite when exposed to a temperature higher than 747 K, but the fire isn't hot enough to set alight non-flammable materials or burn through the floor. They do, however, also ignite nearby piles, so you could make a line of magnesium and use it as a fuse for other pyrotechnic reagents.

In addition to the chem dispenser, it is also possible to get it from fireworks. Cut it open with a knife or similar, then use a beaker or similar to scoop up the resulting magnesium pile.
Mercury Can be synthesized 0.2 Yes (0.2 per 1 unit splashed) 70% chance of +1 BRAIN 5% chance to cure space plague. Can also be extracted from omega weed.
Nickel Can be synthesized 0.4 No Stands in for a catalyst in a handful of reactions. If you had one of these for every time you…
Nitrogen Can be synthesized 0.4 No An inert gas that makes up 80% of the air people normally breathe. Also used in some recipes. Can be extracted from Nitrogen Gas.
Oxygen Can be synthesized 0.4 No Necessary to breathe for most people, also required for most fires. This might seem amazingly inert for a substance that is vital to your life, but think of it this way: What is the effect of this oxygen over the oxygen already in your blood? Once there is none in your bloodstream, you start to suffocate. Breathing pure oxygen will put more oxygen in your bloodstream, allowing you to stave off suffocation a while longer. Extracted from Oxygen Gas.
Phosphorus Can be synthesized 0.4 No An essential ingredient for a few recipes, but not terribly exciting on its own.

In addition to chem dispensers giving this element, you can also get phosphorus by clicking on a beaker or similar with a unlit match, yielding one unit of it.
Phoron Can be synthesized 0.4 No +1 TOX. Increases depletion rate of epinephrine by 2. Cannot be applied to floor tiles.
TOUCH - If already on fire: +30 BURNING
When it reaches 374 K, it ignites, creating small to large fireball that scales with volume (up to 8×8).

Basic ingredient in chems with more fantastical effects. Available in sheets.
Platinum Can be synthesized No In the far future, platinum is as readily available as hydrogen. But not THAT shiny.
Potassium Can be synthesized 0.4 No Explodes when mixed with water (1×1, low severity). Does not scale with volume. Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive. Can also be extracted from bananas.
Radium Can be synthesized 0.4 Yes (0.5 per 1 unit splashed) +3 seconds of “Irradiated” Temporarily creates an eerie green glow when applied to floor tiles. Radiation status is cumulative and depletes one per cycle. As it ramps up, it starts doing TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepy pen full of radium is pretty lethal over a few minutes.
Silicon Can be synthesized 0.4 No Not something you need to extract from your silicon friends (AI, Cyborg, Robot, or Drone); a conductive metal used in circuit boards.
Silver Can be synthesized 0.4 No You can dip a pair of handcuffs in this to make silver handcuffs and coat certain bullets in silver to make silver bullets.
Sodium Can be synthesized 0.4 No Surprisingly does not react at all with water.
Sugar Can be synthesized 0.4 No Jitteriness, +2 Stamina Regeneration. Reduces duration of incoming Weaken, Stunned, and Paralyzed debuffs by 6%, 4% chance to produce a unit of epinephrine.
OVERDOSE (200) - hyperglycaemic shock, 8% chance of +1/+2 TOX.
Having a bit of sugar in you gives you a small stun reduction and stamina buff. Can also be extracted from sugarcane.
Sulfur Can be synthesized 0.4 No In addition to the chem dispensers, you can also get it from Spooky Dan's Horrortastic Cola and pills from pill bottles marked “pill bottle (???)”. Also good for concrete.
Water Can be synthesized 0.4 No Explodes when mixed with potassium (1×1, low severity). Does not scale with volume. 10% of healing 1 kidney damage (for both kidneys). 3+ UNITS: Temporarily creates a slippery surface when applied to floor tiles. TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire. Freezes when cooled (0° C), boils away when heated (100 °C).

Helps plants grow more quickly. Available in sheets (as Ice).

Basic Chemical Compounds

These basic chemicals are the root of most chemical interactions, and can be used to make more complex chemical compounds.

Reagent Formula / Source Depreciation
Rate
Penetrates
Skin
Per Life Cycle Immediate Effect Addiction Overdose Notes
Acetaldehyde 1 part Acetone, 1 part Formaldehyde, 1 part Water, Temperature 450K
Acetone (1) Oil + (1) Welding Fuel + (1) Oxygen → (3) Acetone 0.4 No +1.5 TOX TOUCH - Destroy one sticker for every 10 units applied. Unglues people/objects stuck together with space glue, in any amount.

Common ingredient in other recipes. Useful for removing glue, whether from stickers or space glue.
Acetone Oxide 2 parts Acetone, 1 part Hydrogen Peroxide, 1 part Oxygen Burns people badly on touch. (Results in 2 units instead of 4)
Ammonia (1) Urine + (1) Water @ 354 K → (1) Ammonia
OR
(3) Hydrogen + (1) Nitrogen → (3) Ammonia
OR
Extract from golden pea pods.
0.4 No Fertilizer, and an ingredient in a lot of other chems.
Ash 1 part Oil, temperature 480 K
OR
Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.
Basic ingredient in a couple of recipes.
Carpet (1) Space Drugs + (1) Blood → Carpet No Creates a dirty carpet on the floor.
Char N/A. Obtained from char ore. 1 rock unit of Char equals 50 units of Char when put into the Grinder. 0.2 No Decays into 1 unit of Carbon. Used in petrochemical operations as the sci-fi equivalent of coal. Used as fuel for furnaces.
Diethylamine (1) Ammonia + (1) Ethanol @ 374 K → (2) Diethylamine No Used for certain medical recipes and as fertilizer.
Exotic Stabilizer (1) Hyper-Plasmium Oxide + (1) Stabilizing Agent → (1) Exotic Stabilizer No Stabilizes most things that standard stabilizing agent won't.
Hydrogen Peroxide 1 part Chlorine, 1 part Oxygen, 1 part Water No Burns people on touch in its pure form (+1 BURN). Diluted (roughly eight parts water to one part hydrogen peroxide), it makes a good antiseptic.
Hyper-Plasmium Oxide Extract from a Geyser with a liquid pump. No Planetary geysers have a very small chance to produce this. Does nothing, but can be used to make Exotic Stabilizer.
Lye 1 part Sodium, 1 part Hydrogen, 1 part Oxygen
OR
1 part Ash, 1 part Water
No Useful in the manufacturing of wax items like soap, crayons, and candles.
Oil (1) Carbon + (1) Hydrogen + (1) Welding Fuel → (3) Oil
OR
Extract from orange goop, which comes from leaker plants.
No Creates a streak of slippery oil when applied to floor tiles. TOUCH - Lubricates cyborg joints and temporarily make them move faster. At 474 K, ignites, creating small to large fireball that scales with volume (up to 8×8).
Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes. Also used as a basic lubricant.
Pentaerythritol 1 part Acetaldehyde, 3 parts Formaldehyde, 1 part Water No Results in 2 units instead of 5. A building block for the synthesis and production of explosives, plastics, paints, appliances, cosmetics, and many other commercial products.
Phenol (1) Oil + (1) Chlorine + (1) Water → (3) Phenol No Used for certain medical recipes.
Saltpetre 1 part Potassium, 1 part Nitrogen, 3 parts Oxygen No Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.
Sodium Chloride (Salt) (1) Sodium + (1) Chlorine No Commonly known as table salt, Sodium Chloride is often used to season food. Special uses include messing with Revenants - they can't jaunt through salt piles.
Stabilizing Agent (Stabilizer) (1) Iron + (1) Hydrogen + (1) Oxygen → (2) Stabilizing Agent No Keeps unstable chemicals stable. This does not work on everything.
Wittel Extract from a Geyser with a liquid pump. No Planetary geysers have a very small chance to produce Wittel. Does nothing, but can be used to make Gravitum.

Medical Chems

Medical chems are, generally, chemicals used by doctors to treat patients for a variety of ailments, from simple cuts and bruises to massive organ failure to extreme burns to psychiatric problems.

Some generic medicines have special suffixes to specify which damage types they are meant to treat:

Reagent Formula / Source Depreciation
Rate
Penetrates
Skin
Per Life Cycle Immediate Effect Addiction Overdose Notes
Ammonium Bicarbonate (Smelling Salts) (1) Ammonia + (1) Carbon + (1) Oxygen @ 374 K → (3) Ammonium Bicarbonate 0.4 No 30% chance of -1 RAD, 5% of +1 TOX. +2 Stamina Regeneration boost.

If below -5 to -30 health: -1 TOX, -1 BRUTE, -1 BURN

Increases depletion rates for the following depressant/knockout drugs by 3:
Neurotoxin
Capulettium
Sulfonal
Ketamine
Sodium Thiopental
Pancuronium

Inferior to epinephrine and potassium iodide, but offers a surprisingly significant stamina regeneration buff. Also flushes several debilitating knockout drugs.
Antihol (1) Ethanol + (1) Charcoal → (2) Antihol 0.4 No Raises ethanol depletion rates by 8.

If below +25 health: -2 TOX

Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.
Atropine (1) Ethanol + (1) Diethylamine + (1) Acetone + (1) Phenol + (1) Sulfuric Acid → (4) Atropine
OR
Extract from black venne or omega weed.
0.2 No Dizziness, confused movement, -20 Max Stamina, warms you up slightly when cold.

Attempts to cap OXY at 65 and LOSEBREATH at 5. Rolls a chance to fix cardiac failure. Increases depletion rate of sarin by 20.

If below -25 health: -1 TOX, -3 BRUTE, -3 BURN, -2 BRAIN

If above 15 health AND TOX damage < 70: +1 TOX

Reduces the chance of death when used with synaptizine. Boosts chance of CPR curing cardiac arrest to 5%.

OVERDOSE (25) - 8% chance of +1/+2 TOX
Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone doesn't really kill people but it's a pretty decent debilitating poison if you wanna use it that way.
Calomel (1) Mercury + (1) Chlorine @ 374 K → (1) Calomel 0.8 No Increases all depletion rates by 5.

If above +20 health: +5 TOX

Aggressive purgative. It'll do a lot of TOX damage itself but it cannot kill you, as the damage only applies while you are above the health threshold. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.
Charcoal (1) Ash + (1) Salt @ 374 K → (2) Charcoal
OR
Extract from venne.
0.4 No -1.5 TOX. -2 kidney, stomach, intestines, and liver damage. 50% chance of increasing the depletion rate of all other chems by 1. Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.
Cryoxadone (1) Cryostylane + (1) Unstable Mutagen + (1) Phoron + (1) Acetone → (3) Cryoxadone 0.4 No If body temp below 210 K: -10 OXY, -3 TOX, -12 BRUTE, -12 BURN, -2 all organ damage.
Warms you up depending on damage healed. More specifically it's (damage healed/37) * 25, excluding organ damage, meaning the max increase is 25 degrees.
Requires cooling the target before it kicks in, and recooling to offset the heating, but heals incredibly well. The cryo tanks in medbay use this.
Diphenhydramine (Antihistamine) (1) Oil + (1) Carbon + (1) Bromine + (1) Diethylamine + (1) Ethanol → (4) Diphenhydramine 0.4 No Reduces jitteriness, -3 Stamina Regeneration. Increases depletion rates of histamine and itching powder by 3. 3% chance of stunning briefly and causing drowsiness. 10% Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder. Mildly debilitating.
Ephedrine (1) Sugar + (1) Oil + (1) Hydrogen + (1) Diethylamine → (3) Ephedrine
OR
Extract from asomna or omega weed.
OR
Find in Grife-O soda.
0.3 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 15%, +2 Stamina Regeneration, causes jitteriness, reduces drowsiness, warms you up slightly.

Attempts to cap LOSEBREATH at 3. Heals 1 OXY if OXY damage > 75.
If above 0 health: 33% chance of -1 BRUTE, -1 BURN. 8% of -1 TOX

If below 0 health: -1 BRUTE, -1 BURN. 25% of -1 TOX
OVERDOSE (35) - 8% chance of +1/+2 TOX, 15% of extra +1/+2 TOX. 5% of stunning briefly and causing dizziness. 25% It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects.
Epinephrine (1) Phenol + (1) Hydrogen + (1) Oxygen + (1) Chlorine + (1) Acetone + (1) Diethylamine → (4) Epinephrine 0.2 No Attempts to cap LOSEBREATH at 3 and OXY at 35. 5% chance of -1 BRAIN. Rolls a chance to fix cardiac failure.

Increases depletion rate of histamine by 2 and reduces overdose severity. Warms you up by 7 Kelvin. Slows down progression of sarin by 20%.

Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 10%. +3 Stamina Regeneration buff. Reduces drowsiness, 5% chance to remove all sleepiness. 10% chance to cause jitteriness. Partially negates movement slowdown from damage, making you move as if you had 15 more health.

If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN.

Boosts chance of CPR curing cardiac arrest to 5%
OVERDOSE (20) - 8% chance of +1/+2 TOX, 5% of stunning briefly and causing dizziness. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Can make you pretty sick in overdoses. Counters histamine / allergic reactions, but won't resolve a severe reaction on its own. Can function as a minor stimulant, roughly on par with coffee.
Ether (1) Ethanol + (1) Hydrochloric Acid + (1) Oxygen → (1) Ether 0.4 No -3 Stamina Regeneration, reduces jitteriness. Will knock you out on 36th cycle. Removes 7.5 seconds of the Stimulants status effect. OVERDOSE (20) - 8% chance of +1/+2 TOX. 50% Behaves almost exactly the same as morphine, minus the speed bonus and with a bigger stamina penalty. But since this knockout chem has a recipe, and a fairly simple one too, it's lot easier to come by.
Filgrastim (1) Blood + (1) Stable Mutagen + (1) E.Coli + (1) Spaceacillin → (2) Filgrastim 0.2 No +2u blood. A granulocyte colony stimulating factor analog, which helps the body create more blood.
Glaucogen N/A. Find in the blood of patients with a cyberpancreas. 0.4 No Decays into 1.2 units of sugar. Functionally identical to Corn Syrup. A cyberpancreas will produce this automatically to maintain a low level of sugar. An emagged one gets a little carried away.
Hairgrownium (1) Synthflesh + (1) Ephedrine + (1) Carpet → (3) Hairgrownium
OR
Extract from fuzzy nureous or omega weed.
0.4 Yes 10% chance of growing a full set of hair. Great cure for baldness.
Haloperidol (1) Chlorine + (1) Fluorine + (1) Aluminium + (1) Potassium Iodide + (1) Oil → (4) Haloperidol
OR
Find in haloperidol bottles from restricted medical cabinets and Restricted Medicine Shipments, syringes (anti-psychotic), and Dr. Pubber bottles.
OR
Extract from certain popsicles and omega weed
OR
Distill omega weed.
OR
Randomly appears in Rowdy 'Rillos and pills from ???? bottles.
0.4 No Reduces druggy effects and jitteriness, causes drowsiness. -5 Stamina Regeneration. 20% chance of +1 BRAIN. 5% of curing space madness and berserker. 10% of causing drooling.

Removes 15 seconds of the Stimulants status effect. Increases depletion rates for the following stimulating/hallucinogenic drugs by 5:
Bath Salts
Cat Drugs
Crank
Ephedrine
Epinephrine
LSBee
LSD
Methamphetamine
Psilocybin
Space Drugs
THC
Synaptizine

Treat it like a general anti-psychotic. Severe stamina regen penalty, drowsiness, and drug depletion rate acceleration makes useful for treating/neutralizing drugged-up maniacs.
This is the secret behind tranq rifle darts. WardBuddies, fermids, and the humanoid “emagged medibots” found in certain derelicts also inject this. One of the Lawbringer's modes shoots darts containing this.
Helbital (1) Carbon + (1) Flourine + (1) Sugar → (3) Helbital
Heparin (1) Sugar + (1) Blood + (1) Phenol + (1) Sulfuric Acid → (2) Heparin 0.4 No Will cause any bleeding to become worse, but will try to cure heart disease, dislodge blood clots, and will reduce the effects of hypertension. Removes 2u of cholesterol as well. OVERDOSE (20) - Spontaneous bleeding from the eyes, nose, and mouth, inflicting BLEED damage even if not bleeding from a wound. An anticoagulant.
Insulin N/A. Available in bottle from the NanoMed Plus.
OR
Find inside Pro Puffs cigarette packets
OR
Extract from green grapes.
0.4 No Raises sugar depletion rates by 5. Handles hyperglycaemic coma.
Lexorin N/A. Find inside Pro Puffs cigarette packets. 0.2 No +1 TOX, removes the need to breathe. A more dangerous version of perfluorodecalin that allows you to talk in space without using internals, but deals TOX damage over time.
Libital (1) Phenol + (1) Nitrogen + (1) Oxygen → (3) Libital 0.4 No -3 BRUTE, causes 0.3 liver damage. Effective at treating injuries, but your liver won't like it.
Mannitol (1) Sugar + (1) Hydrogen + (1) Water → (2) Mannitol
OR
Extract from dawning venne.
0.4 No -3 BRAIN Use to treat concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc.
Menthol (1) Mint + (1) Ethanol @ 324 K → (2) Menthol
OR
Put mint into a still.
0.1 Yes Tries to return high body temps towards normal, 55% chance of -2 BURN. Use for minor burn damage.
Morphine N/A. Extract from poppies.
OR
Obtain from NanoMed Plus vendors, Dr. Pubber, and Medical: Medical Reservoir Crates.
0.4 No Dramatically counters movement reduction from severe injury, -3 Stamina Regeneration, reduces jitteriness. Will knock you out on 36th cycle. Removes 7.5 seconds of the Stimulants status effect. OVERDOSE (20) - 8% chance of +1/+2 TOX. 50% Low doses are useful for the painkiller, but high doses can knock someone out for a while. Be careful with the severe stamina regen penalty.
Mugwort N/A. Wizard shuttle or Dan's Quik-Noodles - Katchup Flavor noodle cups. 0.4 No If target is wizard: Removes 5 units of sarin. INGEST - If target is wizard: 85% chance of -1 LOSEBREATH. 45% chances for each of -1 OXY, -1 TOX, -6 BRUTE and -6 BURN. Can patch up minor injuries of magic users.
Mutadone (1) Unstable Mutagen + (1) Acetone + (1) Bromine → (3) Mutadone
OR
Extract from dawning venne.
0.4 No Removes one genetic bioeffect. Some mutations cannot be cured by mutadone, however. Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Giving this to someone with superpowers will really ruin their day.
Oculine (1) Atropine + (1) Saline-Glucose Solution + (1) Spaceacillin → (4) Oculine
OR
Extract from carrots.
0.4 Yes 80% chance of reducing blurred vision as well as eye and ear damage by 1, 50% of curing nearsightedness, 30% of curing blindness
If ear damage is less than 25: 30% chance of healing deafness
Not typically needed unless some jerk is using a lot of flashbangs. It's a rare situation, but giving them oculine might be their saving grace.
Omnizine N/A. Extract from white weed.
OR
Eat some warm donk pockets and/or spaghetti arrabbiata and draw out your blood.
OR
Randomly find in artifact beakers/watering cans.
0.2 No -2 BRUTE, -2 BURN, -1 TOX, -1 OXY, -1 all organ damage. 50% chance of -1 LOSEBREATH. Regenerates 1 unit of blood if you're under 500 units, 10% of -1 BLEEDING. OVERDOSE (30) - Stuttering, dizziness, jitteriness, random stuns and confused movement. 8% chance of +1/+2 TOX. 5% Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it. Omnizine-laced Pro Puffs and the two dishes deliver a small dose of omnizine when used. Less ideal than botany, but it could save you in a pinch.
Pentetic Acid (1) Welding Fuel + (1) Chlorine + (1) Ammonia + (1) Formaldehyde + (1) Sodium + (1) Cyanide → (6) Pentetic Acid
OR
“Extract” from white radweed plants.
0.4 No -7 RAD, increases all depletion rates by 5.

-2 kidney, stomach, intestines, and liver damage.

75% chance of -4 TOX, 33% of +1 BRUTE, +1 BURN.
Apex anti-tox/anti-rad treatment.
Perfluorodecalin (1) Hydrogen + (1) Fluorine + (1) Salicylic Acid @ 374 K → (2) Perfluorodecalin 0.4 No -25 OXY, -2 lung & spleen damage, 33% chance of -1 BRUTE and -1 BURN.

Increases LOSEBREATH to and caps it at 6. Prevents any suffocation damage from racking up despite that.
20% Fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory, you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need mannitol too. Can make spacewalking without internals possible.
Potassium Iodide (1) Potassium + (1) Iodine → (2) Potassium Iodide
OR
Extract from nureous.
0.4 No 80% chance of -1 RAD

-1 TOX. 33% chance of -1 kidney and liver damage.
Radiation is cumulative and causes TOX and BURN. Simple and weak, but can help counter radiation events and radium somewhat.
Proconvertin (1) Blood + (1) Stable Mutagen + (1) Mannitol + (1) Salt → (2) Proconvertin 0.3 No 90% chance of -1 BLEEDING. 2% chance to cause a blood clot. Increases blood pressure and can worsen existing blood clots. A coagulant.
Robustissin (1) Menthol + (1) Morphine + (1) Hydrogen + (1) Acetone → (4) Robustissin
OR
(1) Antihistamine + (1) Oil + (1) Salicylic Acid + (1) Menthol → (4) Robustissin
OR
Find inside randomly-named space cola.
0.4 No Separate 25% chances of curing the common cold, both regular flu and avian flu, and food poisoning. OVERDOSE (30) - Pretty colors, occasional giggling, yawning, and smiling. Chance of inflicting TOX damage, brief bouts of confused movement, and/or moderately long (<10 seconds) knock-down. Space Robitussin (aka dextromethorphan), complete with fun overdose effects!
Salbutamol (1) Oil + (1) Lithium + (1) Ammonia + (1) Aluminum + (1) Bromine → (5) Salbutamol
OR
Extract from shivering contusine.
0.2 No -6 OXY, -4 LOSEBREATH, -2 lung & spleen damage. OVERDOSE (50) - Has a chance to damage the kidneys. The severity of the damage increases considerably with the severity of the overdose. Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Often underused emergency med that makes dealing with critical-health people a lot easier since OXY damage is usually what kills in-crit patients in the end.
Salicylic Acid (Painkiller/Analgesic) (1) Sodium + (1) Phenol + (1) Carbon + (1) Oxygen + (1) Sulfuric Acid → (5) Salicylic Acid
OR
Extract from contusine.
0.1 No Tries to return high body temps towards normal, counters walkspeed loss from being hurt fairly well.

55% chance of -2 BRUTE.
OVERDOSE (25) - 8% chance of +1/+2 TOX. Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage, but it'll keep you moving at top speed so you can rush for the better healing chems. Slow depletion rate will keep it in your blood for awhile.
Saline-Glucose Solution (1) Salt + (1) Water + (1) Sugar → (3) Saline-Glucose Solution
OR
(5) Hemolymph + (1) Space Cleaner + (1) Acetone @ 303.15 K → (2) Saline-Glucose Solution + (1) Meat Slurry + (1) Spaceacillin + (1) Copper + (1) Denatured Enzyme
0.15 Yes 33% chance of -2 BRUTE, -2 BURN. 33% chance of regenerating 1 unit of blood. Rolls a chance to fix shock. Decent med for healing a respectable amount of BRUTE/BURN damage over time and for stabilizing low-crit patients.
Silver Sulfadiazine (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine + (1) Ammonia → (5) Silver Sulfadiazine
OR
Extract from commol.
3 No -2 BURN. TOUCH - Heals 1 BURN per unit applied. (up to 10 units per application) INGEST - Causes 0.5 TOX per unit ingested. (up to 10 units per application) The go-to BURN medication. It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. Ingesting it doesn't work nearly as well and even causes a fair bit of TOX damage, so don't do that.
Simethicone (1) Oxygen + (1) Chlorine + (1) Hydrogen + (1) Silicon → (3) Simethicone 0.4 No Makes the victim unable to fart. Fiendish. Truly fiendish.
Space ipecac N/A. Extract from ipecacuanha roots or the bilious and invigorating variations.
OR
Comes in pill form from NanoMed Plus machines.
0.8 No 25% chance to induce vomiting.

IF HEALTH > 25: +1 TOX damage.

5% chance to cause food poisoning.
Think the last thing you just ate was poisoned? Take this to vomit it out as a half-digested food chunk containing a portion of whatever reagents were in it. Naturally, this'll stop you from ingesting whatever poisons were in said meal. If you've eaten multiple things, the most recent item (i.e. what you ate last) is vomited out.
Spaceacillin (1) Space Fungus + (1) Ethanol → (2) Spaceacillin
OR
(5) Hemolymph + (1) Space Cleaner + (1) Acetone @ 303.15 K → (1) Spaceacillin + (1) Meat Slurry + (2) Saline-Glucose Solution + (1) Copper + (1) Denatured Enzyme
0.2 No Rolls a chance to cure some specific diseases, such as MRSA and grave fever. You probably won't use this much unless some Vampire is giving people grave fever. Space fungus, which mostly grows in maintenance tunnels, is acquired by scraping it off walls with your beaker.
Strange Reagent (1) Omnizine + (1) Unstable Mutagen + (1) Holy Water → (2) Strange Reagent
OR
Randomly find in artifact beakers/watering cans.
0.2 No 10% chance of +2 BRUTE and +2 TOX 1+ UNIT - Can reanimate the dead. An electric shock (such as one from a defibrillator) is required to revive the body. If the corpse is rotten or has more than 150 combined BRUTE+BURN, the body will be gibbed, and a corpse with too much BRAIN damage will immediately drop dead again. TOUCH - Resurrects critters. While SR can revive players, it will only heal their OXY damage upon successful revival. Actual doctoring is still necessary after they come back to life.
Styptic Powder (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) Sulfuric Acid → (4) Styptic Powder 3 No -2 BRUTE TOUCH - Heals 1 BRUTE per unit applied (up to 10 units per application). Has a chance to reduce BLEEDING slightly. INGEST - Causes 0.5 TOX per unit ingested. (up to 10 units per application) The BRUTE damage equivalent of silver sulfadizine, so the same application methods still apply: only go for topical doses.
Super Hairgrownium (1) Hairgrownium + (1) Methamphetamine + (1) Iron → (3) Super Hairgrownium
OR
Randomly find in artifact beakers/watering cans.
0.4 Yes Grows tremendous hair and a fake moustache that instantly regrows when removed.
Synaptizine N/A. Available in bottle form from NanoMed dispensers.
OR
Extract from Robust asomna, spaghetti w/ meatballs and arrabbiata.
OR
Eat Syndicate donk pockets, and draw out your blood with a syringe or IV bag.
0.4 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 31%, +4 Stamina Regeneration buff, reduces drowsiness. -10 BRAIN while brain damage is more than 90, otherwise 50% chance of -1 BRAIN.

Reduces the chance of death when used with atropine.
OVERDOSE (40) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be dizziness, stuns, up to 2 units of rajaijah, or extra +1 TOX. Similar to ephedrine in regards to stun reduction, but with less severe overdose effects and a better stamina benefit. Will prevent braindeath pretty effectively, but you'll still need Mannitol to fix your brain the rest of the way. In addition to the bottles of synaptizine in the NanoMed, there's also auto-injectors of it in the Port-a-NanoMed.
Synthflesh (1) Blood + (1) Carbon + (1) Styptic Powder → (3) Synthflesh 0.4 No 5+ UNITS: Creates slippery gibs when applied to floor tiles. TOUCH - Heals 1.5 BRUTE and 1.5 BURN per unit applied (up to 10 units per application). Instantly heals all BLEEDING. An excellent fixer of BRUTE, BURN and BLEEDING; it's a surprise that it isn't used more. The doctors will love you if you supply medbay with patches full of this.
Teporone (1) Silicon + (1) Acetone + (1) Phoron → (2) Teporone 0.4 No Attempts to return body temp to normal in ten degree increments.

Causes jitteriness.
OVERDOSE (50) - 8% chance of +1/+2 TOX. 20% Not really ever used much, but spacewalking cocktails might need it.
Triple Citrus (1) Orange Juice + (1) Lemon juice + (1) Lime Juice → (3) Triple Citrus 0.4 No INGEST - Heals 1-2 TOX damage A basic TOX-healer a Bartender or clever Botanist could easily/readily make.
Yobihodazine N/A. Spaced rum. 0.4 No Attempts to return body temp to normal in ten degree increments. Clears all OXY damage (but not LOSEBREATH). Deals BRAIN equal to 1/40th of oxy damage cleared. 20% Another legacy spacewalking chem.

Poisons and Toxins

The bad stuff. This is where you'll learn the fine art of poisoning, and there is no shortage of poisons to use.

Reagent Formula / Source Depreciation
Rate
Penetrates
Skin
Per Life Cycle Immediate Effect Addiction Overdose Notes
Acetaldehyde (1) Chromium + (1) Oxygen + (1) Copper + (1) Ethanol @ 549 K → (3) Acetaldehyde 0.6 Yes (0.33 per 1 unit splashed) +1 BURN Basic poison.
Aconitum N/A. Extract from aconite flowers. 0.4 No +2 TOX. 10% chance of stun and extra +2 TOX, 8% chance of +1 LOSEBREATH Toxic + suffocation, behaves like a weaker coniine.
Amanitin N/A. Syndicate sauce, poison bottles, mutant mushrooms. 0.4 No Keeps track of a damage_counter variable that starts at 0. Each tick it's in you, that variable increases by 2-4. On the last cycle that it's in you, it hits you with a stack of damage_counter + 2-3 TOX damage. This is a delayed stealth poison that's dose-dependent. The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use.
Ants N/A. It accumulates on floor tiles that foodstuffs have been left on, indicated with a animated sprite. 0.4 No +2 BRUTE 1+ UNITS AND TOUCH/INGEST - Does 4 BRUTE damage Use a beaker on the sprite to collect ants. In the blood stream, the victim takes BRUTE damage every cycle, so it can be slow and lethal if you have the patience to collect enough ants. A mostly harmless prank chem overall.
Atrazine (Weedkiller) (1) Chlorine + (1) Nitrogen + (1) Hydrogen → (3) Atrazine 0.4 No +2 TOX. Removes 1 unit of CBD and 1 unit of THC if they're also in the person's bloodstream. A generic poison with a punny twist. Like in real life, this chem is used to kill weeds in plant trays and hurts when ingested. Unlike in real life, it also kills the weed byproducts inside people. Botany has a bunch of it right away.
Capulettium (1) Neurotoxin + (1) Chlorine + (1) Hydrogen → (1) Capulettium 0.4 No Causes blurred vision and drowsiness. On the 19th cycle, the victim gets knocked over into a state of near paralysis. They are unable to speak louder than the slightest whisper, and cannot move, however, they are aware of their surroundings. This applies until the chemical depletes from their system. Compared to something like ketamine and similar knockout chems, it's relatively easier to obtain, and its lower depletion rate means people stay down for relatively longer, but it takes longer to knock out the victim and if someone gets close enough to them, they may be able to ask for help. Very fun to use for villain monologues. Could be used to non-lethally down an attacker, but remember that forcefully feeding/injecting people with it just for kicks is considered Grief.
Capulettium plus (1) Capulettium + (1) Ephedrine + (1) Methamphetamine → (3) Capulettium Plus 0.4 No Causes blurred vision and drowsiness. On the 19th cycle, victim falls to floor (they can still get back up) with a false “seizes up and falls limp…” message. Makes the victim appear dead if they're laying down or sleeping. Prevents emotes, causes speech to appear as whispers. This essentially lets you play possum. You can only whisper, but you can make yourself appear dead in a pinch. Know someone is hunting you? Inject yourself with this just before they find you, lay down and they'll mistake you for a corpse! You retain full consciousness and control of your body, unlike capulettium, so you can get back up and ambush them when they least suspect it. Unlike capulettium, you simply need to lay down to appear dead, rather than being unconscious.
Coniine N/A. Poison bottles. 0.05 No +2 TOX, +5 LOSEBREATH A small dose can kill in under a minute. LOSEBREATH makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio.
Curare N/A. Poison bottles. 0.2 Yes +1 TOX, +1 OXY, blurred vision. Causes drowsiness and permastuns the victim on 11th cycle, 8% chance of +1 LOSEBREATH It won't knock them out, but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.
Cyanide (1) Ammonia + (1) Oil + (1) Oxygen @ 374 K → (1) Cyanide
OR
Extract from deathweed.
0.1 Yes +1.5 TOX.

15% chance of +1 LOSEBREATH

Chance of stun that scales with how long it's been in you (up to 25%) and up to extra 1.5 TOX
A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than TOX depending on how the RNG rolls.
Formaldehyde (Embalming Fluid) (1) Ethanol + (1) Oxygen + (1) Silver @ 424K → (2) Formaldehyde
OR
Find inside embalming fluid bottles.
0.4 Yes (0.5 per 1 unit splashed) +1 TOX, 10% chance of decaying into 5 to 15 units of histamine Inject into a corpse to prevent decomposition. The high chance of decaying into histamine makes it a really mean poison if you want to use it that way. This is the secret behind the Rotbusttec implants.

Just about every Morgue has a bottle of this, as a “embalming fluid bottle”. Cargo's Morgue Supplies also has a bottle.
Glitter (1) Itching Powder + (1) Colorful Reagent + (1) Paper + (1) Silver → (4) Glitter
OR
Randomly find in artifact beakers/watering cans.
0.1 Yes Glitter particle effect. 10% chance of +1 BRUTE, 5% of +2 BRUTE. 1% of decaying into 1 unit of histamine 5+ UNITS: Creates glitter when applied to floor tiles. Makes your mob glitter. Not completely harmless: it causes occasional BRUTE damage from scratching, similar to itching powder, so be careful.
Glowing Slurry N/A. Extract from Omega slurrypods. 0.4 No +2 RAD. 15% chance of bad mutation, 3% of good mutation TOUCH - 50% of bad mutation
INGEST - 100% of bad mutation
Scrambles your genes to hell and back.
Histamine N/A. Bee/wasp stings, Omega weed, contusine mutation, byproduct of certain reagents. 0.2 Yes (Capped at 10 units)

Formulas These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.

Pharmaceutical chemicals can usually be identified by a light pink-ish color.

Medicine Guide to Chemistry/chemtables

The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance.

Activated Charcoal Metabolism: 0.06 Overdose Threshold: None Formula 1 part Carbon, 2 parts Sulphuric Acid, heat to 450°C Effects Heals a minor amount of toxin damage and quickly purges all chemicals from the body, followed by itself. Has a chance of causing vomiting. Can also be obtained from medical vendors and by grinding charcoal sheets from botany. (Results in 1 unit instead of 3).

Alkycosine Metabolism: 0.05 Overdose Threshold: 30u Formula 1 part Alkysine, 1 part Bleach, 1 part Dylovene, heat to 40°C Effects Lessens the damage to neurological tissue. More effective at treating brain damage than alkysine and also a fairly effective painkiller as well. Caution is needed in its creation to avoid mixing bleach and the ammonia needed to make it. (Results in 4 units instead of 3).

Alkysine Metabolism: 0.05 Overdose Threshold: 30u Formula 1 part Chlorine, 1 part Nitrogen, 1 part Dylovene Effects Lessens the damage to neurological tissue, effective even after catastrophic injury. Used for treating brain damage and also a fairly effective painkiller. (Results in 2 units instead of 3).

Arithrazine Metabolism: 0.05 Overdose Threshold: 30u Formula 1 part Hyronalin, 1 part Hydrogen Effects A slightly unstable medication used for treating radiation poisoning. Lowers radiation level at over twice the rate Hyronalin does and will heal toxin damage at the same time. Deals very minor brute damage to the patient over time, but the patient's body will typically out-regenerate it easily.

Bicaridine Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Inaprovaline, 1 part Carbon Effects An analgesic which is highly effective at treating brute damage. It is useful for stabilizing people who have been severely beaten, as well as treating less life-threatening injuries. In the case of bleeding (internal or external), it will slow down the bleeding by 30% and stacks with Inaprovaline. If the dosage exceeds the overdose limit, it'll stop it outright and start healing it. Does not heal diona.

Cryoxadone Metabolism: 0.2 Overdose Threshold: None Formula 1 part Dexalin, 1 part Water, 1 part Oxygen Effects Required for the proper function of cryogenics. Heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Can also slowly heal clone damage, such as caused by cloning or Slimes.

Clonexadone Metabolism: 0.2 Overdose Threshold: None Formula 1 part Cryoxadone, 1 part Sodium, 5 units Plasma (Catalyst) Effects Heals standard damage in the same as Cryoxadone, with the same temperature requirement. Significantly more effective than the former at treating all basic and clone damage, although both can be used simultaneously. Best used in cryo cells.

Citalopram Metabolism: 0.01 Overdose Threshold: None Formula 1 part Mindbreaker Toxin, 1 part Carbon Effects An antidepressant that prevents hallucination slightly. (Results in 3 units instead of 2).

Dermaline Metabolism: 0.2 Overdose Threshold: None Formula 1 part Kelotane, 1 part Oxygen, 1 part Phosphorus Effects An advanced chemical that is more effective at treating burns damage than Kelotane.

Dexalin Metabolism: 0.2 Overdose Threshold: None Formula 2 part Oxygen, 5 units Plasma (Catalyst) Effects Used for treating oxygen deprivation. Will remove Lexorin from the bloodstream. Largely outclassed by Dexalin Plus. (Results in 1 unit instead of 2).

Dexalin Plus Metabolism: 0.2 Overdose Threshold: none Formula 1 part Dexalin, 1 part Carbon, 1 part Iron Effects Used in treatment of extreme cases of oxygen deprivation. Even a single unit immediately counters all oxygen loss, which is hugely useful in many circumstances. Any dose beyond this will continue to counter oxygen loss until it is metabolized, essentially removing the need to breathe. Will remove Lexorin from the bloodstream.

Dylovene Metabolism: 0.2 Overdose Threshold: 60u Formula 1 part Silicon, 1 part Nitrogen, 1 part Potassium Effects A broad-spectrum antidote, which removes harmful chemicals and treats toxin damage in the blood stream. Overdosing will cause vomiting, dizzyness and pain.

Ethylredoxrazine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Oxygen, 1 part Dylovene, 1 part Carbon Effects A powerful oxidizer that neutralizes the effects of alcohol in the blood stream. Reduces dizziness, drowsiness, stuttering, and confusion. Can also be used to counteract the effects of a Wizard's Disorient spell.

Hyperzine Metabolism: 0.03 Overdose Threshold: 15u Formula 1 part Sugar, 1 part Phosphorous, 1 part Sulphur Effects A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing although it has the side effect of causing some twitching. Causes heart damage (if applicable) on overdose. Dionae don't heal while metabolizing it and get burn damage if they overdose. Species that have no heart get toxin damage. Speech will be distorted while metabolizing, removing all spaces, commas and semicolons. Increases bleeding (internal or external) by 30%.

Hyronalin Metabolism: 0.05 Overdose Threshold: 30u Formula 1 part Radium, 1 part Dylovene Effects A weak treatment for radiation damage. Considered to be useful mainly for genetic modification, where it reduces radiation levels, and thus the chance of genetic mutations. Largely outclassed by Arithrazine.

Imidazoline Metabolism: 0.2 Overdose Threshold: None Formula 1 part Hydrogen, 1 part Carbon, 1 part Dylovene Effects Effective in treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. If you apply it with a dropper on a patient's eye, it will heal ALL eye damage in one drip. Not to be confused with Midazoline. (Results in 2 units instead of 3).

Inacusiate Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Dylovene, 1 part Carbon, 1 part Water Effects You only need 1u for Inacusiate work. Cures deafness instantly. Useful after an explosion.

Inaprovaline Metabolism: 0.2 Overdose Threshold: None Formula 1 part Oxygen, 1 part Carbon, 1 part Sugar Effects Inaprovaline is a synaptic stimulant and cardiostimulant. Commonly used to stabilize patients, it stops oxygen loss when the patient is in critical health. It'll also slow down bleeding (internal or external) by 30% while in the body and stacks with Bicaridine. Acts as a decent painkiller. Toxic to vox.

Kelotane Metabolism: 0.2 Overdose Threshold: None Formula 1 part Silicon, 1 part Carbon Effects Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns.

Leporazine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Silicon, 1 part Copper, 5 units Plasma (Catalyst) Effects Keeps a patient's body temperature stable at 36.85°C. Can allow short periods of unprotected EVA, but prevents use of the cryogenics tubes. Useful in the event of a plasmafire.

Lithotorcrazine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Lithium, 3 parts Arithrazine, 1 part Uranium Effects Reduces radiation 'intake' for humans by 50%. Useful if you're going into a radioactive zone.

Enhanced Lithotorcrazine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Lithium, 1 part Hyronalin, 1 part Inaprovaline, 1 part Roach Shell (Catalyst), 1 part Lithotorcrazine (Catalyst). Effects An alternative recipe that requires no Uranium. Still needs at least 1u of Lithotorcrazine though. Reduces radiation 'intake' for humans by 50%. Useful if you're going into a radioactive zone. (Results in 10 units instead of 5).

Methylin Metabolism: 0.03 Overdose Threshold: 15u Formula 1 part Hydrogen, 1 part Chlorine, 1 part Ethanol, 5 units Fluorine (Catalyst) Effects An intelligence enhancer, also used in the treatment of attention deficit hyperactivity disorder. Also known as Ritalin. Allows monkeys (not diona nymphs) to understand human speech and improves their dexterity as long as they have some in their system. Causes toxin and brain damage on overdose. (Results in 1 unit instead of 3).

Nanofloxacin Metabolism: 0.02 Overdose Threshold: 3u Formula 1 part Nanobots, 5 parts Fluorine, 5 parts Spaceacillin Effects An extremely powerful antipathogenic. Kills viruses up to strength 95. Kills the patient if taken in large doses. Useful as a last resource to kill a pathogen, but the nanobots would otherwise be better spent making Medical Nanobots. (Results in 2.5 units instead of 11).

Oxycodone Metabolism: 0.05 Overdose Threshold: None Formula 1 part Ethanol, 1 part Tramadol, 1 part Plasma Effects A very effective painkiller, about 250% as strong as Tramadol.

Paroxetine Metabolism: 0.01 Overdose Threshold: None Formula 5 parts Mindbreaker Toxin, 5 parts Oxygen, 5 parts Inaprovaline Effects Prevents hallucination, but has a 10% chance of causing intense hallucinations. You can't suicide while metabolizing Paroxetine and consuming some while in the middle of a suicide will stop the “suicided” flag from appearing, making the body revivable.

Phalanximine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Hyronalin, 1 part Ethanol, 1 part Unstable Mutagen Effects Used in the treatment of cancer, is as effective as Dylovene. Causes moderate radiation and hair loss.

Piccolyn Metabolism: 0.01 Overdose Threshold: None Formula 1 part Copper, 1 part Tungsten, 1 part Fluorine Effects Causes patients who are healthy to thank the nearest doctor or medical cyborg. Results in 1u instead of 3.

Ryetalyn Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Arithrazine, 1 part Carbon Effects You only need 1u for Ryetalin to work. Masks genetic defects and powers. Useful if genetics is unable to function properly. Masked mutations will return if the patient's genes are modified again.

Spaceacillin Metabolism: 0.01 Overdose Threshold: 15u Formula 1 part Cryptobiolin, 1 part Inaprovaline Effects A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Overdose will deal toxin damage as well as cause dizziness in the patient. Can be found in medivends.

Sprinkles Metabolism: 0.2 Overdose Threshold: None Formula 5 parts Sugar, 5 parts Water, 1 unit Universal Enzyme (Catalyst) Effects Loved by cops, these sugary sprinkles have a healing effect on all Security Officers, regardless of rank.

Synaptizine Metabolism: 0.01 Overdose Threshold: 30u Formula 1 part Lithium, 1 part Sugar, 1 part Water Effects Toxic, but treats hallucinations, drowsiness & halves the duration of paralysis, stuns and knockdowns. Acts as a mild painkiller. Administer with antitoxin, one unit is enough to cure most hallucinations but will cause 60 toxin damage over 200 seconds.

Synthocarisol Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Inaprovaline, 1 part Bicaridine, heat to 77°C Effects Synthocarisol is an advanced analgesic medication and can be used to treat blunt trauma. Although it is made with bicaridine, it does not affect internal bleeding.

Tramadol Metabolism: 0.1 Overdose Threshold: None Formula 1 part Inaprovaline, 1 part Ethanol, 1 part Oxygen Effects A simple, yet effective painkiller. Very effective for patients in shock.

Tricordrazine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Inaprovaline, 1 part Dylovene Effects A wide-spectrum stimulant, originally derived from Cordrazine. Is capable of healing all four main damage types simultaneously, however it only heals at half the rate of conventional healing chemicals. Because of its low potency, it's best used as a supplement to other medicines.

Trinitrine Metabolism: 0.2 Overdose Threshold: 50u Formula 1 part Glycerol, 1 part Sulphuric Acid, 3 parts Water, 5 units Nitrogen (Catalyst) Effects Glyceryl Trinitrate, also known as diluted nitroglycerin, is a medication used for heart failure and to treat and prevent chest pain due to hyperzine.

Vaccine Metabolism: 1.0 Overdose Threshold: None Formula 1 part Aluminum, 1 part Sugar, 1 part Water Effects Introduces antigens to the body, allowing the immune system to produce enough antibodies to combat present or future infections. Is blank by default, vaccine carrying antigen is produced at a centrifuge. Each unit raises the associated antibody concentration by 20% so at most 5 units are needed to cure the strongest diseases.

Quick-Guide to Making Chemicals - The Basics This is what you'll normally need to make at roundstart. There are often methods to combine certain chemicals to make stronger healing mixes. Try making the superior mixes rather than the normal chems if possible but always consider the time it takes. All reagents are to be added in the order shown. Some may require splitting via the Chemmaster.

Chemical Formula Amount and Description Alkysine 40u Nitrogen, 10u Silicon, 10u Potassium, 30u Chlorine. Results in 60u Alkysine. Used for treating brain damage.

Arithrazine and Ryetalyn 5u Nitrogen, 5u Silicon, 5u Potassium, 15u Radium, 30u Hydrogen, 10u Carbon Results in 50u Arithrazine, and 20u Ryetalyn. Treats radiation poisoning and masks genetic defects and powers respectively. Pill the Ryetalin in 1u doses.

Bicaridine 15u Oxygen, 15u Sugar, 60u Carbon. Results in 90u Bicaridine. Treats brute damage. Stops Internal Bleeding on overdose.

Clonexadone 5u liquid plasma, 30u Oxygen, 15u Water, 15u Oxygen, 45u Sodium Results in 90u Clonexadone and 5u Plasma. Heals all standard types, but only works in temperatures under 170K. Quickly heals Clone damage. You'll be making pure clonex to get biomass for the cloner, not for the tubes. Check here for actual Cryomixes.

Dexalin Plus 5u liquid plasma, 60u Oxygen, 30u Iron, 30u Carbon Results in 90u Dexalin Plus and 5u Plasma. Immediately counters all oxygen loss.

Dylovene 30u Silicon, 30u Nitrogen, 30u Potassium. Results in 90u Dylovene. Removes harmful chemicals and treats toxin damage.

Ethylredoxrazine 10u Silicon, 10u Nitrogen, 10u Potassium, 30u Oxygen, 30u Carbon Results in 90u Ethylredoxrazine. Neutralizes the effects of alcohol. You'll need this for the inevitable Glasgow virus or disorient wizard.

Imidazoline 10u Nitrogen, 10u Silicon, 10u Potassium, 30u Carbon, 30u Hydrogen Results in 60u Imidazoline. Treats eye injuries. Won't cure genetic defects. Works best when dripped onto the patients eye.

Inacusiate 5u Nitrogen, 5u Silicon, 5u Potassium, 15u Carbon, 15u Water Results in 45u Inacusiate. You only need 1u for Inacusiate work. Cures deafness instantly. Useful after an explosion.

KeloDerm 30u Carbon, 30u Silicon, 15u Oxygen, 15u Phosphorus Results in 45u Kelotane and 45u Dermaline. Treats burn damage. Twice as strong as just Kelotane.

Bicariline 25u Oxygen, 25u Sugar, 50u Carbon Results in 50u Bicaridine and 50u Inaprovaline. Combines the bleeding-slowing power of Bicaridine and Inaprovaline.

Lipozine 15u Chlorine, 15u Sodium, 30u Ethanol, 30u Radium Results in 90u Lipozine. Causes weight loss.

Oxycodone 5u Carbon, 5u Sugar, 15u Oxygen, 40u Ethanol, 30u Plasma Results in 90u Oxycodone and 5u Inaprovaline. A very powerful painkiller, about 2.5 times as strong as Tramadol, can enable use of otherwise totally crippled limbs (I.e: Running with broken legs, for example).

Spaceacillin 30u Oxygen, 30u Sugar, 15u Potassium, 15u Carbon Results in 90u Spaceacillin. Antibiotic. Cures any disease up to 50 Strength and slows down stronger diseases. Works better when laying down or asleep.

Tramadol 10u Carbon, 10u Oxygen, 10u Sugar, 30u Ethanol, 30u Oxygen Results in 90u Tramadol. Strong painkiller. Helps stop the pain slowing from severe injuries.

Tricordrazine 15u Carbon, 15u Oxygen, 15u Sugar, 15u Nitrogen, 15u Potassium, 15u Silicon Results in 90u Tricordrazine. Slowly heals all 4 main damage types. Not that useful by itself, best used in conjunction with the proper heal chem.

Quick-Guide to Making Chemicals - Specialized Chems You'll probably want to make some of these too, but they are only needed in specific circumstances or are requests by other crewmembers. Chemical Formula Amount and Description Bleach 5u Nitrogen, 15u Hydrogen, 15u Water, 15u Oxygen, 15u Chlorine, 15u Sodium Results in 30u Bleach. Heavy duty cleaner, can decontaminate clothes in the event of plasma contact without proper protection.

Creatine 20u Carbon, 5u Oxygen, 15u Sugar, 20u Phosphorus, 10 Sulfur, 10 Radium, 10 Chlorine, 10u Nutriment (x3) Results in 60u Creatine. A last ditch effort chem, will turn you into a hulk at 26u, but you will gib you when you have no more of it in your body. It also gives minor toxic damage throughout its metabolism, best used with some antitox. Used in virology to improve diseases.

Hyperzine 30u Phosphorus, 30u Sugar, 30u Sulphur Results in 90u Hyperzine. Muscle stimulant, allows for faster movement. Usually requested by Dionae, Miners or Security Officers.

Insecticide 10u Sodium, 10u Chlorine, 80u Water, 20u Toxin Results in 100u Insecticide. A very powerful toxin that will kill all Insect life it touches including Bees, Hornets, botanical pests, cockroaches and Insectoids. You can get 30u Toxin bottles from a normal Nanomed Plus and 50u Toxin Pills from a hacked Nanomed Plus.

Leporazine 5u liquid plasma, 45u Copper, 45u Silicon Results in 90u Leporazine and 5u Plasma. Keeps body temperature stable at 36.85°C. Useful in case the Atmospheric Technician started a plasmafire. Stops Cryo from working while in the system.

Plant-B-Gone 20u Toxin, 80u Water Results in 100u Plant-B-Gone. A very powerful toxin, will kill all non-toxic Plant life it touches, including Kudzu and in some cases, powercreep. Works weakly against plants with high toxin affinity. You can get 30u Toxin bottles from a normal Nanomed Plus and 50u Toxin Pills from a hacked Nanomed Plus.

Sodium Polyacrylate 30u Carbon, 10u Sodium, 20u Water Results in 80u Sodium Polyacrylate. Instantly dries surfaces leaving some sludge behind. Anathema for both Clowns and Janitors.

Space Cleaner 45u Hydrogen, 45u Water, 5u Nitrogen (x3) Results in 90u Space Cleaner. Cleans almost all surfaces.

Space Lube 25u Water, 25u Silicon, 25u Oxygen Results in 100u Space Lube. High performance lubricant, improves efficiency of the Thermoelectric Generator. Also used to slip people. A great gift for Clowns and Engineers alike!

Synaptizine 30u Nitrogen, 30u Silicon, 30u Potassium, 1u Water, 1u Sugar, 1u Lithium Results in 3u Synaptizine, and 90u Dylovene. Do not separate. Treats hallucinations, drowsiness & halves the duration of paralysis, stuns and knockdowns, Synaptizine is very toxic, so it is administered with Dylovene. Any less than twenty times as much Dylovene can be lethal.

Unstable Mutagen 30u Chlorine, 30u Radium, 30u Phosphorus Results in 90u Unstable Mutagen. Causes mutations when injected. Inflicts radiation damage to humans. Used by Hydroponics, Genetics and Virology.

Cauldron Mixes All recipes here require either a Cauldron or serious autism dedication.

Chemical Formula Amount and Description Triline Delight 90u Lime Juice, 90u Tomato Juice, 90u Orange Juice, 90u Milk Cream, 50u Coffee, 10u Blood, 50u Carbon, 50u Oxygen, 50u Sugar, 50u Nitrogen, 50u Potassium, 50u Silicon. Results in 400u Doctor's Delight , 210u Tricordrazine (skim 10u for an even metabolic ratio) and 100u Lifeline. Heals all 4 main damage types and reduces the rate of blood loss while metabolizing evenly. Dose to your personal preference, though larger doses of 50u (14 pills) or 25u (28 pills) are ideal.

Medical Nanobots 20u Nanites, 200u Uranium Salt, 200u Gold Powder, 200u Silicon, 200u Nutriment, 40u Lime Juice, 40u Orange Juice, 40u Tomato Juice, 40u Milk Cream, 7u Nitrogen, 7u Potassium, 7u Silicon, 7u Sugar, 7u Carbon, 7u Oxygen. Results in 100u Medical Nanobots and 2u Tricordrazine. Heals all damage types except clone and rad damage very quickly. Metabolizes very slowly. Overdose at 5u. Risk of cyber-horrorification on overdose. Guaranteed transformation on 20u. You generally won't need more than 1-2u per patient.

Combat Nanobots 20u Nanites, 200u Uranium Salt, 200u Gold Powder, 200u Silicon, 200u Nutriment, 67 Radium, 67 Phosphorus, 67 Chlorine, 23 Aluminum, 23 Oxygen, 23 Silicon, 400 Iron. Results in 100u Combat Nanobots, 1u Unstable Mutagen and 7u of Silicate. Hulks you for 45s if you consume at least 4.5u. Purges itself upon unhulking. Overdose at 15u. Gibs on overdose. Does not work on Diona.

Nanofloxacin 20u Nanites, 200u Uranium Salt, 200u Gold Powder, 200u Silicon, 200u Nutriment, 68 Oxygen, 68 Sugar, 34 Potassium, 34 Carbon, 200 Fluorine. Results in 100u Nanofloxacin and 4u Spaceacillin. Treats diseases up to 95 strength. 1u is usually enough to treat most common diseases. Overdose at 3u. Kills on overdose.

Bicorderol 30u Oxygen, 30u Sugar, 75u Carbon, 15u Nitrogen, 15u Potassium, 15u Silicon, 150u Aluminum, 150u Copper, 300u Welding Fuel. Results in 450u Blisterol, 90u Bicaridine, and 90u Tricordrazine. Makes 15 pills (42 units each) that heal 105 brute damage in 60 seconds.

Cryo Mixture and Cloning When the dead are cloned, the freshly generated bodies suffer from major damage as well as genetic defects and brain damage. They are placed into a cryo tube filled with chems in order to return them to a normal state. The chems in the cryo tubes are stored in beakers, which can be inserted by simply clicking on the tube with the beaker in hand. To note, chems that are used for cryo tubes are used up much more slowly, but retain the same effects.

Cryomixes need to contain at least the following:

30u Cryoxadone - To heal all standard damage. Cryox heals all standard forms of damage quickly, but only at extremely low temperatures. Also heals clone damage, but slowly. 30u Clonexadone - To heal clone damage. Functions the same as Cryoxadone, but heals standard damage and clone damage much faster. Stacks with Clonexadone, so both should be used if possible. 10u-15 Alkysine - To cure brain damage from recent clones. 1u+ Ryetalin - To cure genetic defects from recent clones. This will also remove any genetic powers. Once these chems are added, fill the remaining beaker space with whatever medicines you like. Common choices are Antitox (to remove common poisons from bloodstream rather than just treat the toxin damage) and Dexalin Plus.

Cryomix Cookbook This is a list of example cryomixes and the recipes to make them. Remember to remove Plasma and other unwanted chemicals at the ChemMaster after mixing. Cryomixes are generally done by crushing fridge pills into a Clonex+Cryox beaker. Below are some example recipes, some of which may save you a bit of hassle in the pill-crushing stage, but aren't strictly necessary.

Name Recipe Comments Basic + Antitox + Alkysine 5u Plasma, 30u Oxygen, 15u Water, 15u Oxygen, 15u Sodium, 5u Nitrogen, 5u Potassium, 5u Silicon, 5u Chlorine, 5u Nitrogen. Base mix with Dylovene and Alkysine. The Antitox is not strictly necessary, but is a byproduct of making Alkysine, which we want for cloning brain damage. Crush in 1 Ryetalyn pill plus whatever else you want to complete.

Anti-radiation 5u Plasma, 30u Oxygen, 15u Water, 15u Oxygen, 15u Sodium, 5u Nitrogen, 5u Potassium, 5u Silicon, 5u Chlorine, 5u Nitrogen, 5u Radium, 5u Hydrogen. Base mix with Alkysine, Arithrazine, and some Antitox and Hyronalin. The Dylovene and Hyronalin don't do much, but are a byproduct of getting in Arithrazine, which does help with healing radiation damage, something cryo normally does not do. Crush in 1 Ryetalyn pill plus whatever else you want to complete.

Alkysine + Anti-Rad + DexPlus 5u Plasma, 10u Oxygen, 5u Iron, 5u Carbon, 12u Nitrogen, 4u Potassium, 4u Silicon, 4u Radium, 8u Hydrogen, 8u Chlorine, 24u Oxygen, 12u Water, 12u Oxygen, 12u Sodium. Base mix with Alkysine, Arithrazine and Dexalin Plus, Alkysine for brain damage, Aritrhazine for radiation damage and Dexalin Plus for Suffocation damage. Crush in 1 Ryetalyn pill, plus whatever else you want to complete.

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

Albuterol Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Hyperzine, 1 part Tramadol Effects A bronchodilator that relaxes muscles in the airways and increases air flow to the lungs. It'll remove mucus from your system as long as it's inside your body. Only useful to people with the Asthma disability.

Ammonia Metabolism: 0.2 Overdose Threshold: None Formula 3 parts Hydrogen, 1 part Nitrogen Effects An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as Diethylamine. Heals the plant and restores nutrients. (Results in 3 units instead of 4).

Anthracene Metabolism: 0.2 Overdose Threshold: None Formula 1 part Zeaxanthin, 1 part Radium Effects Causes things to glow. Can be drunken or splashed on mobs, objects, and turfs.

Bleach Metabolism: 0.2 Overdose Threshold: None Formula 2 parts Table Salt, 2 parts Space Cleaner, 1 parts Oxygen Effects Do not drink. Heavy duty cleaner that can clean tiles the same as Space Cleaner and also decontaminate clothes. Extremely toxic when ingested. (Results in 2 units instead of 5).

Blisterol Metabolism: 1 Overdose Threshold: None Formula 1 part Aluminium, 1 part Copper, 2 parts Welding Fuel Effects An outdated medicine used to treat injuries. Heals brute damage relatively well, but causes burn damage and heats up the body. Use Bicaridine instead. (Results in 3 units instead of 3).

Bone Gel Metabolism: n/a Overdose Threshold: n/a Formula 10 parts Milk, 10 parts Cryoxadone Effects Creates a Bone Gel. This reaction must be done in a vial for it to work and it also consumes the vial in the reaction. This reaction doesn't occur in any other containers.

Caramel Metabolism: 0.2 Overdose Threshold: None Formula 1 part Sugar, heat to 170°C Effects A sweet treat for a lazy chemist.

Carp Pheromones Metabolism: 0.05 Overdose Threshold: None Formula 1 part Carpotoxin, 1 part Leporazine, 1 part Carbon Effects These artificial pheromones will make you smell like an alpha male space carp. Adult space carps will not bother you, while their children will follow you around. Don't expect them to be tricked easily, though; they won't be fooled if they've seen you before you applied the pheromones to yourself. Makes you smell bad.

Chloral Hydrate Metabolism: 0.2 Overdose Threshold: Time-based Formula 1 part Ethanol, 3 parts Chlorine, 1 part Water Effects A powerful sedative which causes death in doses upwards of about 17 units. Sends the patient to sleep almost instantly. Will start causing toxin damage after 162 seconds of uninterrupted metabolization. If in doubt, assume above 17u is lethal. Take note that, for example, injecting 10 units, waiting one minute, and then injecting 10 units again WILL cause a time-based overdose - even though at no point did the patient have over 17u at once. Make sure all Chloral Hydrate fully metabolizes before injecting again. Countered by Dylovene. (Results in 1 units instead of 5).

Combat Nanobots Metabolism: 0.01 Overdose Threshold: 15u Formula 1 part Nanobots, 5 parts Unstable Mutagen, 5 parts Silicate, 10 units iron Effects Microscopic robots intended for use in humans. Grants the hulk ability for 45 seconds when at least 4.5 units are injected. After the hulk ends, all units of combat nanobots will be purged from the system. Causes gibbing when overdosed. Does not work on Diona. (Results in 2.5 units instead of 21).

Creatine Metabolism: 0.1 Overdose Threshold: 26u Formula 1 part Nutriment, 1 part Bicaridine, 1 part Hyperzine, 1 part Unstable Mutagen Effects A muscle-building drug that grants the user enormous strength, before their muscles seize and tear their own body to shreds. In practical terms, 1-25 units just causes toxin damage, and 26 units turns you into a hulk with all its associated benefits with the side effect of taking a little toxin damage over time. You'll remain as a hulk until it's all metabolized, at which point you'll take 200 brute damage and gib. With the correct administration, it can be the most potent drug there is, but even at the best of times it is best considered a double-edged sword. 26 units is fatal only if creatine levels in the bloodstream drop to zero after the initial dosage. Consequently, constant precise re-medication is vital for ensuring that enough creatine is present in the body to stave off death without overdosing oneself in the process. Does not work on diona. Can use Untable Mutagen as well.

Cryptobiolin Metabolism: 0.2 Overdose Threshold: None Formula 1 part Potassium, 1 part Oxygen, 1 part Sugar Effects Causes confusion and dizziness. This is essential to make Spaceacillin.

Diethylamine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Ammonia, 1 part Ethanol Effects A very potent fertilizer.

Diluted Milk Metabolism: 0.2 Overdose Threshold: None Formula 5 part Milk, 5 part Water Effects Used in Virology as a growth medium, also referred to as virus food. (Results in 15 units instead of 10).

E-Z-Nutrient Metabolism: 0.2 Overdose Threshold: none Formula 1 part Nitrogen, 1 part Phosphorous, 1 part Potassium Effects A mixture of the three essential chemicals for the healthy development of plants. Use it on hydroponics trays that are running low on nutrition.

FixOvein Metabolism: n/a Overdose Threshold: n/a Formula 10 parts Bicaridine, 10 parts Clonexadone Effects Creates a FixOvein. This reaction must be done in a vial for it to work and it also consumes the vial in the reaction. This reaction doesn't occur in any other containers.

Foaming Agent Metabolism: 0.2 Overdose Threshold: none Formula 1 part Lithium, 1 part Hydrogen Effects Makes foam such as that required in metal foam grenades. (Results in 1 unit instead of 2).

Heartbreaker Toxin Metabolism: 0.2 Overdose Threshold: none Formula 1 part Dexalin, 1 part Mindbreaker Toxin, heat to 37°C Effects A hallucinogenic compound that is illegal under space law. A synthetic drug derived from Mindbreaker toxin, it blocks some neurological signals to the respiratory system which causes choking. (Results in 5 units instead of 2).

Hemoscyanine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Solanine, 1 part Hyoscyamine, 1 part Phenol Effects A toxin that destroys blood cells. While in a person's body, constantly drains their blood supply at a rate of 2u of blood per tick.

Holy Salts Metabolism: 0.2 Overdose Threshold: None Formula 1 part Table Salt, 5 units of Holy Water (Catalyst) Effects Features some of the effects of both salt and holy water, but more importantly when 10 units of it are dropped on the floor, they form a pile that will consume any occult material or rune underneath in just 20 seconds. Path Entrance rune or talismans destroyed this way produce an effect that hints to the direction toward the Exit if it's on the same Z-Level.

Impedrezene Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Mercury, 1 part Oxygen, 1 part Sugar Effects A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage. (Results in 2 units instead of 3).

Left 4 Zed Metabolism: 0.2 Overdose Threshold: none Formula 1 part E-Z-Nutrient, 5 units Radium (Catalyst) Effects An irradiated nutrient mix which promotes random mutations on plantlife. Has a 1% chance per tick (2s) to trigger any valid mutation, which can quickly get out of control.

Lexorin Metabolism: 0.2 Overdose Threshold: none Formula 1 part Plasma, 1 part Ammonia Effects Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly. Dexalin and Dexalin Plus will both remove it, however. (Results in 3 units instead of 2).

Lipozine Metabolism: 0.2 Overdose Threshold: none Formula 1 part Table Salt, 1 part Ethanol, 1 part Radium Effects Causes weight loss upon consumption.

Lithium Tungstate Metabolism: 0.2 Overdose Threshold: none Formula 1 part Lithium, 1 part Tungsten, 2 parts Sodium, 4 parts Oxygen Effects Used in Xenoarchaeology to seperate minerals and other solids.

Locutogen Metabolism: 0.01 Overdose Threshold: none Formula 1 part Piccolyn, 1 part Inacusiate, 1 part Sugar Effects Reacts to the first phrase it hears on a screenwide area regardless of source, storing it as a long polymer chain. Upon consumption, the Locutogen will “speak” its stored phrase to its host then remove itself. Mixing two different Locutogen chains will produce more of the Locutogen on the recieving end. The stored phrase can be inspected on a ChemMaster.

Luminol Metabolism: 0.2 Overdose Threshold: none Formula 3 parts Space Cleaner, 8 parts Carbon Effects Glows bright blue when sprayed on blood due to a Chemoluminescent reaction with the Blood's Iron.

Medical Nanobots Metabolism: 0.005 Overdose Threshold: 5u Formula 1 part Nanobots, 5 parts Doctor's Delight Effects Microscopic robots intended for use in humans. Configured for rapid healing upon infiltration into the body. Heals user of all damage types until completely metabolized and also cures viruses. Overdose limit is 5u. Any more puts you at an increasingly high risk of killing you and converting your corpse into a cyber horror, a dangerous mob that heals itself over time and injects medical nanobots into its victims via melee attacks until they too become cyber horrors. At 20u or more, death and conversion to a cyber horror is guaranteed. (Results in 2.5 units instead of 6).

Mindbreaker Toxin Metabolism: 0.05 Overdose Threshold: None Formula 1 part Silicon, 1 part Hydrogen, 1 part Dylovene Effects An extremely 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”. Countered by Dylovene. (Results in 5 units instead of 3).

Nanobots Metabolism: 0.2 Overdose Threshold: None Formula 1 nanite, 10 part uranium, 10 gold, 10 nutriment, 10 silicon Effects Reagent used to create either Medical Nanobots or Combat Nanobots. (Results in 2 units instead of 41).

Plant-B-Gone Metabolism: 0.2 Overdose Threshold: None Formula 1 part Toxin, 4 parts Water – OR – 1 part Solanine, 4 parts Water (currently bugged) Effects A toxic and potent herbicide which is useful to replace the limited supply the botanist starts with. Will kill non-toxic plants as well as wallrot, alien weeds, powercreep and kudzu. Weak against plants with high toxin affinity. Very toxic to Dionae and stops their regeneration. Do not ingest. Countered by Dylovene.

Insecticide Metabolism: 0.2 Overdose Threshold: None Formula 1 part Toxin, 4 parts Saltwater – OR – 1 part Solanine, 4 parts Saltwater Effects A toxic compound that kills plant worms, spiderlings, cockroaches and bees. Very toxic to Insectoids. Do not ingest. Countered by Dylovene.

Polytrinic Acid Metabolism: 0.5 Overdose Threshold: None Formula 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium Effects An extremely corrosive chemical substance. The slightest touch of it will melt off most masks and headgear, and deal extreme damage to anyone who comes directly into contact with it. Spraying it on other items will usually melt them too, which does make it useful if the clown has covered the entire hallway in banana peels.

Robust Harvest Metabolism: 0.2 Overdose Threshold: None Formula 1 part E-Z-Nutrient, 1 unit Formic Acid (Catalyst) Effects A potent fertilizer which promotes the growth and potency of planted crops.

Saltwater Metabolism: 0.2 Overdose Threshold: None Formula 20 parts Water, 5 parts Table Salt Effects Used to induce rapid puking in the human body. Will also cause minor amount of toxin damage to the body when it attempts to puke. (Results in 20 units instead of 25)

Saline Metabolism: 0.2 Overdose Threshold: None Formula 10 parts Saltwater, 1 part Ammonia Effects A solution composed of salt, water, and Ammonia. Used in pickling and preservation of food and organs. Essential for the proper functioning of preservation jars. (Results in 10 units instead of 11).

Silicate Metabolism: 0.2 Overdose Threshold: None Formula 1 part Aluminum, 1 part Silicon, 1 part Oxygen Effects Used to repair and reinforce windows with the silicate sprayer. (Results in 9 units instead of 3).

Simpolinol Metabolism: 0.2 Overdose Threshold: None Formula 20 parts Methylin, 20 parts Silver Effects Used to heal simple animals, like those found on farms or the asteroid. Poisons more complex lifeforms like monkeys, xenos, and humans. Vapor salts synthesize into this when stored in a soda can.

Sleep-Toxin Metabolism: 0.1 Overdose Threshold: None Formula 1 part Chloral Hydrate, 4 parts Sugar Effects A less powerful sedative that takes a while to work, intended to help insomniacs and patients that are too aggressive to be treated normally. Takes roughly 50 seconds to make the patient fall asleep. Is safe in large quantities. Can be counteracted with Dylovene.

Space Cleaner Metabolism: 0.2 Overdose Threshold: None Formula 1 part Ammonia, 1 part Water Effects This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.

Space Drugs Metabolism: 0.5 Overdose Threshold: 30u Formula 1 part Mercury, 1 part Sugar, 1 part Lithium Effects An illegal compound which induces a number of effects such as loss of balance and visual artefacts.

Space Lube Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Water, 1 part Silicon, 1 part Oxygen Effects Space Lube is a high performance lubricant which improves the output of the Thermoelectric Generator when poured into its circulators. When heated, it decomposes on a 5:1 ratio into chemical waste, which can be dissolved using Ethanol. Most commonly, though, it's used to slip people painfully. Spreading this on the floors makes you valid for murder. (Results in 4 units instead of 3).

Sodium Polyacrylate Metabolism: 0.2 Overdose Threshold: 30u Formula 3 parts Carbon, 1 part Sodium, 2 parts Water Effects A highly absorbent chemical that makes clowns and janitors weep. It can dry surfaces by spraying/splashing it on floors that have slippery substances on them like space lube or water. As a result of drying a floor it will leave a gooey mess behind. It absorbs the above liquids at a 3 unit to 10 unit ratio in containers, producing chemical waste. (Results in 8 units instead of 6).

Sodium Silicate Metabolism: 0.2 Overdose Threshold: None Formula 1 part Silicon, 2 parts Sodium, 3 parts Oxygen Effects A white powder, commonly used in cements. Typically used for the solidification of Plasteel. (Results in 5 units instead of 6).

Sterilizine Metabolism: 0.2 Overdose Threshold: None Formula 1 part Ethanol, 1 part Dylovene, 1 part Chlorine Effects Helps prevent infections when used during surgery, decontaminates objects and surfaces that bear pathogens. Is currently useless due to infections not being a thing.

Table Salt Metabolism: 0.2 Overdose Threshold: None Formula 1 part Chlorine, 1 part Sodium Effects Commonly known as salt, Sodium Chloride is often used to season food or kill borers instantly. When 10 units of it are dropped on the floor, they form a pile that will consume any occult material or rune underneath in about 5 minutes.

Sulphuric Acid Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Sulphur, 2 parts Oxygen, 1 part Water Effects Melts stuff and causes burn damage. Works as water when consumed by Grey.

Suxameth Metabolism: 1 Overdose Threshold: 21u Formula 1 part Chlorine, 1 part Toxin Effects A fast working paralyzing agent which stuns people approximately 5 seconds after application. Quickly causes oxygen loss when overdosed.

Thermite Metabolism: 0.2 Overdose Threshold: None Formula 1 part Iron, 1 part Aluminium, 1 part Oxygen Effects A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. It'll slowly inflict burn damage to anybody dumb enough to ingest it, but can't be ignited inside said dumb person.

Universal Enzyme Metabolism: 0.2 Overdose Threshold: None Formula 1 part Blood, 1 part Table Salt, 1 part Nutriment Effects Used exclusively as a catalyst to process one ingredient into another, used for food and drinks. (Results in 1 unit instead of 3).

Unstable Mutagen Metabolism: 0.2 Overdose Threshold: None Formula 1 part Radium, 1 part Phosphorus, 1 part Chlorine Effects Causes mutations and when injected into living people or plants. High doses may be lethal due to inflicting radiation damage to humans. Only useful for Botany and Genetics.

Untable Mutagen Metabolism: 0.2 Overdose Threshold: 30u Formula 1 part Radium, 1 part Phenol, 1 part Formic Acid Effects Produceable with botany's unique plant chems, Untable Mutagen melts tables on contact while leaving everything else untouched. Pharmacognosy Plants can yield natural chemicals which behave similarly to synthetic chemicals. The sources for each chemical can be found in the Guide to Hydroponics.

The equivalencies are as follows:

Allicin Functions like: Dylovene (But also defeats weak virusses)

Cocaine Functions like: Hyperzine

Coriamyrtin Functions like: Lexorin

Curare Functions like: Neurotoxin

Cytisine Functions like: Synaptizine

Defalexorin Functions like: Heartbreaker Toxin

Formic Acid Functions like: Sulphuric Acid

Hyoscyamine Functions like: Impedrezene

Kathalai Functions like: Dermaline

Mescaline Functions like: Space Drugs

Opium Functions like: Bicaridine

Phenol Functions like: Polytrinic Acid

Physostigmine Functions like: Cryptobiolin

Phytocarisol Functions like: Synthocarisol

Phytosine Functions like: Alkycosine

Solanine Functions like: Toxin

Tannic Acid Functions like: Kelotane

Thymol Functions like: Dexalin

Valerenic Acid Functions like: Sleep-Toxin

Zeaxanthin Functions like: Imidazoline

Chemical Reactions All of these recipes react instantly upon mixing, nearly all of them being dangerous. These are mostly only useful for grenade-making.

Bumcivilian Formula: Ringing a bell and mixing 1 part Iron, 1 part Sulphuric acid within a 3s time-span. Effects Brown Iron, or Bumcivilian, is the most basic form of Iron. When Bumcivilian is produced, it has the effect of sucking in all sound particles in its vicinity. Neutralizes all sound in a 7×7 area for 30s. The mix must happen at most 3 seconds after the bell has run or it won't react. (Results in 1 unit instead of 2)

Chemical-induced alloy production Formula: 5 parts Sodium Silicate, 5 parts Frost Oil, 10 parts Plasma, 10 parts Iron Effects For when the miners only bring in iron and plasma, but not both. 1 sheet of plasteel per half sheet of plasma and iron.

Chloramine Fumes Formula: 1 part Bleach, 1 part Ammonia Effects This creates a small cloud of Chloramine, which can easily damage lungs and slightly damage skin.

EMP Formula: 1 part Uranium, 1 part Iron Effects Reacts immediately on mixing, creating a large electromagnetic pulse that affects all electronical devices; very useful for causing chaos.

Flash Powder Formula: 1 part Sulphur, 1 part Aluminium, 1 part Potassium Effects Creates a flash similar to that of a flashbang immediately on mixing. When mixed in quantities above 20u, also creates a loud bang, making it identical to a flashbang. Only useful in grenade production, or spooking people on the fly.

Fluorosurfactant Formula: 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid. Effects Creates a large cloud of foam when mixed with an equal amount of water.

Glass Solidification Formula: 20 units Silicate, 10 Capsaicin Effects Converts the liquid silicate mixture into a solid glass pane.

Metal Foam Formula: 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid Effects Creates lightweight metal foam floors on any exposed space turfs. These can be easily torn through, but may be useful for plugging hull breaches. If iron is used, metal foam walls will be created in addition to the floors. If aluminum is used, only metal foam floors will be created.

Metal Solidification Formula: 10 units Silicate, 10 units Frost Oil, 20 units (Ground up material) Effects Ground up or otherwise powdered materials can be converted into their solid sheet counterparts thanks to recombination with silicate, and set with frost oil. Compatible with Diamond, Gold, Iron, Plasma, Silver, Uranium. Phazon only requires 1u of Phazon Salt to solidify, but also needs 5u of Mutagen as catalyst. Bananium uses Banana Juice and requires 1u of Phazon Salt as catalyst.

Napalm Formula: 1 part Plasma, 1 part Aluminium, 1 part Sulphuric Acid Effects Creates a large fire immediately on mixing. Only useful for grenades. (Results in 1 unit instead of 3).

Nitroglycerin Formula: 1 part Glycerol, 1 part Phenol, 1 part Formic Acid Effects A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing, creating an explosion significantly more powerful than obtained by mixing Potassium and Water. note that you can replace Formic Acid & Phenol with Sulphuric Acid & Polytrinic Acid respectively. (Results in 2 units instead of 3). Also acts as a heart medication similar to Trinitrine, with more adverse effects. Good luck getting it without the explosion.

Plasmaglass Solidification Formula: 20 units Silicate, 20 units Plasma, 10 units Condensed Capsaicin Effects Converts the liquid silicate-plasma mixture into a solid plasmaglass glass pane.

Potassium Hydroxide Formula: 1 part Potassium, 1 part Water Effects This explodes immediately on mixing, which may knock you over or even kill you. Also results in potassium hydroxide and hydrogen. Potassium hydroxide is a caustic powder useful in soap production.

Holy Potassium Hydroxide Formula: 1 part Potassium, 1 part Holy Water Effects Essentially the same as the regular reaction, but has a 2 second delay until explosion and is a bit stronger thanks to the water's holy power. Makes a Hallelujah sound upon mix.

Plastic Formula: 20 parts Plasticide, 10 parts Polytrinic Acid or Phenol Effects Taking liquid plastic and turning it into solid plastic, what a deal!

Smoke Formula: 1 part Potassium, 1 part Sugar, 1 part Phosphorous Effects This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control. Due to the nature of permeability, you'll be lucky if 3u manages to get inside a person in the smoke. Internals will block any chemicals inside the smoke from being ingested.

Soap Formula: 20 units Potassium Hydroxide, 5 units Nutriment, heat to 50°C Effects Produces a bar of soap. Good for cleaning.

Synthmeat Formula: 5 parts Blood, 1 part Clonexadone Effects A tasty alternative to actual meat, used for eating or for biomass.

Phazon-Nothing Formula: 10 parts Phazon Salt, 10 parts “Nothing” (No-Fruit juice), 10 units Unstable Mutagen (Catalyst), 10 units Universal Enzyme (Catalyst) Effects Turns into 1u of ANY chemical except Blockizine, pAI-Smoke or Adminordrazine. Very expensive reaction, but you can get lucky and get some unique chems. Mimes start and can buy bottles with 100u of “Nothing”. (Results in 1 unit instead of 20).

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.

Aminomicin Metabolism: 0.01 Overdose Threshold: None Formula 1 part Universal Enzyme, 1 part Unstable Mutagen, 1 part Clonexadone Effects An unusual chemical with the ability to create mice when mixed with 3 parts Nutriment. If injected into a cracker, along with 1 nutriment, a parrot is created instead. (Results in 1 unit instead of 3).

Aminomician Metabolism: 0.2 Overdose Threshold: None Formula 1 part Aminomicin, 4 parts Bone Marrow (Sourced from Danitos) Effects An experimental and unstable sister compound to Aminomicin, said to be able to create companionship if mixed with 3 parts Nutriment. (Results in 1 unit instead of 5).

Aminoblatella Metabolism: 0.2 Overdose Threshold: None Formula 1 part Aminomicin, 5 parts Cockroach Chitin Effects Developed in the darkest halls of maintenance by the Elder Greytide council, it is said to be able to create untold gunk. Makes 3 cockroaches if mixed with equal parts nutriment. Do NOT mix with 10 parts mutagen. (Results in 1 unit instead of 6).

Aminocyprinidol Metabolism: 0.2 Overdose Threshold: None Formula 1 part Aminomicin, 5 parts Carp Pheromones Effects The extremely dangerous result of fishy experimentation with Aminomicin. Do NOT mix with 10 parts Nutriment under any circumstances. (Results in 1 unit instead of 6).

Apetrine Metabolism: 0.2 Overdose Threshold: None Formula 2 part Petritricin, 3 parts Polytrinic acid Effects When sprayed onto a victim of either a cockatrice's touch, or a wizard's flesh to stone spell, it will reverse the petrification progress, turning the statue into a (now dead) body. Destroying a statue in this way will NOT destroy the body and its items, as opposed to using brute force. (Results in 1 unit instead of 5).

Black Food Coloring Metabolism: 0.2 Overdose Threshold: None Formula 1 part Colorful Reagent, 1 part Carbon Effects Hides all reagents on the container when examined. Reagents can still be identified via reagent scanner or ChemMaster 3000. Floorpills and Family Sized Gunka Cola have some inside.

Blockizine Metabolism: 0.0 Overdose Threshold: None Formula None. Can only be produced by exposure to certain xenoarchaeology artifacts. Effects Blocks metabolism of all reagents while in a person's body, including itself. Its effects wear off eventually though.

Corn Syrup Metabolism: 0.2 Overdose Threshold: None Formula 10 parts Moonshine (Enzyme'd Corn Oil), 2 parts Sugar, 5 parts Universal Enzyme (Catalyst) Effects An alternative to Sugar on all recipes that call for it. They got you surrounded, drink it.

Carpotoxin Metabolism: 0.2 Overdose Threshold: None Formula None, must be harvested from Space Carps or processed from Koibeans. Effects A deadly neurotoxin produced by the dreaded spess carp. Deals toxin damage overtime. Countered by Dylovene.

Colorful Reagent Metabolism: 0.2 Overdose Threshold: None Formula 1 part Mescaline, 1 parts Psilocybin, 1 part Amatoxin. Effects Makes everything random colors. Useful in Smoke grenades.

Condensed Capsaicin Metabolism: 0.4 Overdose Threshold: None Formula 1 part Capsaicin Oil, 5 parts Ethanol. Effects Momentarily knocks someone unconscious. Causes blindness for approximately twenty seconds. Main ingredient in pepperspray. Useful in Smoke grenades. (Results in 5 units instead of 6).

Degenerate Calcium Metabolism: 0.1 Overdose Threshold: None Formula 1 part Milk, 1 part Unstable Mutagen, heat to 88°C Effects Rapidly heals brute damage. Secondary effect depends on the amount of brute damage the patient has: At >30 brute damage, it permanently strengthens bones and makes them harder to break, at <30 brute damage it quickly breaks bones instead. Patients must be damaged before administering this drug and carefully monitored to prevent the rapid healing from bringing them under 30 brute. (Results in 1 unit instead of 2).

Dietine Metabolism: 0.2 Overdose Threshold: 5u Formula 1 part Table Salt, 3 parts Coffee, 1 part Lithium, 1 part Welding Fuel Effects An alternative weight loss supplement. Increases the rate at which you burn calories, but is very mildly toxic. (Results in 1 unit instead of 6).

Doctor's Delight Metabolism: 0.4 Overdose Threshold: None Formula 1 part Tricordrazine, 1 part Lime Juice, 1 part Tomato Juice, 1 part Orange Juice, 1 part Milk Cream Effects A stronger form of Tricordrazine. Ingesting it will cause the patient to heal suffocation, toxin, brute and burn damage faster than Tricordrazine, also reduces dizziness, and confusion.

Ectoplasm Metabolism: 0.01 Overdose Threshold: None Formula 1 part Aminomician, 1 part Frost Oil Effects A substance capable of some spooky stuff. After 1 minute, it lets you see ghosts as long as you have 1u inside. If consumed by a skeletal race, it heals them slightly better than Doctor's Delight at the cost of 0.1u extra metabolism per damage type. When mixed with Degenerate Calcium on a 1:10 ratio, it creates a fully grown hostile skeleton. If injected along with caramel into a gingerbread man, it makes a gingerbread skeleton. If 10u of Ectoplasm react with 100u of Degenerate Calcium inside a humanoid, said humanoid turns into a skeleton (or skelevox, if appropriate). Reacting less than 10u+100u inside a humanoid will break a random bone and create a hostile skeleton as normal. (Results in 1 unit instead of 2)

Glycerol Metabolism: 0.2 Overdose Threshold: None Formula 3 parts Corn Oil, 1 part Formic Acid Effects Both ingredients are from plants, so thus require help from the botanist. Mostly used for creating Nitroglycerin, but also used for creating Trinitrine and can be used as fuel for the bunsen burner. Note that you can replace Formic Acid with Sulphuric Acid. (Results in 1 unit instead of 4).

Gator Mix Metabolism: 0.2 Overdose Threshold: 50u Formula 1 part Coffee, 1 part Cola, 1 part Egg Yolk, 1 part Fuel, 1 part Nutriment Effects A vile sludge of mixed carbohydrates. Makes people more alert, awake, and warms them up. May cause kidney damage in large doses.

Honk Serum Metabolism: 0.05 Overdose Threshold: 30u Formula 1 part Banana Juice, 1 part Inacusiate, 1 part Alkysine Effects Made with Banana Juice, obtainable by juicing bananas grown from botany. Forcibly causes people to say variations of the word honk, whilst repeatedly making honking sounds. Give this to clown and you will have a new best friend. Will remove mime powers and vow of silence on overdose. Causes you to act clumsily while metabolizing, with all the pros and cons involved.

Ice Metabolism: 0.2 Overdose Threshold: None Formula 10 units Water, 1 unit Frost Oil Effects Useful for certain drinks, such as Iced Tea, Iced Coffee, Frosted Beer, and Piña Colada. Alternatively, can be made if you cool water to 0°C. Cool tons of water then electrolyze for infinite Frost Oil.

Ironrot Metabolism: 0.2 Overdose Threshold: None Formula 1 part Amanatin, 1 part Radium, 1 part Iron Powder Effects Mutated Fungus that feeds on iron. Causes iron walls to quickly rot, making it possible to break them down with enough force. Damages internal mechanical organs when ingested. Does considerable damage to borgs that it comes into contact with.

Lifeline Metabolism: 0.2 Overdose Threshold: None Formula 5 parts Doctor's Delight, 5 parts Coffee, 1 part Blood. Effects A favourite among doctors. Heals at exactly half the speed of Doctor's Delight but helps combat blood loss. (Results in 10 units instead of 11).

Liquid PCP Metabolism: 0.2 Overdose Threshold: 15u Formula Only found on contraband crates. Effects Stimulates the body similarly to Hyperzine but will also cause severe hallucinations much like Mindbreaker Toxin. Actively removes chillwax from the system and forces you into HURT intent. Has the same overdose symptoms as Hyperzine, so be careful to never go above 15u.

Mannitol Metabolism: 0.2 Overdose Threshold: None Formula 1 part Discount Dan's Special Sauce, 1 part Ice, 1 part Beff Effects The only medicine a REAL MAN needs. Can also be found in Mann's drink. (Results in 2 units instead of 3).

Midazoline Metabolism: 0.2 Overdose Threshold: None Formula Any amount of: Gold Powder, Sulphuric Acid, Clonexadone, Mixed in a jar/Erlenmeyer flask that also contains solid plasma Effects Instantly converts all other chemicals it touches into more Midazoline, for better or worse. The only exception is Mercury: Mercury will transform Midazoline into more mercury. Not to be confused with Imidazoline.

Paracetamol Metabolism: 0.2 Overdose Threshold: None Formula Hug someone Effects When somebody is hugged, their body will synthetize 1 unit of Paracetamol, a painkiller that's almost as good as Tramadol.

Peptobismol Metabolism: 0.2 Overdose Threshold: None Formula 1 part Discount Dan's Special Sauce, 1 part Dylovene Effects Purges the body of expired or improper food, as well as treating general toxin damage. Usually metabolizes on it's own inside the patient after Dylovene is ingested.

Peridaxon Metabolism: 0.2 Overdose Threshold: 10u Formula None! Effects Heals internal organ damage extremely effectively, mending even collapsed lungs and ruined livers. Cannot be synthesized through chemistry, only available from exotic alien seeds, the assistance of a Cortical Borer, or Xenobiology.

Petritricin Metabolism: 0.2 Overdose Threshold: None Formula None. Can only be extracted from cockatrices Effects An extremely dangerous poison, just 1 unit of Petritricin is enough to begin transforming the victim into a statue, instantly killing them after four seconds unless the victim immediately ingests acid.

Rezadone Metabolism: 0.2 Overdose Threshold: Time-based or 30u Formula 1 part Carpotoxin, 1 part Cryptobiolin, 1 part Copper Effects Treats genetic damage, which is otherwise only healed by Cryogenics. In addition, for the first 30 seconds it's in the body, it'll heal brute & burn damage at the same rate as Cryoxadone. After 30 seconds, it'll heal twice as much clone damage and brute damage. After 70 seconds have passed, it'll stop healing and will cause toxins and dizzyness. Can effectively get imperfect clones to a healthy state, and treat Golems or miscellaneous alien life not suitable for Cryotherapy. Overdoses at 30u or 70 seconds of uninterrupted metabolization, whichever comes first.

Spaghetti Essence Metabolism: 0.2 Overdose Threshold: None Formula Only available from either vacuuming a spilled spaghetti or getting feverish. Effects Makes you burst into treats, spilling some spaghetti on the floor and making you stutter. Sometimes leaves you mute instead of stuttering.

Zombie Powder Metabolism: 0.2 Overdose Threshold: None Formula 5 parts Carpotoxin, 5 parts Sleep-Toxin, 5 parts Copper Effects Paralyses people, makes them appear dead to most rudimentary medical examinations (Examine verb, pulse counting, MedHUDs and Health Analyzers). Body Scanners won't be fooled though. It also deals minor amounts of toxin and suffocation damage. Requires Carpotoxin, which must be harvested from Space Carp or processed from Koibeans. Countered by Dylovene. (Results in 2 units instead of 15).

List of Chemicals You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so 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, 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.

Most pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.

Chemical Description Notes Aluminum A silvery white and ductile member of the boron group of chemical elements. Carbon A highly stable element found in organics. Chlorine A noxious gas. Diamond An allotrope of carbon, one of the hardest minerals known. Must acquire from the mines. Will cause massive brute damage if ground and consumed except if consumed by a golem, who'll heal instead. Ethanol A well-known alcohol with a variety of applications. Do not drink unless seeking pure drunkatude. Fluorine A highly reactive chemical element. Gold A dark yellow, dense, valuable conductive metal. Often used in electronics. Must acquire from the mines! Hydrogen A colorless, odorless, nonmetallic, tasteless, highly combustible diatomic gas. Iron A metallic element, reacts with oxygen. Helpful for restoring lost blood (50u will restore roughly 15% of somebody's maximum blood over time), dose very generously. May be worthwhile to create a pill bottle of this. Also used in certain alcoholic concoctions. Lithium A soft, silver metallic element. Mercury A liquid metal. Poisonous, ingesting or injecting it will cause brain damage. Nitrogen A colorless, odorless, tasteless gas. Oxygen A colorless, odorless gas. Plasma Liquefied plasma. Highly dangerous when ingested, must acquire from the mines. Phosphorus A highly reactive element, glows on contact with oxygen. Potassium A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water. Mixing with water will cause this to explode. Giving this to someone followed by water will usually kill them, depending on the dosage used. Radium Radium is an alkaline earth metal. It is extremely radioactive. Deals out radiation damage, and will raise the radiation level of the subject it is used on. Can be used to cure viruses as a treatment of last resort, but when it does so it has a 50% chance of dealing 100 toxin damage in the process. Silicon A tetravalent metalloid, silicon is less reactive than its chemical analog carbon. Silver A white, valuable conductive metal. Often used in harmonic wiring. Must acquire from the mines! Sulphur A foul smelling non-metallic crystalline element. Sulphuric Acid A strong mineral acid with the molecular formula H2SO4. Very dangerous, do not splash on faces or inject people with this. Do not consume unless you're a Grey. Sugar The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste. Very slightly boosts performance. Uranium A black, incredibly dense, slightly radioactive, actinide. Often used in its depleted state in military ballistics and heavy armor. Must acquire from the mines, radioactive! Water A ubiquitous chemical substance that is composed of hydrogen and oxygen. Also known as Dihydrogen Monoxide. Put out toxin fires with this. Also good for cleaning, but people will slip on wet floors if they're running. Grinder Products You have a grinder, use it.

Picture Plant Processed Nutriment? Libertycap.png Liberty Cap Psilocybin Yes Ambrosiavulgaris.png Ambrosia Vulgaris Tannic Acid, Opium, Mescaline Yes Ambrosiadeus.png Ambrosia Deus Kathalai, Phytocarisol, Cocaine, Mescaline Yes Nettle.png Nettle Sulphuric Acid Deathnettle.png Death Nettle Phenol Poisonberry.png Poison Berries Toxin. Yes Deathberry.png Death Berries Toxin, Coriamyrtin, Cytisine . Yes Glowberry.png Glow Berries Uranium. Carrot.png Carrot Zeaxanthin. Yes Chili.png Chili Capsaicin Oil Yes Ghostchili.png Ghost Pepper Condensed Capsaicin Icechili.png Ice Pepper Frost Oil Corn.png Corn Corn Oil Angle.png Destroying Angels Amatoxin, Psilocybin. Yes Mysterysoup.png Mysterious Soup Blood, Toxin, Carbon Yes Poppy.png Poppy Bicaridine Yes Gapple.gif Golden Apple Gold Yes HoneycombChill.png Honeycomb (Chill Bugs) Chill Wax Yes

Foreword Please note that this list does not cover every single chem; it's important to keep in mind that the wiki is not always up to date. If you notice that chemicals are missing, or their information is incorrect, as always please contact a wiki maintainer or staff so that it can be corrected, or better yet submit an edit yourself and wait for it to be approved.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dropper Dropper1.png Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click.

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

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

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

They protect against acid splashes, halving damage you take from acid to the face. They provide 10% protection against anomalies, which is not relevant to a chemist at all. They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on. Advanced Mass Spectrometer Adv spectrometer.png The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.

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

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

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

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

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

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

Infographic and Information

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

Metabolism and Overdose Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 20 units.

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

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

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

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

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

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

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

Chemicals Below this heading are multiple tables detailing each chemical that can be synthesized as well as their recipes and effects, among other things. Unless there is additional text in the overdose column, assume that overdosing on the chemical in question - if it can be overdosed on - will deal minor organ damage to the liver, assuming the liver is still alive to absorb the damage.

Dispenser Chemicals Unless otherwise stated, all basic chemicals listed below overdose at 20u. They are also all found in the dispenser, and have no recipe.

Name Effects Description Metabolism Side Effects Acetone Moderately damages organs. Dissolves ink on printed material. A colorless liquid solvent used in chemical synthesis. 0.04u/tick N/A Aluminum Does nothing. A silvery white and ductile member of the boron group of chemical elements. 0.2u/tick N/A Ammonia Minorly damages organs. A caustic substance commonly used in fertilizer or household cleaners. Poisonous to most lifeforms, lingers for a while if inhaled. 0.1u/tick, 0.05u inhaled N/A Carbon Removes 1u of another reagent per unit, if ingested. Makes turfs dirty if splashed on. A chemical element, the builing block of life. 1u/tick N/A Copper If patient is Skrell: Regenerates blood if ingested. A highly ductile metal. 0.2u/tick N/A Ethanol Dissolves ink on printed material. If injected: Damages organs. If ingested: Causes drugginess. May cause hallucinations. Raises pulse. Damages organs in Unathi and Vaurca patients. A well-known alcohol with a variety of applications. 0.2u/tick, 1u ingested N/A Hydrazine If ingested: Moderately damages organs. Unless they have a fuel cell augment, in which case it converts into nutrition. If inhaled: Minorly damages organs. If touched: Barely damages organs. Covers with flammable fuel. A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form. 0.04u/tick, 5u touched N/A Hydrochloric Acid Deals moderate brute damage. Deals moderate burn damage. Minorly damages lungs if inhaled. A very corrosive mineral acid with the molecular formula HCl. 0.4u/tick, 50u touched N/A Iron If patient is neither Skrell nor Vaurca: Restores blood if ingested. Pure iron is a metal. 0.2u/tick N/A Lithium Forces the patient to step in a random direction. Causes drooling, among other things. Doesn't actually treat depression. A chemical element, used as antidepressant. 0.2u/tick N/A Mercury Moderately damages the brain. Causes weakness in doses greater than 8u. A poisonous chemical element, one of two that is a liquid at human room temperature and pressure. 0.2u/tick, 0.08u inhaled, 0.02u ingested N/A Phosphorous Does nothing. A chemical element, the backbone of biological energy carriers. 0.2u/tick N/A Potassium Raises pulse. Explodes if put in contact with water, purging all reagents from the container. A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water. 0.2u/tick N/A Radium Irradiates the patient. Significantly increases the chance of curing disease, at the cost of severely damaging organs as a direct result. Spawns glowing goo if thrown onto turfs. Radium is an alkaline earth metal. It is extremely radioactive. 0.2u/tick N/A Silicon Does nothing. A tetravalent metalloid, silicon is less reactive than its chemical analog carbon. 0.2u/tick N/A Sodium Does nothing. A chemical element, readily reacts with water. 0.2u/tick N/A Sugar Does nothing. The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste. 0.2u/tick N/A Sulfur If patient is Vaurca: Restores blood. A chemical element with a pungent smell. 0.2u/tick N/A Sulfuric Acid Deals significant brute damage. Deals significant burn damage. Moderately damages the lungs. A very corrosive mineral acid with the molecular formula H2SO4. 0.4u/tick, 50u touched N/A Tungsten Does nothing. A chemical element, and a strong oxidizing agent. 0.2u/tick N/A Water Quenches thirst. A ubiquitous chemical substance that is composed of hydrogen and oxygen. 2u/tick ingested N/A Basic Medicines Basic medicines refers to medications that are either found in first aid kits/around the medbay, or are medicines that are used very, very often, and should be prioritized first-thing. Everything under this heading and beyond - up until the psychiatric medicines section - covers drugs and compounds that are beneficial to the body. Their entries are also color coded: red for brute, yellow for burn, green for toxins, blue for oxygen, lime for radiation, gray for genetic, purple for organs, pink for painkillers!

Name Recipe Effects Description Metabolism Side Effects Overdose Bicaridine 1 Carbon, 1 Inaprovaline = 2 units Heals moderate brute damage. Bicaridine is a complex medication which specifically targets damaged tissues and damaged blood vessels by encouraging the rate at which the damaged tissues are regenerated. Overdosing bicaridine allows the drug to take effect on damaged muscular tissues of arteries. 0.1u/tick Causes the following if mixed with Butazoline: Itchiness. Amplified dehydration. Moderate genetic damage. 20u, 2% chance of healing arterial bleeding every two seconds when patient has a dose greater than 30u and is experiencing the overdose. Butazoline 1 Aluminum, 1 Hydrochloric Acid, 1 Bicaridine = 3 units Heals significant brute damage. Causes itchiness. Causes dehydration. Butazoline, a recent improvement upon Bicaridine, is specialised at treating the most traumatic of wounds, though less so for treating severe bleeding. 0.1u/tick See Bicaridine 15u, does not have a chance of healing arterial bleeding Coagzolug 1 Tricordrazine, 1 Cough Syrup = 1 unit Slows down bleeding significantly. Causes dizziness. A medicine that was stumbled upon by accident, coagzolug encourages blood to clot and slow down bleeding. An overdose causes dangerous blood clots capable of harming the heart.. 0.06u/tick N/A 10u, heart damage Dermaline 1 Acetone, 1 Phosphorous, 1 Kelotane = 3 Heals severe burn damage. Causes itchiness. Causes dehydration. Dermaline is a recent improvement of kelotane, working in a similar way, though twice as effective. Dermaline is capable of recovering even the most dire of burnt tissues, being able to treat full-thickness burning. 0.1u/tick See Kelotane. 15u Dexalin 2 Acetone, 0.1 Phoron, 1 Phoron (catalyst) = 1 unit Oxygenates the blood to 50%. Removes Lexorin. If patient is Vaurca: Damages organs. Causes blurry vision. If inhaled: Removes Lexorin twice as fast. Dexalin is a complex oxygen therapeutic and is available OTC. The chemical utilises carbon nanostructures which cling to oxygen and, in pathological conditions where tissues are hypoxic, will oxygenate these regions. 0.2u/tick, 0.1 inhaled N/A 20u, minorly damages the brain, barely damages the eyes Dexalin Plus 1 Carbon, 1 Iron, 1 Dexalin = 3 units Oxygenates the blood to 80% Removes Lexorin If patient is Vaurca: Damages organs. Causes blurry vision. If inhaled: Removes Lexorin twice as fast. Dexalin Plus was a ground-breaking improvement of Dexalin, capable of transporting several times the amount of oxygen, allowing it to have more clinical uses in treating hypoxia. 0.2u/tick, 0.1 inhaled N/A 15u, minorly damages the brain, barely damages the eyes Dylovene 1 Ammonia, 1 Potassium, 1 Silicon = 3 units Minorly heals the liver Minorly heals the kidneys Reduces hallucinations. Reduces drowsiness. Removes Zombie Powder Dylovene is a broad-spectrum over-the-counter antitoxin. It is used in response to a variety of poisoning cases, being able to neutralise and remove harmful toxins from the bloodstream. 0.1u/tick N/A 20u, dehydration, hunger. Inaprovaline 1 Acetone, 1 Carbon, 1 Sugar = 3 units Minorly heals the brain if oxygenation is above 85%. Allows patient to breathe even if heart is stopped. Slows all bleeding down by 20%. Prevents heart damage from chemically-induced tachycardia. Attempts to regulate heart beat. Reduces effects of low blood oxygenation. Reduces speed at which brain takes damage from low blood. Lightly kills pain. Inaprovaline is a cardiostimulant which stabilises myocardial contractility, working towards maintaining a steady pulse and blood pressure. Inaprovaline also acts as a weak analgesic. 0.1u/tick N/A 20u, chest pain, very small chance of curing organ rejection completely Kelotane 1 Carbon, 1 Silicon = 2 units Heals moderate burn damage. Kelotane is a complex medication which specifically targets tissues which have been lost to severe burning by encouraging the rate at which these damaged tissues are regenerated. 0.1u/tick Causes the following if mixed with Dermaline: Itchiness. Amplified dehydration. Moderate genetic damage. 20u, face disfiguration Tricordrazine 1 Dylovene, 1 Inaprovaline = 2 units Depending on the temperature of the compound: Heals minor brute damage. Heals minor burn damage. Does nothing if inhaled. Tricordrazine is an old, though still useful, medication largely set aside following bicaridine and kelotane’s development. The drug increases the rate at which tissues regenerate, though far slower than modern medications. 0.05u/tick N/A 30u, causes itchiness. Organ Regeneratives Organ regeneratives, as the name implies, refers to medicines that regenerate internal organs specifically. As such their use is a bit niche, but most make for necessary additions to any medbay.

Name Recipe Effects Description Metabolism Side Effects Overdose Adipemcina 1 Lithium, 1 Dylovene, 1 Potassium = 3 units Moderately heals the heart. Adipemcina is a complex, organ-regenerative medication that increases the rate at which cells differentiate into myocardial cells. Adipemcina overdoses result in severe liver damage and vomiting. 0.2u/tick N/A 20u, minor organ damage, vomiting Alkysine 1 Hydrochloric Acid, 1 Ammonia, 1 Dylovene = 2 units If blood oxygenation is greater than or equal to 85%: If dose is less than 2u: Significantly heals the brain. An IV drip is recommended. If dose is greater than 2u: Moderately heals the brain. Lightly kills pain. Causes dizziness. If blood oxygenation is less than 85%: Does nothing. Alkysine is a complex drug which increases cerebral circulation, ensuring the brain does not become hypoxic and increasing the rate at which neurological function returns after a catastrophic injury. 0.2u/tick N/A 10u, hallucinations, paralysis/aphasia/imaginary friends Oculine 1 Carbon, 1 Hydrazine, 1 Dylovene = 2 units Moderately heals the eyes. Reduces blurry vision. Removes temporary blindness. Oculine is a complex organ-regenerative medication which increases the rate at which cells can differentiate into those required to recover damage to ocular tissues. Imidazoline 0.2u/tick N/A 20u, hallucinations Peridaxon 1 Bicaridine, 1 Clonexadone, 5 Phoron (catalyst) = 1 unit Minorly heals organ damage, on any organ. Does not heal the brain if it has greater than minor damage. Causes disorientation. Peridaxon is complex, broad-spectrum organ-regenerative medication which increases the rate at which cells can differentiate into organ cells to recover damaged organ tissues. The drug is hard on the body, leading to confusion and drowsiness. 0.2u/tick N/A 10u, confusion, pain Pneumalin 1 Copper, 1 Cough Syrup, 1 Pulmodeiectionem = 2 units Slightly oxygenates blood. Moderately heals the lungs. Lowers pulse. Fixes “rescued” lungs. All of this only works if inhaled. Pneumalin is a powerful, organ-regenerative medication that increases the rate at which lung tissues are regenerated. Pneumalin only works when inhaled, and overdosing can lead to severe bradycardia. 0.2u/tick N/A 15u, bradychardia Detox and Side-Effect Antagonists This section covers medicines that help prevent organ damage or other harm, rather than treating it outright. Some of these also just cover medicines that can help a patient back onto their feet.

Name Recipe Effects Description Metabolism Side Effects Overdose Arithrazine 1 Hydrazine, 1 Hyronalin = 2 units Removes extreme amounts of radiation. Has a 60% chance of dealing moderate brute damage. Causes itchiness. Deals severe damage to Dionae Arithrazine is a recent improvement of Hyronalin, rapidly destroying any ionised cells, though this often leads to collateral cell damage, resulting in contusions across affected parts of the body. 0.05u/tick N/A 20u, 60% chance of moderate brute damage Asinodryl 3 Water, 1 Cetahydramine, 1 Synaptizine, 5 Tungsten (catalyst) = 3 units Reduces the chance of vomiting. Asinodryl is an anti-emetic medication which acts by preventing the two regions in the brain responsible for vomiting from controlling the act of emesis. 0.05u/tick N/A N/A Cetahydramine 1 Inaprovaline, 1 Cryptobiolin = 2 units Causes drowsiness. Prevents itching. Cetahydramine is a complex antihistamine medication available OTC which blocks the release of histamine, thus making it effective at suppressing allergies and sneezing. Cetahydramine can cause drowsiness in larger doses, making it an effective sleep aid. 0.01u/tick, 0.2 ingested, 0.4 inhaled N/A N/A Ethylredoxrazine 1 Acetone, 1 Carbon, 1 Dylovene = 3 units Neutralizes anything alcohol-related, preferably administered where the alcohol in question is. Reduces dizziness. Reduces drowsiness. Reduces stuttering. Reduces confusion. Ethylredoxrazine is a powerful medication which oxidises ethanol in the bloodstream, reducing the burden on the liver to complete this task. Ethylredoxrazine also blocks the reuptake of neurotransmitters responsible for symptoms of alcohol intoxication. 0.06u/tick N/A 20u Fluvectionem 1 Mercury, 1 Ammonia, 1 Sodium Chloride = 3 units Removes 4u of other reagents per unit. Minorly damages organs Barely damages organs for every unit of reagent purged. All of these effects are doubled if overdosed, and done twice as fast. Fluvectionem is a complex anti-toxin medication that is capable of purging the bloodstream of toxic reagents. The drug is capable of neutralising the most difficult of compounds and acts very fast, however it is inefficient and results in benign waste products that can be damaging to the liver. Calomel 0.1u/tick N/A 20u, see effects Hyronalin 1 Radium, 1 Dylovene = 2 units Removes significant amounts of radiation per unit. Deals severe damage to Dionae. Hyronalin is a complex anti-radiation medication which specifically targets ionised cells, reducing their cell division rate to prevent their growth before gradually destroying these afflicted cells. 0.05u/tick N/A 20u, 60% chance of moderate brute damage Pulmodeiectionem 1 Fluvectionem, 1 Lexorin = 2 units Removes 5u of other reagents in the lungs per unit. Barely damages the lungs. Causes coughing. Reduces oxygenation. Pulmodeiectionem is a complex anti-toxin medication that is capable of purging the lungs of toxic reagents by damaging the mucous lining of the bronchi and trachea, allowing particulate to be coughed out of the lungs. Pulmodeiectionem works only when inhaled and can cause long-term damage to the lungs. 0.4u/tick N/A 10u Synaptizine 1 Lithium, 1 Sugar, 1 Water = 3 units Mildly kills pain. Reduces weakness. Reduces paralysis. Reduces stunning. Removes Mindbreaker Toxin. Removes hallucinations. Removes blurry vision. Removes confusion. Moderately damages organs. Synaptizine is an advanced synaptic stimulant and nootropic which improves synaptic transmission and keeps one alert, giving it many clinical uses in the treatment of paralysis, weakness, narcolepsy and hallucinations. Synaptizine is difficult to metabolise and is hard on the liver. 0.01u/tick N/A 20u, seizures Verunol Syrup 1 Ethanol, 1 Hydrazine, 1 Dylovene = 3 units Causes vomiting if ingested. Minorly damages organs if injected. A complex emetic medication that causes the patient to vomit due to gastric irritation and the stimulating of the vomit centres of the brain. 0.2u/tick N/A 20u Specialized Medicines Anything semi-common medicine that doesn't really fit into the other categories goes here. These are the niche-est of the niche, and they won't see very frequent use or synthesis.

Name Recipe Effects Description Metabolism Side Effects Overdose Inacusiate 1 Dylovene, 1 Carbon, 1 Sulfur = 2 units Heals hearing damage. TODO 0.2u/tick N/A 10u, terrible headaches Leporazine 1 Copper, 1 Silicon, 5 Phoron (catalyst) = 2 units Regulates body temperature. Regulates fevers. Leporazine is a complex medication which improves thermal homeostasis, stabilising and regulating the body’s core temperature. Leporazine often results in hyperventilation which should be monitored. 0.2u/tick N/A 20u, lowers body temperature Lipozine 1 Ethanol, 1 Radium, 1 Sodium Chloride = 3 units Quickly burns nutrition. A chemical compound that causes a powerful fat-burning reaction. 0.2u/tick N/A 20u Polysomnine 3 Hydrochloric Acid, 1 Ethanol, 1 Water = 1 unit Sedates the patient. Minorly damages the liver. Polysomnine is a complex drug which rapidly induces sedation in preparation for surgery. Polysomnine’s sedative effect is fast acting, and sedated individuals wake up with zero amnesia regarding the events leading up to their sedation, however the only downside is how hard the drug is on the liver. 0.1u/tick, 0.05u inhaled N/A 15u Regenerative-Muscular Tissue Supplements 1 Potassium, 1 Inaprovaline = 2 unit Removes slowdown on unassisted Off-Worlders, and their subsequent flavor texts. RMT Supplement is a bioengineered, fast-acting growth factor that specifically helps recover bone and muscle mass caused by prolonged zero-gravity adaptations. It can also be used to treat chronic muscle weakness. 0.04u/tick N/A 30u, aching Rezadone 1 Copper, 1 Cryptobiolin, 1 Carpotoxin = 3 units Heals significant brute damage. Heals significant burn damage. Heals significant gene damage. Slightly improves oxygenation. Restores blood. Minorly heals the liver. If dose is above 3 units: Treats disfiguration. If dose is above 10 units: Causes dizziness. Causes jitteriness. Rezadone is an extremely expensive, ground-breaking miracle drug. The compound is capable of treating all kinds of physical damage, disfiguration, as well as genetic damage. Excessive consumption of rezadone can lead to severe disorientation. 0.2u/tick N/A 20u Ryetalyn 1 Carbon, 1 Arithrazine = 2 units Instantly removes all mutations. Only 1 unit is necessary. Does NOT heal gene damage. Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by Dominian scientists, which has varying clinical uses in treating genetic abnormalities including certain cancers, autoimmune conditions, and Hulk Syndrome. 1u/tick N/A 20u Soporific 4 Sugar, 1 Polysomnine = 5 units Sedates the patient. Soporific is highly diluted polysomnine which results in slower and more gradual sedation. This makes the drug ideal at treating insomnia and anxiety disorders, however is generally not reliable for sedation in preparation for surgery except in high doses. 0.1u/tick, 0.033u inhaled N/A 20u Steramycin 2 Thetamycin, 1 Sterilizine, 1 Radium = 2 units If infection has yet to show: Reduces germ level, the variable that triggers infections once it reaches 100 If infection has manifested: Does nothing A preventative antibiotic that will stop small infections from growing, but only if administered early. Has no effect on internal organs, wounds, or if the infection has grown beyond its early stages. 0.2u/tick N/A 15u, dizziness, minor toxins Thetamycin 1 Cryptobiolin, 1 Dylovene = 2 units Effects at <5u dosage Treats infections, the speed of recovery dependent on the severity of the infection. Effects at >=5u dosage Does the same as the above. Mild - and types of mild - infections are instantly cured. Prevents septic infections from spreading to other limbs. May cause vomiting. Thetamycin is a complex, broad-spectrum antibiotic developed to treat wound infections, organ infections, and septicaemia, even those caused by superbugs with high anti-bacterial resistances. Spaceacillin 0.01u/tick, 0.4u inhaled N/A 20u, dizziness Pain Killers As the name hopefully suggests, these medicines are used to reduce pain in a patient, keeping them conscious and worry-free (for the most part), and able to communicate. There are varying levels of painkiller available, though some may be too powerful to administer. Use discretion!

Name Recipe Effects Description Metabolism Side Effects Overdose Cough Syrup 1 Tungsten, 1 Carbon, 1 Water = 3 units Lightly kills pain. A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs. 0.2u/tick, 0.4 inhaled N/A 20u, vomiting, twitching, drowsiness, brain damage Perconol 1 Sugar, 1 Water, 1 Mortaphenyl = 3 units Mildly kills pain Does nothing if inhaled. Perconol is an advanced, analgesic medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled. Paracetamol 0.02u/tick, 0.4u ingested, 0.8u inhaled N/A 20u, hallucinations Mortaphenyl 1 Acetone, 1 Ethanol, 1 Inaprovaline = 3 units Effectively kills pain. Causes blurry vision. Causes confusion. Does nothing if inhaled. Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. Tramadol 0.02u/tick, 0.4u ingested, 0.8u inhaled Causes hallucinations, the feeling of drugginess, and nausea if BAC is greater than 0.03%, oxygen deprivation at 0.08% 15u, nausea, restricted breathing, hallucinations Oxycomorphine 1 Ethanol, 1 Mortaphenyl, 5 Phoron (catalyst) = 1 unit Ludicrously kills pain. Causes blurry vision. Causes confusion. Does nothing if inhaled. Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Oxycomorphine is not effective when inhaled. Oxycodone 0.02u/tick, 0.4u ingested, 0.8u inhaled Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient's BAC is greater than 0.04% See Neurapan. 10u, hallucinations, drugginess, nausea, restricted breathing Resuscitators If a patient is in some pretty dire straits, and you've already taken care of the other damage, then these medicines will make sure they don't die. Hopefully. Maybe. If you're quick enough?

Name Recipe Effects Description Metabolism Side Effects Overdose Adrenaline 1 Inaprovaline, 1 Hyperzine, 1 Dexalin Plus = 3 units Greatly aids in restarting the heart. Barely damages the heart if successfully resuscitated. Lightly kills pain. Does nothing if inhaled or ingested. Adrenaline is a hormone used as a drug to treat cardiac arrest and other cardiac dysrhythmias resulting in diminished or absent cardiac output. 0.2u/tick See Hyperzine. 20u, pain Saline Plus 2 Water, 1 Sodium Chloride, 0.5 Sugar, 5 Phoron (catalyst) = 2 unit If injected: Hydrates the patient. Restores blood if dose is less than 2u. If ingested or inhaled: Does nothing. Saline Plus is an expensive improvement upon the various saline solutions of old. Saline Plus has wide clinical applications in the treatment of dehydration and hypovolaemia, with no more debates as to whether it is effective or not. 1.5u/tick N/A 5u, confusion, jitteriness Cryogenics Cryo tube-specific medications go here. Anything under here is only effective if the patient's body has been chilled significantly.

Name Recipe Effects Description Metabolism Side Effects Overdose Cataleptinol 1 Alkysine, 0.1 Phoron, 0.1 Cryoxadone = 1 unit Barely heals the brain. Minorly heals the brain if patient's temperature is below 170K. Causes dizziness. Has a chance to cure the following, compounded by the amount metabolized: Dumbness Cerebral Blindness Cerebral Paralysis Colorblindness Aphasia Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used in the treatment of dumbness, cerebral blindness, cerebral paralysis and aphasia. The drug is more effective when the patient’s core temperature is below 170K. 0.4u/tick N/A 15u, paralysis, aphasia, dumbness, weakness, colorblindness, imaginary friends Cryoxadone 1 Water, 1 Acetone, 1 Dexalin = 3 units Slows pulse. If the body is below 170K: Heals significant gene damage. Heals significant brute damage. Heals significant burn damage. Heals significant hypoxia. Cryoxadone is a ground-breaking and complex medication that, when acting on bodies cooler than 170K, is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Cryoxadone, alongside Clonexadone, are the backbones of the cloning industry. 0.1u/tick N/A N/A Clonexadone 1 Sodium, 1 Cryoxadone, 0.1 Phoron, 5 Phoron (catalyst) = 2 units Slows pulse. If the body is below 170K: Heals extreme gene damage. Heals extreme brute damage. Heals extreme burn damage. Heals extreme hypoxia. Clonexadone is a ground-breaking, complex medication that improved upon Cryoxadone. When acting on bodies cooler than 170K, the drug is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Clonexadone, alongside Cryoxadone, are the backbones of the cloning industry. 0.1u/tick N/A N/A Psychiatric Medicines These particular drugs are much more niche in their use compared to the medicines above. They almost exclusively impact the mental state of the patient, either for good or ill, depending on how they're used. Do note that many of the effects being suppressed no longer exist, which means a lot of these medicines serve a roleplay purpose rather than a mechanical one, though any medicines that suppress stuttering and hallucinations do still work.

Name Recipe Effects Description Metabolism Side Effects Overdose Corophenidate 1 Hydrazine, 1 Mindbreaker Toxin = units Removes hallucinations. Suppresses the following: Imaginary friends. Phobias. Corophenidate is a new generation, psychoactive stimulant used in the treatment of ADHD and ADD. It has far fewer side effects than previous generations of CNS stimulants. Withdrawal symptoms include hallucinations and disruption of focus. 0.002u/tick N/A 20u Emoxanyl 1 Ethanol, 1 Silicon, 1 Mindbreaker Toxin = 3 units Suppresses the following: Concussions. Phobias. Emoxanyl is a novel, antioxidant medication which increases cerebral circulation and is used to treat anxiety, depression, concussion, and epilepsy. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety. 0.002u/tick N/A 20u Minaphobin 1 Carbon, 1 Mindbreaker Toxin = 2 units Suppresses the following: Phobias. Monophobias. Minaphobin is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety. 0.002u/tick N/A 20u Nerospectan 1 Silicon, 1 Space Drugs, 1 Mindbreaker Toxin = 3 units Suppresses the following: Monophobia. Imaginary friends. Speech impediments. Muscle spasms. Tourettes. Nerospectan is an expensive, new generation anti-psychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Nerospectan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous. 0.004u/tick N/A 20u Neurapan 1 Ethanol, 1 Space Drugs, 1 Mindbreaker Toxin = 3 units Suppresses the following: Split personalities. Imaginary friends. Stuttering. Speech impediments. Monophobia. Hallucinations. Muscle spasms. Tourettes. Neurapan is a groundbreaking, expensive antipsychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Neurapan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous. 0.002u/tick If mixed with Oxycomorphine and overdosing: Causes deafness. Causes drowsiness. Causes confusion. Causes derealization 10u, pacifism, blurred vision, derealization Neurostabin 1 Iron, 1 Potassium, 1 Mindbreaker Toxin = 3 units Suppresses the following: Phobias. Split personalities. Imaginary friends. Muscle weakness. Neurostabin is a new generation, psychoactive drug used in the treatment of psychoses, and also has clinical significance in treating muscle weakness. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and the development of phobias. 0.002u/tick N/A 20u Orastabin 1 Sodium, 1 Tungsten, 1 Mindbreaker Toxin = 3 units Suppresses the following: Phobias. Monophobia. Stuttering. Orastabin is a new generation, complex psychoactive medication used in the treatment of anxiety disorders and speech impediments. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety. 0.002u/tick N/A 20u Parvosil 1 Aluminum, 1 Potassium, 1 Mindbreaker Toxin = 3 units Suppresses the following: Phobias. Parvosil is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety. 0.004u/tick N/A 20u Paxazide 1 Parvosil, 1 Truth Serum = 1 unit Suppresses the following: Any intent except help. Attacking with objects. Paxazide is an expensive and unethical, psychoactive drug used to pacify people, suppressing regions of the brain responsible for anger and violence. Paxazide can be addictive due to its tranquilising effects, though withdrawal symptoms are scarce. 0.004u/tick N/A 20u Truth Serum 1 Synaptizine, 1 Mindbreaker Toxin, 0.1 Phoron = 2 units Suppresses the following: Nothing. Gives many messages about how you should spill the beans. Truth Serum is an expensive and very unethical psychoactive drug capable of inhibiting defensive measures and reasoning in regards to communication, resulting in those under the effects of the drug to be very open to telling the truth. 0.01u/tick N/A 20u Narcotics and Other Drugs Unlike everything above, everything in this heading is more or less harmful to the patient rather than beneficial. Nothing here is outright lethal, but frequent use and high dosages are not recommended!

Name Recipe Effects Description Metabolism Side Effects Overdose Co'qnixq Wuxi 1 Wulumunusha, 1 Synaptizine, 1 emoxanyl = 3u Increases stamina. Increases concentration and motivation. Co'qnixq Wuxi, or Co'qnixq Nootropic, has existed since before Glorsh, and was developed as a cognitive enhancer for Skrell with on-set dementia. When taken, one's consciousness is heightened greatly alongside receiving mild energy boost. Frequently used as a 'smart drug' by students and scientists. 0.05u/tick n/a 10u, increases running speed, damages kidneys Krok Juice 1 Iron, 1 Welding Fuel, 2 Orange Juice = 4 units Causes malfunctions in prosthetic organs. An advanced Eridanian variant of ancient krokodil, known for causing prosthetic malfunctions. 0.2u/tick N/A 15u Hyperzine 1 Sugar, 1 Phosphorous, 1 Sulfur = 3 units Increases running speed. Increases pulse. Hyperzine is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors. 0.03u/tick, 0.015u inhaled Starts Hyperzine's OD if Adrenaline is mixed. 15u, hallucinations, moderate brute damage Krok Juice 1 Iron, 1 Welding Fuel, 2 Orange Juice = 4 units Causes malfunctions in prosthetic organs. An advanced Eridanian variant of ancient krokodil, known for causing prosthetic malfunctions. 0.2u/tick N/A 15u Joy 1 neurapan, 2 oxycomorphine = 1 unit Causes drowsiness. Reduces pain. Causes dizziness. Causes paralysis. An expensive and illegal drug often abused by those who find no other means to numb their physical and mental pains. A Joy addict is a truly sad sight. 0.1u/tick N/A 5u

Nightlife 1 Corophenidate, 1 Nitroglycerin, 1 Synaptizine at 200 Celsius = 3 units Increases running speed. Causes jitteriness. Causes stuttering. Causes drugginess. Causes hallucinations. Removes drowsiness. Damages the heart, depending on dose. A liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation. Works as a potent stimulant that causes extreme awakefulness. Lethal in high doses. 0.04u/tick, 0.02u inhaled, 0.125u ingested N/A 20u

Raskara Dust 1 Monoammoniumphosphate, 1 Space Cleaner, 2 Sodium Chloride at 127 Celsius = 3 units If ingested or inhaled: Causes drowsiness. Lightly kills pain. If injected: Causes drowsiness. Mildly kills pain. A powdery narcotic found in the gang-ridden slums of Biesel and Sol. Known for it's relaxing poperties that cause trance-like states when inhaled. Casual users tend to snort or inhale, while hardcore users inject. 0.02u/tick, 0.04u inhaled, 0.06u ingested N/A 20u

Red Nightshade 1 Psilocybin, 1 Moonshine = 1 unit Has a chance to moderately damage the brain. Causes jitteriness. Causes berserk, which includes the following: Red screen. Locking to harm intent. Inability to use complex items. Reseting pain. Reduces further pain. Ability to smash windows barehanded. An illegal combat performance enhancer originating from the criminal syndicates of Mars. The drug stimulates regions of the brain responsible for violence and rage, inducing a feral, berserk state in users. 0.4u/tick N/A 20u Space Drugs 1 Lithium, 1 Mercury, 1 Sugar = 3 units Causes drowsiness. Causes hunger. Forces the patient to step in a random direction. Lightly kills pain. Mercury Monolithium Sucrose, or space drugs, is a potent relaxant commonly found in Ambrosia plants. Lasts twice as long when inhaled. 0.1u/tick N/A 20u Xu'Xi Gas 2 dexalin, 2 space drugs, 1 truth serum = 5u Calms emotions. Causes suggestibility. A recreational drug hailing from Qerr'Malic that must be inhaled. It produces a mild high similar to Wulumunusha and is known to make users susceptible to persuasion. Most forms of Xu'Xi Gas found outside of the Nralakk Federation are cheap, synthetic substitutes. Only works when inhaled. 0.2u/tick N/A 20u Poisons Compared to all of the reagents above, these reagents are without a doubt harmful to the body, and their use is highly regulated. Don't get caught with these!

Name Recipe Effects Description Metabolism Side Effects Overdose Cryptobiolin 1 Acetone, 1 Potassium, 1 Sugar = 3 units Causes dizziness. Causes confusion. Causes hallucinations. Cryptobiolin causes confusion and dizzyness. 0.1u/tick N/A 20u Cyanide N/A, can be found in apples. Rapidly depletes oxygen levels. A highly toxic chemical. 0.4u/tick N/A N/A Dextrotoxin 10 Soporific, 5 Phoron, 3 Carpotoxin = 5 units Paralyzes all limbs. A complicated to make and highly illegal drug that cause paralysis mostly focused on the limbs. 0.04u/tick N/A 20u Impedrezene 1 Acetone, 1 Mercury, 1 Sugar = 2 units Moderately damages the brain. Impedrezene is a narcotic that impedes one's ability by slowing down the higher brain cell functions. 0.2u/tick N/A 20u Lexorin 1 Ammonia, 1 Hydrazine, 1 Tungsten, 5 Phoron (catalyst) = 3 units Deals minor hypoxia damage. Lexorin is a complex toxin that attempts to induce general hypoxia by weakening the diaphragm to prevent respiration and also by binding to haemoglobins to prevent oxygen molecules from doing the same. 0.2u/tick N/A 20u

Mindbreaker Toxin 1 Silicon, 1 Hydrazine, 1 Dylovene = 3 units Causes hallucinations. An incredibly potent hallucinogen designed to wreak havoc on the brain, resulting in disturbing hallucinations with long-term impacts on those given the drug - this drug is not pleasant, thus the name, and only hardcore addicts use the drug recreationally. 0.05u/tick N/A 20u

Potassium Chloride 1 Potassium, 1 Sodium Chloride = 2 units If >20u is injected: Stops the heart. A delicious salt that stops the heart when injected into cardiac muscle. 0.2u/tick N/A 5u

Potassium Chlorophoride 1 Phoron, 1 Potassium Chloride, 1 Polysomnine = 4 units If >5u is injected: Stops the heart. Potassium Chlorophoride is an expensive, vastly improved variant of Potassium Chloride. Potassium Chlorophoride, unlike the original drug, acts immediately to block neuromuscular junctions, causing general paralysis. 0.2u/tick N/A 5u

Zombie Powder 5 Copper, 5 Carpotoxin, 5 Soporific = 2 units Deals minor hypoxia damage. Minorly damages organs. Inflicts weakness. Inflicts silence. Gives the autopsy scanner a fake report. A strong neurotoxin that puts the subject into a death-like state. 0.2u/tick N/A 20u

Experimental Reagents These reagents are wholly experimental in nature, and probably should not see widespread use outside of research.

Name Recipe Effects Description Metabolism Side Effects Overdose Stimm 1 Fuel, 5 Rewriter = 6 units Increases running speed. A homemade stimulant with some serious side-effects. 0.6u/tick N/A N/A

Unstable Mutagen 1 Hydrochloric Acid, 1 Phosphorous, 1 Radium = 3 units Deals radiation damage. May cause mutations. Might cause unpredictable mutations. Keep away from children. 0.2u/tick N/A N/A

Venenum N/A, obtained through less than legitimate means Randomizes appearance and name for every unit metabolized. Reverts patient back to original appearance once no more Venenum is metabolized. A thick tar like liquid that seems to move around on it's own every now and then. Limited data shows it only works when injected into the bloodstream. 0.3u/tick N/A N/A

Weapons Almost everything under this heading will invariably see use in combat of some sort. Synthesizing these reagents without good reason is pretty good grounds to get booted from your job or the server.

Name Recipe Effects Description Electromagnetic Pulse 1 Iron, 1 Uranium = 1 pulse Generates an EMP, frying and scrambling electronic equipment. The size of the pulse depends on the amount of reagents used. This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an 'EMP'. Explosion 1 Potassium, 1 Water = 1 explosion Generates an explosion. The size of the explosion depends on the amount of reagents used. This explodes immediately on mixing, which may knock you over or even kill you. Flash Powder 1 Aluminum, 1 Potassium, 1 Sulfur = 1 flash Generates a flash. Creates a flash similar to that of a flashbang immediately on mixing. Napalm 1 Aluminum, 1 Phoron, 1 Sulfuric Acid = 1 large fire Generates a fire surrounding the reagent container. Creates a large fire immediately on mixing. Nitroglycerin 1 Sulfuric Acid, 1 Glycerol, 1 Polytrinic Acid = 2 units Regulates heart rate. Explodes spectacularly if thrown, dropped, heated, attacked, or splashed on anything. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. Polytrinic Acid 1 Potassium, 1 Sulfuric Acid, 1 Hydrochloric Acid = 3 units Deals severe brute damage. Moderately damages the lungs. Polytrinic acid is a an extremely corrosive chemical substance. Smoke Reaction 1 Phosphorous, 1 Potassium, 1 Sugar = 1 smokey boi Creates smoke around the reagent container. You can mix anything else inside before mixing the last reagent inside to make it smoke out as well. This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Thermite 1 Acetone, 1 Aluminum, 1 Iron = 3 units Melts walls if ignited. Thermite produces an aluminothermic reaction known as a thermite reaction. Can be used to melt walls. Miscellaneous Reagents Name Recipe Effects Description Metabolism Side Effects Overdose Azosurfactant 1 Sulfuric Acid, 2 Carbon, 2 Hydrazine = 5 units Reacts instantly when mixed with water to spew foam out of the reagent container. You can mix anything else inside before mixing water inside to make it foam out as well. An isocyanate liquid that forms a foam when mixed with water. N/A N/A N/A Cardox 1 Carbon, 1 Platinum, 1 Sterilizine = 3 units Removes phoron from turfs and reagent containers. This includes a Vaurca's phoron reserve. If injected: Damages organs. Cardox is a mildly toxic, expensive, NanoTrasen designed cleaner intended to eliminate liquid phoron stains from suits. 0.3u/tick N/A N/A Condensed Capsaicin 2u capsaicin, 5u phoron as catalyst = 1 unit Causes severe pain, visual impairment, and coughing. A chemical agent used for self-defense and in police work. 0.2u/tick N/A N/A Coolant 1 Acetone, 1 Tungsten, 1 Water = 3 units Does nothing. Industrial cooling substance. 0.2u/tick N/A N/A Cryosurfacant 1 Ice, 1 Sodium, 1 Surfactant = 3 units Cools reagent container contents. Creates oxygen if mixed with Pyrosilicate. A bright cyan liquid consisting of strange self-cooling properties that reacts when exposed to water. 0.2u/tick N/A N/A Diethylamine 1 Ammonia, 1 Ethanol = 2 units Fertilizes plants. A secondary amine, mildly corrosive. 0.2u/tick N/A N/A Foaming Agent 1 Lithium, 1 Hydrazine = 1 unit Does nothing unless mixed into Metal Foam. An agent that yields metallic foam when mixed with light metal and a strong acid. 0.2u/tick N/A N/A Frost Oil 1 Ice Pepper = ~7 units Lowers body temperature. Removes 5u capsaicin per unit. A special oil that chemically chills the body. Extracted from Ice Peppers. 0.2u/tick N/A N/A Glucose 5 Nutriment, 5 sulfuric acid as catalyst = 5 units Serves as nutriment. 0.2u/tick N/A N/A Glycerol 1 Triglyceride, 2 Ethanol, 5 Sulfuric Acid as catalyst = 3 units Does nothing. Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. 0.2u/tick N/A N/A Glycerol 1 trigylceride, 2 butanol Does nothing. Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity. 0.2u/tick N/A N/A Luminol 2 Ammonia, 2 Carbon, 2 Hydrazine = 6 units If injected/ingested: Does nothing. If sprayed on turfs: Makes blood glow a bright blue. If sprayed on objects: Makes blood glow a bright blue if also used with a UV light. A compound that interacts with blood on the molecular level. 0.2u/tick N/A 20u Metal Foam 3 Aluminum/Iron, 1 Foaming Agent, 1 Polytrinic Acid = 5 units Reacts instantly to create a barrier of metal foam, size depending on how many reagents were used. Iron can make stronger walls. Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. N/A N/A N/A Monoammoniumphosphate 1 Ammonium, 1 Phosphorous, 1 Sodium, 1 Sulfuric Acid = 4 units Extinguishes fires. Lowers room temperature if it is too high. Commonly found in fire extinguishers, also works as a fertilizer. 0.2u/tick, 2u touched N/A N/A Plant-B-Gone 4 water, 1 toxin = 5 units Moderately damages organs. Damages Dionae greatly. Kills plants. A toxic mixture designed to kill plant-life. 0.2u/tick N/A N/A Phoron Solidification 5 iron, 5 frost oil, 20 phoron = 1 sheet of phoron. Turns liquid phoron to solid phoron. N/A N/A N/A Plastic 1 Polytrinic Acid, 1 Plasticide = 1 sheet of plastic Makes plastic. A recipe that makes sheets of plastic. You can obtain Plasticide from Plastellium mushrooms. N/A N/A N/A Pyrosilicate 1 Hydrazine, 1 Iron, 1 Sulfuric Acid, 1 Silicate = 4 units Warms reagent container contents. Creates oxygen if mixed with Cryosurfactant. A bright orange powder consisting of strange self-heating properties that reacts when exposed to sodium chloride. 0.2u/tick N/A N/A Silicate 1 Acetone, 1 Aluminum, 1 Silicon = 3 units Reinforces glass. A compound that can be used to reinforce glass. 0.2u/tick N/A N/A Sodium Chloride 1 Sodium, 1 Hydrochloric Acid = 2 units If ingested: Causes thirstiness. Absorbs alcohol. If injected: Does the above. Minorly damages organs. A salt made of sodium chloride. Commonly used to season food. 0.2u/tick N/A 20u Space Cleaner 1 Ammonia, 1 Water = 2 units Cleans stuff! Including blood! And resetting germ level! Wow!!! A compound used to clean things. Now with 50% more sodium hypochlorite! 5u/tick touched N/A N/A Space Lube 1 Acetone, 1 Silicon, 1 Water = 4 units Makes the floor extremely slippery. Lubricant is a substance introduced between two moving surfaces to reduce the friction and wear between them. N/A N/A N/A Sterilizine 1 Ethanol, 1 Hydrochloric Acid, 1 Dylovene = 3 units Cleans blood! Doesn't clean anything else! Resets germ level! Wow!!! It's totally useless! Just use Space Cleaner! Sterilizine is a chemical product composed of bleach and anti-toxins which can thoroughly disinfect wound sites and any biohazardous waste. 5u/tick touched N/A N/A Syntimeat 5 Blood, 1 Clonexadone = 1 syntimeat Not actually a reagent; it is a recipe to create synthetic meat. Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods. N/A N/A N/A Uranium Solidification 20 Uranium, 1 Potassium, 1 Frost Oil = 1 sheet of uranium Makes solid uranium from liquid uranium. A recipe that makes sheets of uranium. You can obtain Frost Oil from ice peppers. N/A N/A N/A Virus Food 1 Milk, 1 Water, 1 sugar = 5 units If used in the incubator: Increases virus growth rate. If ingested: Functions as regular food. Doesn't make viruses already inside you any nastier, in case you were wondering. Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. 0.4u/tick N/A N/A

Base Chemicals Base chemicals Acetone Aluminum Ammonia Carbon Copper Ethanol Hydrazine Hydrochloric Acid Iron Lithium Mercury Phosphorus Potassium Radium Silicon Sodium Sugar Sulfur Sulphuric Acid Tungsten Water Medicine Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) Addictol▮ 2 parts Impedrezene 2 pars Mercury 2 parts Purger When administered at a dose greater than 10u, will permanently treats the patient's addictions, until they get addicted again. 0.1/t N/A

Alkysine▮ 1 part Ammonia 1 part Dylovene 1 part Hydrochloric Acid Treats brain damage. Weak painkiller, provides 10 pain relief.

0.05/t 30u

Aminazine▮ 1 part Alkysine 1 part Purger Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery. Does not eliminate the addiction.

0.1/t N/A

Arithrazine▮ 1 part Hydrazine 1 part Hyronalin Removes radiation from patient's body more quickly and efficiently than Hyronalin. Treats toxin damage more effectively than Dylovene, but has a 60% per tick to inflict brute damage.

0.05/t 30u

Bicaridine▮ 1 part Blattedin 2 parts Inaprovaline Treats brute damage. Will eventually stop external bleeding. Seals most wounds.

0.2/t 30u

Citalopram▮ 1 part Carbon 1 part Mindbreaker Toxin Mild antidepressant. Helps stabilise the mind against hallucinations somewhat. No other mechanical effects.

0.01/t N/A Clonexadone▮ 1 part Cryoxadone 1 part Sodium 1 part Plasma 5 parts Plasma (catalyst) More effective than Cryoxadone. Requires body temperatures below 170K to function. Treats all damage types more effectively. Oxygenates the blood as Dexalin Plus. Lowers heart rate. Treats genetic/clone damage.

0.1/t N/A

Cryoxadone▮ 1 part Acetone 1 part Dexalin 1 part Water Requires body temperatures below 170K to function. Treats all damage types. Oxygenates the blood as Dexalin. Lowers heart rate. Treats genetic/clone damage.

0.1/t N/A

Dermaline▮ 1 part Acetone 1 part Kelotane 1 part Phosphorous Treats burn damage. More effective than Kelotane in every respect.

0.2/t 15u

Detox▮ 3 parts Inaprovaline 1 part Serotrotium Temperature required: 363K-INFINITY Assists the nervous system to handle Neural System Accumulation without suffering the side effects. Increases NSA threshold by anywhere between 20 and 60.

0.1/t 30u

Dexalin▮ 1 parts Acetone 0.1 part Plasma Supplies artificial oxygen to the bloodstream, treating suffocation, and causing the brain to act as though it is receiving 50% of maximum oxygen from the lungs even if the lungs have failed. Removes Lexorin from the bloodstream. Requires blood flow to function. Dexalin Plus is usually preferred over Dexalin. Can be administered in a sleeper.

0.2/t 30u

Dexalin Plus▮ 1 part Carbon 1 part Dexalin 1 part Iron As Dexalin, but 80% oxygenation and restores 20x suffocation damage per tick compared to Dexalin. Removes Lexorin from the bloodstream slightly mroe effectively. Requires blood flow to function.

0.2/t 15u

Dylovene▮ 1 part Ammonia 1 part Potassium 1 part Silicon A broad-spectrum anti-toxin. Treats toxin damage, shortens the duration of hallucinations and sleepiness. Purges Blattedin and Pararein. Boosts natural detoxification provided by the livers and kidneys, so long as they are not too damaged. Can be administered in a sleeper.

0.2/t N/A

Ethylredoxrazine▮ 1 part Acetone 1 part Carbon 1 part Dylovene Neutralizes alcohol in the blood stream at a 1:1 ratio. Nuliifies the effects of confusion, dizziness, sleepiness, and stuttering. Produces water when combined with ethanol.

0.2/t 30u

Haloperidol▮ 1 part Dylovene 1 part Leporazine Temperature required: 290-360K Purges Pararein from the bloodstream, causes tiredness and eventual sedation in the patient. Administer in doses less than 3u to avoid sedation. Lowers heart rate. “”“Treats”“” NSA overflow by removing chems from the bloodstream. Overdose is greatly toxic.

0.1/t 15u

Hyronalin▮ 1 part Dylovene 1 part Radium Removes radiation from the patient's system. Does not treat toxin damage. Does not treat genetic degradation. In most cases, should be administered with Dylovene and/or Arithrazine.

0.05/t 30u

Imidazoline▮ 1 part Carbon 1 part Dylovene 1 part Hydrazine Treats damage to the eyes. Does not treat damage caused by genetic degradation. Will not revive decaying or necrotic eyes. (Results in 2u instead of 3u)

0.2/t 30u

Inaprovaline▮ 1 part Acetone 1 part Carbon 1 part Sugar Reduces bleeding. Brings a slowed or elevated pulse closer towards baseline. Allows a patient undergoing cardiac arrest to breathe. Very weak painkiller, provides 15 pain relief. It will not allow breathing if the lungs have also failed. Can be administered in a sleeper.

0.1/t 60u

Kelotane▮ 1 part Carbon 1 part Silicon Treats burn damage. 0.2/t 30u

Kyphotorin▮ 1 part Peridaxon 1 part Clonexadone 1 part Unstable mutagen Chance to regnerate missing limbs per tick with a higher dosage increasing the chance and deals light burn damage at a 10% chance per tick. Regenerating limbs is extremely painful. Overdose causes clone damage and nullifies the regeneration until dosage is beneath the threshold.

0.2/t 19.8u

Leporazine▮ 1 part Copper 1 part Silicon 5 parts Plasma (Catalyst) Rapidly stabilises body temperature. Treats fevers and hypothermia. 0.2/t N/A

Meralyne▮ 2 parts Blattedin 1 part Hyperzine 1 part Tramadol Treats brute damage. Will eventually stop external bleeding. Seals most wounds. More effective than Bicardine in every respect.

0.2/t 30u

Methylphenidate▮ 1 part Hydrazine 1 part Mindbreaker Toxin Aids with concentration. Has no mechanical effects. 0.01/t N/A

Negative Paragenetic Marker▮ 1 part Carbon 1 part Ryetalyn Temperature required: 400K-INFINITY Not a true medication. A chemical that, when heated in the presence of Carrion blood, will react to form Positive Paragenetic Marker. Has no other effects or uses.

0.2/t N/A

Noexcutite▮ 1 part Dylovene 1 part Tramadol Prevents convulsions and jitters. 0.2/t 30u

Ossisine▮ 1 part Bicaridine 1 part Clonexadone 1 part Soporific Repairs bones quickly, inflicts hallucinatin damage while processing. Mending fractures is painful. Overdose inflicts minor clone damage.

0.2/t 15u

Oxycodone▮ 1 part Ethanol 1 part Tramadol 5 parts Plasma (catalyst) Painkiller, 65 pain relief. Causes a druggy effect similar to Space Drugs 60 NSA. Overdose causes hallucinations, slurring, slowed movement and falling. Alongside a reduction in Toughness. (Results in 1u instead of 2u)

0.02/t 20u

Paracetamol▮ 1 part Inaprovaline 1 part Ethanol 1 part Acetone Mild painkiller, provides 25 pain relief. Overdose causes drugginess. Can be administered in a sleeper.

0.02/t 60u

Paroxetine▮ 1 part Acetone 1 part Inaprovaline 1 part Mindbreaker Toxin Stabilises the mind against hallucinations. 10% chance of causing severe hallucinations. 0.01/t N/A

Peridaxon▮ 1 part Bicaridine 1 part Clonexadone 5 parts Plasma (catalyst) Treats damage to organs, so long as they are not dead or necrotic. Does not treat robotic organ damage. Cannot revive necrotic organs. (Results in 1u instead of 2u)

0.2/t 10u

Polystem▮ 1 part Iron 1 part Polytrinic acid 3 parts Potassium Temperature required:124K-168K Heals both brute and burn damage, albeit slowly. Minor blood clotting. Can be combined with other medications for faster treatment.

0.1/t 20u

Positive Paragenetic Marker▮ 1 part (Carrion) Blood 1 part Negative Paragenetic Marker Temperature required:700K-INFINITY If you have created this chemical from someone's blood, then they are a Carrion. Has no other effects or uses.

0.2/t N/A

Purger▮ 3 parts Dylovene 1 part Mindbreaker Toxin Temperature required: 363K-INFINITY Temporarily suppresses the craving effects of addictions, by preventing withdrawals from advancing in intensity. Does not remove the addiction.

0.1/t N/A

Quickclot▮ 1 part Clonexadone 1 part Kelotane 1 part Plasma (Catalyst) An extremely fast-acting clotting agent. Mechanically pointless with the removal of Internal Bleeding.

0.1/t 15u

Resuscitator▮ Molitor-Riedel Enricher (Requires nutriment) The only thing that can reverse the effects of death besides Neotheology themselves. The Enricher is a one-of-a-kind item and there is NO way to make more Resuscitator without it. Any amount will attempt resuscitation of the body. Bodies must not have a combined damage that exceeds ~180 to their torso and head, the brain and heart must also be in sufficient condition and not necrotic. Physical damage to corpses can be repaired via surgery. Inflicts heart damage in the living, do not overuse.

1/t 30u

Rezadone▮ 1 part Carpotoxin 1 part Copper 1 part Cryptobiolin Treats genetic/clone damage. Treats brute/burn/toxin/suffocation damage by mild amounts. Causes disfigurement if administered in doses higher than 3u. Causes jitteryness and dizziness at doeses greater than 10u. (Results in 1u instead 2u)

0.2/t 30u

Ryetalyn▮ 1 part Arithrazine 1 part Carbon Treats disabilities and mutations. Any amount of 0.1 or more is fully effective.

0.2/t 30u

Sanguinum▮ 1 part Bicaridine 1 part Mercury 1 part Spaceacillin Greatly increases blood restoration. May cause blood coughing. 0.2/t 15u

Spaceacillin▮ 1 part Cryptobiolin 1 part Inaprovaline Treats bacterial infections. Prevents recieving viral infections. May treat viral infections if caught at stage 1 at a 20% chance 0.01/t 30u

Sterilizine▮ 1part Dylovene 1 part Ethanol 1 part Hydrochloric Acid Kills germs and cleans up bloodstains more effectively than space cleaner. Prevents surgical infections.

0.2/t N/A

Synaptizine▮ 1 part Lithium 1 part Sugar 1 part Water Treats hallucinations, paralysis, sleepiness and purges Mindbreaker Toxin. Functions as a stimulant, counteracting stuns and acting as a mild painkiller, providing 20 pain relief. 50 NSA. Moderately toxic. Recommended dosage at under 5 units. Metabolizes very slowly.

0.01/t 5u

Tramadol▮ 1 part Paracetamol 1 part Sugar 1 part Water Painkiller, provides 50 pain relief. 40 NSA. Overdose causes hallucinations, slurring, slowed movement and falling. Alongside a reduction in Toughness. (Results in 1u instead of 3u)

0.02/t 30u

Tricordrazine▮ 1 part Dylovene 1 part Inaprovaline Heals both brute, burn, toxin and oxygen damage, albeit slowly. Can be combined with other medications for faster treatment. Can be administered directly from a sleeper.

0.2/t N/A

Vomitol▮ 1 part Carbon 1 part Hydrochloric Acid 1 part Acetone Every tick, has a 1 in 10 chance of inducing vomiting - totally purging the stomach of all ingested chemicals. Can be heated above 683.15K to return it to its base ingredients. Mostly useless as Carbon pills will remove reagents from the stomach directly.

0.2/t 30u Stims Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) Adrenaline▮ 3 parts Blood 1 parts Dexalin Temperature required:373K-INFINITY Counteracts stuns and moderately increases Toughness. Very mildly toxic 0.2/t 30u

Bouncer▮ 1 part Inaprovaline 1 part Vodka 1 part Tramadol Temperature required:303K-333K Mildly improves Toughness at the cost of Robustness. Sanity gain = 1

0.2/t 30u

Boxer▮ 1 part Starkellin 1 part Bouncer 1 part Toxin Temperature required:323K-328K Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness. Sanity gain = 1.25

0.2/t 15u

Cherry Drops▮ 1 part Iron 1 part Vodka 1 part Nicotine Temperature required:303K-333K Mildly improves Cognition at the cost of Mechanical. Sanity gain = 1

0.2/t 35u

Grape Drops▮ 1 part Cherry Drops 1 part Ethanol 1 part Raw Industrial Nanobots Temperature required:338K-343K Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical. Sanity gain = 1.25

0.2/t 25u

Machine Binding Ritualt▮ 1 part Coffee 1 part Carbon 1 part Ethanol 1 part Sugar Temperature required:323K-343K Mildly improves Mechanical at the cost of Biology. Sanity gain = 1

0.2/t 30u

Machine Spirit▮ 1 part Blattedin 1 part Tramadol 1 part Machine Binding Ritual Temperature required:308K-318K Moderately increases Mechanical at the cost of mildly reducing Biology and Cognition Sanity gain = 1.25

0.1/t 18u

Menace▮ 1 part Boxer 1 part Turbo 1 part Violence Ultra Temperature required:358K-363K Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical. Sanity gain = 1

0.2/t 9u

Party Drops▮ 1 part Grape Drops 1 part Machine Spirit 1 part UltraSurgeon Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance. Sanity gain = 1

0.2/t 12u

ProSurgeons▮ 1 part Nicotine 2 parts Sugar 2 parts Tungsten Mildly improves Biology at the cost of Cognition. Sanity gain = 1

0.1/t 20u

Steady▮ 1 part Tramadol 1 part Copper 1 part Nicotine Temperature required:323K-338K Mildly improves Vigilance at the cost of Toughness. Sanity gain = 1

0.2/t 20u

Turbo▮ 1 part Kelotane 1 part Steady 1 part Pararein Temperature required:288K-293K Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness. Sanity gain = 1.25

0.2/t 12u

UltraSurgeon▮ 1 part Noexcutite 3 parts ProSurgeon Temperature required:243K-263K Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical. Sanity gain = 1.25

0.2/t 17u

Violence▮ 1 part Ammonia 1 part Vodka 1 part Acetone Temperature required:393K-423K Mildly improves Robustness at the cost of Vigilance. Sanity gain = 1

0.2/t 20u

Violence Ultra▮ 1 part Tramadol 1 part Gewaltine 1 part Violence Temperature required:243K-258K Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance. Sanity gain = 1.25

0.2/t 11u Drugs Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) Cryptobiolin▮ 1 part Acetone 1 part Potassium 1 part Sugar Causes confusion and dizzyness. Sanity Gain = 1

0.1/t 30u

Hyperzine▮ 1 part Blattedin 1 part Sugar 1 part Sulfur Muscle stimulant. Allows greater freedom of movement. Side effects include twitching, nervousness, and addiction. Can cause minor heart damage due to high BPM. 5 parts Whiskey (Catalyst) (Results in 1u instead of 3u)

0.03/t 15u

Impedrezene▮ 1 part Acetone 1 part Mercury 1 part Sugar A narcotic that impedes one's ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness. Sanity Gain = 1

0.2/t 30u

Nicotine▮ Cigarettes Tobacco plants Raises the pulse Weak painkiller, providing 5 pain relief. 10 NSA. Overdose causes toxic build-up and vomiting. Mildy addictive, withdrawals lower Biology mildly. Sanity Gain = 0.5

0.2/t 15u

Mindbreaker Toxin▮ 1 part Dylovene 1 part Silicon 1 part Hydrazine A powerful hallucinogen 0.05/t 30u

Mindwipe▮ 1 part Ethanol 1 part Dylovene 1 part Mindbreaker Toxin 5 parts Whiskey (Catalyst) Induces confusion, dizziness, drugginess, hallucinations, jitteriness and makes you walk randomly on occassion. Nullifies breakdowns. 90 NSA. Sanity Gain = 2

0.2/t 30u

Psilocybin▮ Mushrooms (Amanita, Destroying Angel, Reishi) Below 1u, induces mild hallucinations, stuttering, dizziness, and improves Cognition mildly. Gretaer doses cause drugginess and enhanced effects. 40 NSA. Mildy addictive Sanity Gain = 1.5

0.1/t 19.8u

Serotrotium▮ 5 parts Blood 1 part Psilocybin 5 parts Nutriment (Catalyst) Temeprature required:203K-273K Promotes concentrated production of the serotonin neurotransmitter in humans. Sanity gain = 1.5

0.05/t 30u

Space Drugs▮ 1 part Lithium 1 part Mercury 1 part Sugar Causes random movements and feelings of drugginess, lowers the heart rate. Extremely addictive. Sanity gain = 1.5

0.1/t 30u Nanites Note: All nanites reduce blood at an equal rate, with blood regeneration and blood consumption breaking even at 30u. Nanites metabolize when in use.

Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) A-rad▮ 1 part Arithrazine 1 part Raw Industrial Nanobots Purges radiation over time. N/A N/A

Control Booster Combat▮ 1 part Menace 1 part Raw Uncapped Nanobots Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace. Has no side effects.

N/A N/A

Control Booster Utility▮ 1 part Party Drops 1 part Raw Uncapped Nanobots Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops. Has no side effects.

N/A N/A

Handyprints▮ 1 part Sterilizine 1 part Raw Uncapped Nanobots Alters the user's fingerprints to obscure identification. N/A N/A

Implantoids▮ 1 part Aluminum 1 part Raw Industrial Nanobots Repairs mechanical limbs, implants and organs over time. Does not heal organic parts.

N/A N/A

Nanosymbiotes▮ 1 part Peridaxon 1 part Raw Industrial Nanobots Heals brute, burn, toxin and clone damage over time, as well as repairs the brain. Does not heal other internal organs or mechanical parts.

N/A N/A

Nantidotes▮ 1 part Haloperidol 1 part Raw Industrial Nanobots Removes reagents from the bloodstream that is anything but itself. Does not heal toxin damage.

N/A N/A

Oxyrush▮ 1 part Dexalin 1 part Raw Industrial Nanobots Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus. N/A N/A

Purgers▮ 1 part Raw Industrial Nanobots 1 part Vomitol Removes other nanites from the bloodstream. N/A N/A

Raw Industrial Nanobots▮ Can be acquired from Kraftwerk Roaches.

Nanites made from Industrial Nanobots can be heated to 523K to denature them back into raw form. Undifferentiated and will react with certain chemicals to form specialized nanites. N/A N/A

Raw Uncapped Nanobots▮ Can be acquired from Kraftwerk Roaches.

Nanites made from Uncapped Nanobots can be heated to 523K to denature them back into raw form. Undifferentiated and will react with certain chemicals to form specialized nanites. Required to make Illegal nanites. N/A N/A

Trauma Control System▮ 1 part Bicaridine 1 part Raw Industrial Nanobots Heals organic organs over time. Does not heal external damage, or mechanical organs.

N/A N/A

Voice mimics▮ 1 part Raw Uncapped Nanobots 1 part Synaptizine Alters the user's voice to be unrecognisable and appear as “Unknown”. Hitting the host will disable the nanites. N/A N/A Other Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) Arectine▮ 1 part Dylovene 1 part Ethanol 1 part Welding Fuel Causes the recipient to emit light. Overdose sets the recipient on fire. Very low addiction risk.

0.2/t 25u

Azosurfactant▮ 2 parts Carbon 2 parts Hydrazine 1 part Sulphuric Acid Forms foam on mixture of water. 0.2/t N/A

Coolant▮ 1 part Acetone 1 part Tungsten 1 part Water Greatly lowers the surrounding temperature in the environment. 0.2/t N/A

Diethylamine▮ 1 part Ammonia 1 part Ethanol Non-toxic fertilizer. 0.2/t N/A

EZ Nutrient▮ 1 part Ammonia 3 parts Carbon A chemical fertilizer. Adds 1 nutrient per 1 unit spent on a plant. An extremely weak poison.

0.01/t N/A

Foaming Agent▮ 1 part Hydrazine 1 part Lithium Creates metallic foam when mixed with Aluminium and Polytrinic Acid 0.2/t N/A

InstantIce▮ 1 part Axcetone 1 part Hydrazine 1 part Sodium Chloride Cools reagents to -50C inside a container when mixed with water. Makes water when mixed with water. 0.2/t N/A

Glycerol▮ 3 parts Corn Oil 1 part Sulphuric Acid Precursor to Nitroglycerin. 0.2/t N/A

Left-4-Zed▮ 1 part Nutriment 3 parts Radium A chemical fertilizer. An extremely weak poison.

0.01/t N/A

Lipozine▮ 1 part Ethanol 1 part Sodium Chloride 1 part Radium Removes nutrion from the body. 0.2/t 30u

Luminol▮ 2 parts Ammonia 2 parts Carbon 2 parts Hydrazine Reveals the presence of cleaned blood on objects or people under a UV light. 0.2/t N/A

Matter Deconstructor▮ Excelsior Reclaimer Deconstructs items it touches into 75% of its base materials. 0.2/t (50/t on touch)

N/A

Oil▮ 1 part Carbon 1 part Ethanol 1 part Welding Fuel Temperature required:480K-INFINITY A precursor to Plasticide. Mildly toxic. 0.01/t N/A

Paint▮ 1 part Plasticide 3 parts Water Final reagent decides colour Recolour surfaces, objects and people. Reagents not using crayon dust look slightly off-colour. Red: 5u Tomato juice/5u Poison berry juice/5u Grape juice/5u Watermelon juice/2u Blood/1u Red crayon dust Orange: 5u Orange juice/ 5u Carrot juice/1u Orange crayon dust Yellow: 5u Banana juice/5u Lemon juice/1u Yellow crayon dust Green: 5u Lime juice/1u Green crayon dust Blue: 1u Blue crayon dust Purple: 5u Berry juice/1u Purple crayon dust Grey: 1u Aluminium/1u Grey crayon dust Brown: 5u Potato juice/1u Brown crayon dust Black: 1u Carbon White: 5u Milk

0.2/t 15u

Plant-B-Gone▮ 1 part Toxin 4 parts Water A strong herbicide, but a very weak poison. 0.01/t N/A

Plasmasolidification 5 parts Frost Oil 5 parts Iron 20 parts Plasma Creates plasma sheets. N/A N/A

Plastication 2 parts Plasticide 1 part Polytrinic Acid Creates plastic sheets. N/A N/A

Plasticide▮ 1 part Ethanol 1 part Oil 1 part Silicon Temperature required:0K-273K A key ingredient in a number of industrial chemical processes. Extremely toxic.

0.01/t N/A

Rejuvenating Agent▮ 2 parts Space Cleaner 1 part Polytrinic acid 1 part Sulfur A complex reagent that, applied to an object, is capable of eliminating most of the effects of the passage of time. 0.01/t N/A

Robust Harvest▮ 3 parts Carbon 1 part EZ Nutrient 3 parts Sugar A chemical fertilizer. An extremely weak poison.

0.01/t N/A

Silicate▮ 1 part Acetone 1 part Aluminium 1 part Silicon Repairs and reinforces windows, providing up to 50% damage reduction depending on how much silicate is added. 0.2/t N/A

Sodium Chloride▮ 1 part Hydrochloric Acid 1 part Sodium Tasty. 0.2/t N/A

Soporific▮ 1 part Chloral Hydrate 4 parts Sugar A slow acting, long-lasting anaesthetic. Not toxic. Combine with a small amount of Chloral Hydrate for best effect.

0.1/t 30u

Space Cleaner▮ 1 part Ammonia 1 part Water Cleans dirt, blood and similar detritus. Removes paint and weathered look from items. Toxic to slimepeople.

0.2/t (50/t on touch)

N/A

Space Lube▮ 1 part Acetone 1 part Silicon 1 part Water Makes the floor extremely slippery. Crowbarring up the floor (if possible) will remove the lubrication. 0.2/t N/A

Ultra Glue▮ 1 part Carbon 1 part Ethanol 1 part Plasticide Temperature required: 363K-INFINITY Does nothing but enhance Ironhammer roleplay. Mechanically useless.

0.2/t N/A Pyrotechnics Name Recipe Description Metabolism Rate Toxins Name Recipe Description Metabolism Rate Overdose Threshold (NOT CORRECT) Heating Point Heating Products Advanced Mutation Toxin▮ Obtained through black slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. The advanced version fully devolves a human into a slime. 0.01/t N/A N/A N/A

Amatoxin▮ Grind Fly Amanita mushrooms A powerful poison derived from certain species of mushroom. 0.01/t N/A 523K Toxin

Beer 2▮ Dispensed by emagged brobots Chloral Hydrate disguised as beer. 0.01/t N/A N/A N/A

Blattedin▮ Obtained from Roaches of all varieties. An effective toxin and a necessary precursor to a variety of specialized medications. Has a 7 in 10 chance of reviving a dead, non-fuhrer, roach when it comes into contact with the body. 0.02/t N/A 260 Celcius Carbon, Protein

Biomatter▮ Obtained from Church Bioreactor An incredibly dangerous toxin that causes severe damage to any biological being that comes into contact with it. 0.01/t N/A N/A N/A

Carpotoxin▮ Extracted from Carp meat A deadly toxin produced by the dreaded space carp that damages the liver. A useful ingredient in certain medications and required for certain, powerful stimulants. Mildly increases Vigilance.

0.01/t 10u 523K Toxin

Chloral Hydrate▮ 1 part Ethanol 3 parts Hydrochloric Acid 1 part Water A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long. 0.1/t 15u N/A N/A

Cyanide▮ 5 parts Toxin 3 parts Mindbreaker Toxin 2 parts Fuhrerole An extremely toxic poison. 0.4/t N/A N/A N/A

Diplopterum▮ Obtained from grinding roach meat A toxic stimulant that mildly boosts Mechanics. 0.2/t 19.8u 573K Radium, Acetone, Hydrazine, Nutriment

Fuhrerole▮ Harvested from Fuhrer roaches. Causes other roaches to treat you as one of them whilst processing in your system. Mildly toxic. A precursor to powerful stimulants and poisons.

0.01/t 8u 573K Radium, Mercury, Lithium, Nutriment

Gewaltine▮ Harvested from Jager roaches. A toxin found in Jager roaches mildly boosts Robustness but mildly reduces Toughness. Mildly toxic. 0.01/t 15u 573K Radium, Mercury, Sugar, Nutriment

Lexorin▮ 1 part Ammoniat 1 part Hydrazine 1 part Plasma An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system. Purged with Dexalin and Dexalin Plus.

0.01/t 30u N/A N/A

Mutation Toxin▮ Obtained through green slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. NOTE: Slimepeople are mutants and their existence outside of Moebius Laboratories is grounds for execution.

0.01/t N/A N/A N/A

Pararein▮ Harvested from Spiders. Mildly decreases Robustness and Vigilance. Mildly Toxic. 0.01/t 10u 523K Toxin

Plasma▮ Acquired from mining. A highly flammable chemical that can exist in reagent and gaseous form, splashes will deal moderate chemical burns. Ingestion and/or injection is highly toxic.

0.01/t N/A N/A N/A

Polytrinic acid▮ 1 part Hydrochloric Acid 1 part Potassium 1 part Sulphuric Acid A very powerful acid. Can be used to destroy objects and Hivemind wires.

0.4/t N/A N/A N/A

Seligitillin▮ Harvested from Seuche roaches. A strong clotting agent with mild brute healing capabilities. Mildly toxic. 0.01/t 15u 573K Radium, Ammonia, Sulfur, Nutrient

Slime Jelly▮ Harvested from Slimes. Has a 1 in 10 chance of dealing high amounts of toxin per tick, ontop of mild, constant toxin build-up. Has a 2 in 5 chance to mdoerately heal brute/burn damage. 0.01/t N/A N/A N/A

Starkellin▮ Harvested from Panzer roaches. Mildly increases Toughness. Mildly toxic. 0.01/t 15u 573K Radium, Aluminum, Tungsten, Nutriment

Toxin▮ Heating up various venoms, such as Pararein Mildly toxic. Produced in the body during organ failure and blood/organ compatability mismatch. 0.01/t N/A N/A N/A

Unstable mutagen▮ 1 part Hydrochloric Acid 1 part Phosphorous 1 part Radium Causes random, uncontrolled mutations whilst mildly irradiating the victim and dealing mild toxin damage. 0.01/t N/A N/A N/A

Zombie Powder▮ 5 parts Carpotoxin 5 parts Copper 5 parts Soporific Causes the victim to enter a state of false death and fool all but the most thorough medical tests. Very weakly toxic but de-oxygenates the body the longer it's present, potentially causing long-term damage if left too long.

0.2/t N/A N/A N/A Syringecustom64(2).pngBeakercustom64.png Ghetto Chemistry As a vagabond, your choices for medical care are fairly limited. Most of us will find ourselves in need of medical care down in the tunnels at some point; and sometimes the medbay is simply too far to be a viable option for survival. Experienced scavengers will often employ their own means of acquiring medicines and remedies, or useful(harmful) chemicals required for criminal activities. It is not a rare sight to see vagabonds picking through medical refuse piles, but only true veterans will realize the full potential of them.

Mortar & Pestle Mortarandpestle64.png Crafting This tool is the makeshift version of the Grinder tool commonly found in Chemistry labs. It can grind up almost everything that its electric counterpart can, except for tough materials like uranium or plasma. Its main use in chemistry is to grind organic items that produce chemical reagents. As you can imagine, the tunnels of the Eris contain many of these sorts of items,plants, and fauna refuse.

Some of the things that can be ground up: floor pills for random reagent and amount, deteriorated medicine to recycle one specific reagent, old food for protein and random toxic reagents, roach and spider meats for venom and enzymes, as well as medical kits, gauze, and ointments for ethanol and common medicines. There are more things that aren't listed, so feel free to try different things!

Put the items inside of the Mortar and use it in your hand to grind them with the Pestle. This will fill up the Mortar with the solution from the material inside. The Mortar will hold up to 60 units of reagents. Once it contains a reagent or solution inside, click on a vessel such as a beaker or a cup to pour it out into said vessel. Take note that you can grind many things at once to create a solution inside the M&P or one at a time to quickly isolate reagents. Some things such as roach meats will always contain several reagents inside, which will require a Centrifuge to separate and to isolate specific chemicals.

Manual Centrifuge Manualcentrifuge64.png Crafting Moebius has had the solution for separating chemicals for a long time using things like fancy science and electricity. True under tunnel dwellers aboard know they don't require either. All you need is some DIY knowledge and the motivation to crank a handle so hard your hands get blisters. Introducing the Manual Centrifuge.

You can craft this item by using steel via the crafting menu. The way this works is you can put up to 3 vessels inside. The main source vessel will contain the solution that is to be separated. 2 empty vessels are added to contain the isolated reagents. Once you have the vessels in place, use the Centrifuge in your hand to start cranking the handle. Gravitational forces will force the reagents apart inside the centrifuge safely collecting them inside the beakers based on mole mass. It's random in which reagents will get separated so keep using empty vessels until you have all of it organized.

Some reagents will react with each other to form a compound chemical. This is no longer a separate solution but a different chemical altogether. What if we want to isolate a specific reagent that is used in the creation of compounds. We cannot use the centrifuge because the reagents are no longer there. What we need is electrolysis to force the molecules inside the compound apart and regain reagents.

Makeshift Electrolyzer Makeshiftelectrolyzer64.png Crafting This item is the makeshift counterpart of the chemistry lab Electrolyzer. Pretty much a battery hooked up to a vessel designed to run an electrical current through a compound solution to forcefully separate the reagents it was made from. The electrolyzer works by inputting a vessel with a compound solution inside of it and using it in your hand to start the process. The chemical will separate inside the vessel and create a regular solution; which can then be run through the centrifuge to separate compound from source reagent. Naturally, you will lose some of the compound solutions in the process.

Ghetto Chemistry Conclusion Feel free to experiment with these items now that you know how they work. These 3 items allow you to be incredibly self-sufficient in your journey on Eris. You can recycle old medicine to create new medicine, chemicals that can keep you alive in face of certain death, and useful compounds that can certainly come in handy or be sold at a profit. So next time you see an old-timer picking up floor pills and old food and carefully placing it into a dedicated container, consider why you are not doing the same.

Player chem combinations Below are player-created chemical solutions and their effects. Some of these do not actually turn into solutions but are still beneficial.

Isaac´s guide to fast chems (120u) °KeloDerm ( heals burns faster than derm or kelo alone)

  1. 40 Carbon
  2. 40 Sillicon
  3. 20 Acetone
  4. 20 Phosphorous

°Anti Rads (Hyroallin,Dylo, and a bit of Arithrazine)

  1. 30 Ammonia
  2. 30 Potassium
  3. 30 Sillicon

0.1/t In Stomach 30u Carthatoline▮ 1 part Dylovene 2 parts Carbon 0.1 parts Toxin 5 parts Plasma (Catalyst) Treats toxin damage at an accelerated rate, while healing damage to the Liver. Purges more types of toxins then Dylovene. Works for healing Cht'mant. 0.2/t In Blood 0.1/t In Stomach N/A Citalopram▮ 1 part Carbon 1 part Mindbreaker Toxin Mild antidepressant. Helps stabilize the mind. (Pure RP effect) 0.01/t In Blood 0.005/t In Stomach N/A Cronexidone▮ 1 part Cryoxadone 1 part Sodium 0.1 parts Radium 5 parts Plasma (catalyst) More effective than Cryoxadone, same effects. Requires temperatures below 170K to function. Does not work when ingested. Works perfectly in tandem with Cryoxadone, their effects stacking.

0.2/t In Blood 0.1/t In Stomach N/A Cryoxadone▮ 1 part Acetone 1 part Dexalin 1 part Water Used in beakers inside cryogenic cells. Treats brute, burn, oxygen deprivation and toxin damage, as well as genetic (clone) damage. Requires temperatures below 170K to function. Does not work if ingested.

0.2/t In Blood 0.1/t In Stomach N/A Dermaline▮ 1 part Acetone 1 part Kelotane 1 part Phosphorous Treats burn damage. Prevents infection. Works for healing Cht'mant. More effective than Kelotane in every respect. Has a low overdose threshold. Can be combined with Kelotane in equal parts (commonly known as KeloDerm) to reduce danger of overdose, their effects stacking.

0.2/t In Blood 0.1/t In Stomach 15u Detox▮ 3 parts Inaprovaline 1 part Serotrotium Temperature required: 363K-INFINITY Increases maximum Neural System Accumulation threshold, preventing puking. 0.1/t In Blood 0.05/t In Stomach 30u Dexalin▮ 2 parts Acetone 0.1 parts Iron 5 parts Plasma (catalyst) Heals oxygen deprivation damage slowly while removing Lexorin from bloodstream. Can be administered in a sleeper. Does nothing for Cht'mant, use Diplopterum instead. 0.2/t In Blood 0.1/t In Stomach 30u Dexalin Plus▮ 1 part Acetone 1 part Dexalin 1 part Iron 5 parts Plasma (catalyst) Heals oxygen deprivation faster than Dexalin. Removes Lexorin from the bloodstream. Also slowly and slightly heals Muscles inside the body. Works for healing Cht'mant. 0.2/t In Blood 0.1/t In Stomach 15u Dylovene▮ 1 part Ammonia 1 part Potassium 1 part Silicon Heals toxin damage, shortens the duration of drug-related hallucinations and sleepiness, and removes Pararein, Carpotoxin, Blattedin and Toxin from the blood. Can be administered in a sleeper. Works for healing Cht'mant. 0.2/t In Blood 0.1/t In Stomach 30u Ethylredoxrazine▮ 1 part Acetone 1 part Carbon 1 part Dylovene Purges alcohol from the stomach per unit ingested. Also treats confusion, dizziness, sleepiness, and stuttering to sober up drunkards. Does nothing if injected. 0.2/t In Blood 0.1/t In Stomach 30u Haloperidol▮ 1 part Dylovene 1 part Leporazine Temperature required: 290-360K Purges Toxin & Stimulator class chem on the bloodstream very quickly. 1 unit will induce yawning, 2 will blur eyes, and three onwards will put the patient to sleep. Useful for clearing stuff like Unstable Mutagen, MENACE or Party Drops from the bloodstream without endangering bloodloss through dyalisis. Do not administer in tandem with healing Toxin & Stimulator class chems or they'll be lost!

0.1/t In Blood 0.05/t In Stomach 15u Hyronalin▮ 1 part Dylovene 1 part Radium Removes radiation from the patient's system. Does not treat toxin damage. Does not treat genetic (clone) damage.

0.05/t In Blood 0.025/t In Stomach 30u Imidazoline▮ 1 part Carbon 1 part Dylovene 1 part Hydrazine Treats damage to the eyes, removing blindness and/or blurring. Does not cure blindness from genetic mutations. (Results in 2u instead of 3u)

0.2/t In Blood 0.1/t In Stomach 30u Inaprovaline▮ 1 part Acetone 1 part Carbon 1 part Sugar Very weak painkiller. Stabilizes Breathing. Weak Blood Clotting. Weak oxygen deprivation healing. 0.1/t In Blood 0.05/t In Stomach 60u Kelotane▮ 1 part Carbon 1 part Silicon Treats burn damage. Does not work on Cht'mant, use Seligitilin instead. 0.2/t In Blood 0.1/t In Stomach 30u Kyphotorin▮ 1 part Peridaxon 1 part Clonexadone 1 part Unstable Mutagen Regenerates missing limbs and deals light brute damage occasionally. Regenerating limbs is extremely painful. ONLY works in a cryo pod and at temperatures below 170K. Use just 2u at a time in a beaker (DO NOT COMBINE WITH CRYO/CRONE, JUST 2U KYPHOTORIN) and wait until the brute damage gets healed, then dyalisis the rest. Chem gets tripled inside a cryotube and using more than 2u will result in a fatal overdose that causes cellular (clone) damage. 0.2/t In Blood 0.1/t In Stomach 19.8u Leporazine▮ 1 part Copper 1 part Silicon 5 parts Plasma (Catalyst) Rapidly stabilises body temperature. Treats fevers caused by infections. (Purely cosmetic effect) 0.2/t In Blood 0.1/t In Stomach N/A Meralyne▮ 2 parts Blattedin 1 part Hyperzine 1 part Tramadol Treats brute and burn damage at an exceptionally fast rate. Will eventually stop external bleeding by clotting wounds. 0.2/t In Blood 0.1/t In Stomach 30u Methylphenidate▮ 1 part Hydrazine 1 part Mindbreaker Toxin Aids with concentration and focus. General anti-anxiety medicine for ADHD and other mental ailments. Has no mechanical effects (pure RP) 0.01/t In Blood 0.005/t In Stomach N/A Negative Paragenetic Marker▮ 1 part Carbon 1 part Ryetalyn Temperature required: 400K-INFINITY A chemical that, when heated to 700K and combined in equal parts with a blood sample, will react to form Positive Paragenetic Marker if the blood comes from a Carrion. 0.2/t In Blood 0.1/t In Stomach N/A Noexcutite▮ 1 part Dylovene 1 part Oxycodone Stops convulsions and jittering. If overdosed, will cause paralysis. 0.2/t In Blood 0.1/t In Stomach 30u Ossisine▮ 1 part Bicaridine 1 part Clonexadone 1 part Soporific Repairs bones quickly, but paralyses the patient while processing. It does not set bones in place (unless overdosed). For that, do surgery instead. Overdosing causes fatal cellular (clone) damage. 0.2/t In Blood 0.1/t In Stomach 15u Oxycodone▮ 1 part Ethanol 1 part Tramadol 5 parts Plasma (catalyst) Most powerful painkiller. Useful when you run out of Anesthesics and need to keep a patient out of pain during surgery, or if near fatally hurt. Makes the user feel druggy. Overdosing causes hallucinations, drugginess, slurring, and slowed movement, it also stuns if you're not Tough enough. 0.02/t In Blood 0.01/t In Stomach 19.8u Paracetamol▮ 1 part Inaprovaline 1 part Ethanol 1 part Acetone Weak painkiller. Can be administered in a sleeper. 0.02/t In Blood 0.01/t In Stomach 60u Paroxetine▮ 1 part Acetone 1 part Inaprovaline 1 part Mindbreaker Toxin Strongest antidepressant available that greatly stabilizes the mind (Purely RP). Has a chance of destabilizing the mind, causing severe hallucinations. 0.01/t In Blood 0.005/t In Stomach N/A Peridaxon▮ 2 parts Bicaridine 0.1 parts Clonexadone 5 parts Plasma (catalyst) Treats damage to organs, healing them. Does not treat brain damage nor heal bones. Will not work for Cht'mant, use Fuhrerole instead. 0.02/t In Blood 0.01/t In Stomach 10u Polystem▮ 1 part Iron 1 part Polytrinic acid 3 parts Potassium Temperature required:124K-168K Heals both brute and burn damage, albeit slowly. Minor blood clotting. Can be combined with other medications for faster treatment.

0.01/t In Blood 0.005/t In Stomach 20u Positive Paragenetic Marker▮ 1 part (Carrion) Blood 1 part Negative Paragenetic Marker Temperature required:700K-INFINITY The result of heating up Negative Paragenetic Marker in the prescence of Carrion blood. If you manage to obtain this, report the person to Marshals immediately (and discretely). 0.02/t In Blood 0.01/t In Stomach N/A Purger▮ 3 parts Dylovene 1 part Mindbreaker Toxin Temperature required: 363K-INFINITY Temporarily suppresses the craving effects of addictions, allowing the patient to recover from addictions easier. Also slightly heals both Kidneys inside the body. Does not remove the effects of withdrawal.

0.01/t In Blood 0.005/t In Stomach N/A Quickclot▮ 1 part Clonexadone 1 part Kelotane 1 part Plasma (Catalyst) An extremely fast-acting clotting agent that stops external bleeding. Heals Blood Vessels (the organ) inside the body. Overdosing merely clots wounds faster. 0.1/t In Blood 0.05/t In Stomach 15u Rezadone▮ 1 part Clonexadone 1 part Copper 1 part Cryptobiolin Treats genetic degradation (clone damage) very quickly, without the need of a cryotube or low temperature. Causes facial disfigurement if administered in doses higher than 3u.

0.2/t In Blood 0.1/t In Stomach 30u Ryetalyn▮ 1 part Arithrazine 1 part Carbon Just injecting one unit is enough to eliminate all mutations and disabilities permanently, including beneficial ones. Works on dead people, allowing them to unhusk them if they died with over 400 burn damage. 0.2/t In Blood 0.1/t In Stomach 30u Spaceacillin▮ 1 part Cryptobiolin 1 part Inaprovaline A theta-lactam antibiotic. Slows progression of diseases. Treats infections as long as 1 units or more are present on the body. Also treats Toxin Damage 0.2/t In Blood 0.1/t In Stomach 30u Sterilizine▮ 1part Dylovene 1 part Ethanol 1 part Hydrochloric Acid Kills germs and cleans up bloodstains more effectively than space cleaner. Useful in surgery to prevent or reduce infection levels, specially when treating septic infections 0.2/t In Blood 0.1/t In Stomach N/A Synaptizine▮ 1 part Lithium 1 part Sugar 1 part Water Treats hallucinations, paralysis and purges Mindbreaker Toxin off the bloodstream. Functions as a stimulant, counteracting stuns and acting as a mild painkiller. Moderately toxic. Recommended dosage at under 5 units and paired with Dylovene. Metabolizes very slowly. Overdose does nothing.

0.02/t In Blood 0.001/t In Stomach 5u Tramadol▮ 1 part Paracetamol 1 part Sugar 1 part Water Medium Painkiller. Generally all around useful for mild to semi-severe damage. Stronger than Paracetamol, weaker than Oxycodone. Overdose causes hallucinations, slurring, and slowdown, and eventually stuns you if you're not Tough enough. 0.1/t In Blood 0.05/t In Stomach 30u Tricordrazine▮ 1 part Dylovene 1 part Inaprovaline Heals brute, burn, toxin and oxygen damage, albeit slowly. Clots minor wounds from bleeding. Can be combined with other medications for faster treatment. Can be administered in a sleeper (by mixing Dylovene and Inaprovaline). Does not work on Cht'mant, use Blattedin instead. Overdose causes massive toxin and brain damage until death. Be careful not to combine more than 10u Inaprovaline/10u Dylovene through a sleeper.

0.2/t In Blood 0.1/t In Stomach 30u Stims Name Recipe Description Metabolism Rate Overdose Threshold Adrenaline▮ 3 parts Blood 1 parts Dexalin Temperature required:373K-INFINITY Counteracts stuns and moderately increases Toughness. Very mildly toxic 0.2/t 30u Bouncer▮ 1 part Fuhrerole 1 part Hyperzine 1 part Violence Temperature required:303K-333K Mildly improves Toughness at the cost of Robustness. 0.2/t 30u Boxer▮ 2 parts Amatoxin 2 parts Bouncer 1 part Plasma Temperature required:323K-328K Moderately increases Toughness at the cost of mildly reducing Vigilance and Robustness. 0.2/t 15u Cherry Drops▮ 1 part Iron 1 part Plant-B-Gone 1 part Psilocybin Temperature required:303K-333K Mildly improves Cognition at the cost of Mechanical. 0.2/t 35u Grape Drops▮ 2 parts Cherry Drops 2 parts Ethanol 1 part Honey Temperature required:338K-343K Moderately increases Cognition at the cost of mildly reducing Biology and Mechanical. 0.2/t 25u Machine Binding Ritualt▮ 2 parts Coffee 1 part Diplopterum 1 part Ethanol 1 part Sugar Temperature required:323K-343K Mildly improves Toughness at the cost of Robustness. 0.2/t 30u Machine Spirit▮ 1 part Blattedin 1 part Ethanol 1 part Machine Binding Ritual 1 part Tramadol

Temperature required:308K-318K Moderately increases Mechanical at the cost of mildly reducing Biology and Cognition 0.1/t 18u Menace▮ 1 part Boxer 1 part Turbo 1 part Violence Ultra Temperature required:358K-363K Moderately increases Robustness, Toughness and Vigilance at the cost of mildly reducing Biology, Cognition and Mechanical. 0.2/t 9u Party Drops▮ 1 part Grape Drops 1 part Machine Spirit 1 part Ultrasurgeon Moderately increases Biology, Cognition and Mechanical at the cost of mildly reducing Robustness, Toughness and Vigilance. 0.2/t 12u ProSurgeons▮ 1 part Nicotine 2 parts Sugar 2 parts Tungsten Mildly improves Biology at the cost of Cognition. 0.1/t 20u Steady▮ 1 part Carpotoxin 1 part Copper 1 part Hydrazine 1 part Pararein Temperature required:323K-338K Mildly improves Vigilance at the cost of Toughness. 0.2/t 20u Turbo▮ 1 part Adrenaline 1 part Steady 1 part Synaptazine Temperature required:288K-293K Moderately increases Vigilance at the cost of mildly reducing Robustness and Toughness. 0.2/t 12u UltraSurgeon▮ 1 part Noexcutite 3 parts ProSurgeon Temperature required:243K-263K Moderately increases Biology at the cost of mildly reducing Cognition and Mechanical. 0.2/t 17u Violence▮ 1 part Ammonia 3 parts Blood 1 part Gewaltine Temperature required:393K-423K Mildly improves Robustness at the cost of Vigilance. 0.2/t 20u Violence Ultra▮ 1 part Fuhrerole 1 part Hyperzine 1 part Violence Temperature required:243K-258K Moderately increases Robustness at the cost of mildly reducing Toughness and Vigilance. 0.2/t 11u Drugs Name Recipe Description Metabolism Rate Overdose Threshold Cryptobiolin▮ 1 part Acetone 1 part Potassium 1 part Sugar Causes confusion and dizzyness. Sanity Gain = 1

0.1/t 30u Hyperzine▮ 1 part Blattedin 1 part Sugar 1 part Sulfur Muscle stimulant. Allows greater freedom of movement. Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM. (Results in 1u instead of 3u)

0.03/t 15u Impedrezene▮ 1 part Acetone 1 part Mercury 1 part Sugar A narcotic that impedes one's ability by slowing down the higher brain cell functions, resulting in brain damage and feelings of drowsiness. Sanity Gain = 1

0.2/t 30u Mindbreaker Toxin▮ 1 part Dylovene 1 part Hydrazine 1 part Silicon A powerful hallucinogen 0.05/t 30u Sanguinum▮ 1 part Bicaridine 1 part Mercury 1 part Spaceacillin Greatly increases blood restoration. May cause blood coughing.

0.2/t 15u Serotrotium▮ 5 parts Blood 1 part Psilocybin 5 parts Nutriment (Catalyst) Temeprature required:203K-273K Promotes concentrated production of the serotonin neurotransmitter in humans. Sanity gain = 1.5

0.05/t 30u Space drugs▮ 1 part Lithium 1 part Mercury 1 part Sugar Causes random movements and feelings of drugginess, lowers the heart rate. Sanity gain = 1.5

0.1/t 30u Nanites Note: All nanites reduce blood blood at an equal rate, with blood regeneration and blood consumption breaking even at 30u. Nanites do not pass through the system naturally.

Name Recipe Description Metabolism Rate Overdose Threshold A-rad▮ 1 part Arithrazine 1 part Raw Industrial Nanobots Purges radiation over time. N/A N/A Control Booster Combat▮ 1 part Menace 1 part Raw Industrial Nanobots Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace. Has no side effects.

N/A N/A Control Booster Utility▮ 1 part Party Drops 1 part Raw Industrial Nanobots Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops. Has no side effects.

N/A N/A Handyprints▮ 1 part Handyprints 1 part Raw Uncapped Nanobots Alters the user's fingerprints to obscure identification. (Note: Presently unatainable due to a bugged recipe.)

N/A N/A Implantoids▮ 1 part Aluminum 1 part Raw Industrial Nanobots Repairs mechanical limbs, implants and organs over time. Does not heal organic parts.

N/A N/A Nanosymbiotes▮ 1 part Peridaxon 1 part Raw Industrial Nanobots Heals brute, burn, toxin and clone damage over time, as well as repairs the brain. Does not heal other internal organs or mechanical parts.

N/A N/A Nantidotes▮ 1 part Haloperidol 1 part Raw Industrial Nanobots Removes reagents from the bloodstream that is anything but itself. Does not heal toxin damage.

N/A N/A Oxyrush▮ 1 part Dexalin 1 part Raw Industrial Nanobots Greatly heals oxygen damage and provides a constant state of blood oxygenation, equivalent to Dexalin Plus. N/A N/A Purgers▮ 1 part Raw Industrial Nanobots 1 part Synaptizine Removes other nanites from the bloodstream. N/A N/A Raw Industrial Nanobots▮ Can be acquired from Kraftwerk Roaches.

Nanites made from Industrial Nanobots can be heated to 523K to denature them back into raw form. Undifferentiated and will react with certain chemicals to form specialised nanites. N/A N/A Raw Uncapped Nanobots▮ Can be acquired from Kraftwerk Roaches.

Nanites made from Uncapped Nanobots can be heated to 523K to denature them back into raw form. Undifferentiated and will react with certain chemicals to form specialised nanites. Required to make Illegal nanites. N/A N/A Trauma Control System▮ 1 part Bicaridine 1 part Raw Industrial Nanobots Heals organic organs over time. Does not heal external damage, or mechanical organs.

N/A N/A Voice mimics▮ 1 part Raw Industrial Nanobots 1 part Synaptizine Alters the user's voice to be unrecognisable and appear as “Unknown”. Hitting the host will disable the nanites. N/A N/A Toxins Name Recipe Description Metabolism Rate Overdose Threshold Advanced Mutation Toxin▮ Obtained through black slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. The advanced version fully devolves a human into a slime. Note, this is currently disabled, as slime-people are not available for play. 0.01/t N/A Amatoxin▮ Grind Fly Amanita mushrooms A powerful poison derived from certain species of mushroom. 0.01/t N/A Beer 2▮ Dispensed by emagged brobots Chloral Hydrate disguised as beer.

0.01/t N/A Blattedin▮ Obtained from Roaches of all varieties. An effective toxin and a necessary precursor to a variety of specialised medications. Has a 7 in 10 chance of reviving a dead, non-fuhrer, roach when it comes into contact with the body. Works identically as Tricordazine for Cht'mant.

0.02/t N/A Biomatter▮ Obtained from Church Bioreactor An incredibly dangerous toxin that causes severe toxin damage to any biological being that comes into contact with it.

0.01/t N/A Carpotoxin▮ Extracted from Carp meat A deadly toxin produced by the dreaded space carp that damages the liver, mildly increases Vigilance.

A useful ingredient in certain medications and required for certain, powerful stimulants.

0.01/t 10u Chloral Hydrate▮ 1 part Ethanol 3 parts Hydrochloric Acid 1 part Water A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long. 0.1/t 15u Cyanide▮ 5 parts Toxin 3 parts Mindbreaker 2 parts Fuhrerole An extremely toxic poison. 0.4/t N/A Diplopterum▮ Obtained from grinding roach meat A toxic stimulant that mildly boosts Mechanics. Works identically as Dexalin for Cht'mant. 0.2/t 19.8u EZ Nutrient▮ 1 part Ammonia 3 parts Carbon A chemical fertilizer. An extremely weak poison.

0.01/t N.A Fuhrerole▮ Harvested from Fuhrer roaches. Causes other roaches to treat you as one of them whilst processing in your system. Mildly toxic. A precursor to powerful stimulants and poisons. Works as Peridaxon for Cht'mant.

0.01/t 8u Gewaltine▮ Harvested from Jager roaches. A toxin found in Jager roaches, mildly boosts Robustness but mildly reduces Toughness. Mildly toxic. Works identically as Dylovene for Cht'mant.

0.01/t 15u Left-4-Zed▮ 1 part Nutriment 3 parts Radium A chemical fertilizer. An extremely weak poison.

0.01/t N/A Lexorin▮ 1 part Ammoniat 1 part Hydrazine 1 part Plasma An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system. Purged with Dexalin and Dexalin Plus (or Diplopterum on Cht'mant)

0.01/t 30u Mutation Toxin▮ Obtained through green slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. NOTE: Slimepeople are mutants and their existence outside of Soteria Laboratories is grounds for execution. That said, slimepeople are currently disabled.

0.01/t N/A Oil▮ 1 part Carbont 1 part Ethanol 1 part Welding Fuel Temperature required:480K-INFINITY A precursor to Plasticide. Mildly toxic. 0.01/t N/A Pararein▮ Harvested from Spiders. Mildly decreases Robustness and Vigilance. Mildly Toxic. 0.01/t 10u Plant-B-Gone▮ 1 part Toxin 4 parts Water A strong herbicide, but a very weak poison. 0.01/t N/A Plasma▮ Acquired from mining. A highly flammable chemical that can exist in reagent and gaseous form, splashes will deal moderate chemical burns. Obtained by grinding plasma sheets or Plasma Spider meat slabs. 0.01/t N/A Plasticide▮ 1 part Ethanol 1 part Oil 1 part Silicon Temperature required:0K-273K A key ingredient in a number of industrial chemical processes. Extremely toxic.

0.01/t N/A Polytrinic acid▮ 1 part Hydrochloric Acid 1 part Potassium 1 part Sulphuric Acid A very powerful acid. Can be used to destroy objects and Hivemind wires.

0.4/t N/A Robust Harvest▮ 3 parts Carbon 1 part EZ Nutrient 3 parts Sugar A chemical fertilizer. An extremely weak poison.

0.01/t N/A Seligitillin▮ Harvested from Seuche roaches. A strong clotting agent with mild brute healing capabilities. Mildly toxic. Works as Kelotane on Cht'mant. 0.01/t 15u Slime Jelly▮ Harvested from Slimes. Has a 1 in 10 chance of dealing high amounts of toxin per tick, ontop of mild, constant toxin build-up. Has a 2 in 5 chance to mdoerately heal brute/burn damage. 0.01/t N/A Soporific▮ 1 part Chloral Hydrate 4 parts Sugar A slow acting, long-lasting anaesthetic. Not toxic. Combine with a small amount of Chloral Hydrate for increased effect.

0.1/t 30u Starkellin▮ Harvested from Panzer roaches. Mildly increases Toughness. Mildly toxic. Works identically as Bicaridine for Cht'mant. 0.01/t 15u Toxin▮ Heating up various venoms, such as Pararein Mildly toxic. Produced in the body during organ failure, blood/organ compatability mismatch, septic infections, or from grazing your hands while rummaging through trash piles. 0.01/t N/A Unstable mutagen▮ 1 part Hydrochloric Acid 1 part Phosphorous 1 part Radium Causes random, uncontrolled mutations with a chance to mildly irradiate the victim and dealing mild toxin damage. 0.01/t N/A Zombie Powder▮ 5 parts Carpotoxin 5 parts Copper 5 parts Soporific Causes the victim to instantly enter a state of false death and fool all but the most thorough medical tests. Very weakly toxic but de-oxygenates the body the longer it's present, potentially causing long-term damage if left too long. Victim can still emote, but will be unable to speak.

0.2/t N/A Other Name Recipe Description Metabolism Rate Overdose Threshold Adrenaline▮ 1 part Inaprovaline 1 part Hyperzine 1 part Dexalin Plus Used as a cardiac stimulant. Helps to restart a flat-lining heart and also acts as a weak painkiller. Can cause shaking and increased heart rate.

0.1/t 20u

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

Guide to chemistry Jump to navigationJump to search 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 simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's recipe recording function. For grenade making see Grenades. If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.

A helper client for browsing this wiki (with several extra features) can be found here: https://hamcha.github.io/tghandbook/. That site is unofficial so use at own risk.

Chemistry is in the middle of an expansion, so recipes are likely to change (though, the reagents will likely remain the same). It's also recommended you read the guide on how to handle reactions, or use the help/quick tutorial button on the chem heater (now renamed reaction chamber).

Contents 1 Handling reactions 1.1 Temperature 1.2 Reaction rates 1.3 Potential of Hydrogen (pH) 1.4 Purity 1.5 Overdose scaling 1.6 Optional catalysts 1.7 Competitive reactions 1.7.1 General tips 2 Tools and Machinery 2.1 Chemistry Dispensers 2.2 Reaction Chamber 2.3 ChemMaster 3000 2.4 Portable Chemical Mixer 2.5 High-performance liquid chromatography machine (HPLC) 2.6 All-In-One Grinder 2.7 Smoke Machine 2.8 pH paper 2.9 Buffer reagents 2.10 Chemical analyzer 2.11 Plumbing 3 Metabolism 4 Addiction 4.1 Stimulants 4.2 Opiods 4.3 Alcohol 4.4 Hallucinogens 4.5 Maintenance Drugs 4.6 Medicines 4.7 Special 5 Active Pure Chemicals 5.1 Catalysts 6 Components 7 Reaction agents 8 Medicines 8.1 Optional catalysts for ALL medicine reactions 8.2 Core Healing Medicines 8.3 Superior Healing Medicines 8.4 Unique Healing Medicines 8.5 Non-craftable Medicines 8.5.1 Removed Medicines 9 Narcotics 10 Pyrotechnics 10.1 Explosive Strength 11 Other Reagents 11.1 Virology Recipes 11.2 Mutation Toxins 12 Toxins 13 Unique Chemicals 14 Impure / Inverse / Failed Chemicals 15 Lavaland Chemicals 16 Reagent Delivery 16.1 Delivery types 16.1.1 Ingest 16.1.2 Inject 16.1.3 Vapor 16.1.4 Touch 16.1.5 Patch 16.2 Smoke vs foam vs others 16.2.1 Pills 16.2.2 Syringes 16.2.3 Patches 16.2.4 Cigarettes 16.2.5 Smoke 16.2.6 Foam 16.2.7 Splashing 16.2.8 Spraying 17 Beyond the Dispenser Handling reactions For returning players - reactions now work over time. In general reaction rate is tied to temperature and in some cases the presence of an optional catalyst. In general Purity is tied to the purity of your reagents, and how far away from optimal your pH is. It's important to note that the basic reaction is a one size fits all while each reaction is updated over a batch of updates, so it's unlikely that they'll cause too much trouble for you. Keep your pH within 5-9 and bare in mind most reactions are exothermic now meaning they generate heat when reacting, dangerous when using certain explosive chemicals opposite is for endothermic reactions. Meth has been tweaked - and it's a tad more dangerous, since it becomes more exothermic the less pure it is and meth explodes if it gets to 380k so be careful out there Walter!.

For a quick crash course in mechanics, the help button on the chem heater (now renamed the reaction chamber) will get you up to speed by guiding you through a calomel reaction. There's an achievement too if you complete it with a 100% purity product!

Temperature All reactions that are non-instant have a reaction rate tied to the temperature of a beaker. If a chemical is reacting too slowly, simply heat the beaker up to speed it up. As a reaction occurs, it is either Exothermic (heat producing) or Endothermic (heat consuming). Care should be taken for the Exothermic reactions, as they are liable to overheat. An overheated reaction will reduce the yield of your reaction by default, and other reactions can have specialise effects when they get too hot (not in yet, but soon!). The rate in which a reaction heats up is faster the hotter it is, be careful to not lose control, and run if you do.

Reaction rates The easiest way to speed a reaction up is to heat the reaction up, but if you're looking for other ways, such as for plumbing, having an optional catalyst (such as Palladium synthate catalyst for medicines) at its required volume will also speed it up. Finally, one other alternative is to use Tempomyocin on a reaction to suddenly give it a boost.

Potential of Hydrogen (pH) Every chemical has an innate pH, which can be seen by pressing the cog on the dispenser. The pH of the beaker is the sum of the pHes in the mix. The pH of a beaker determines how pure a product is, for the recipes with a given pH, you want to have your pH at the centre of the limits when the reaction starts. As a reaction progresses, it's likely the pH will begin to drift, and must be compensated for either with buffer reagents or acidic/alkaline compounds. The pH range is something chemists often have to learn over several reactions, and the ChemMaster 3000 analyse function can give an insight into what pH you should be aiming for (Not in yet). Highly impure compounds are liable to affect your reaction too thus it is prudent to set your pH before reacting, as an overly impure reaction will drag the purity down of all other reagents with it.

Presently the pH meter on the machines have a higher accuracy than normal to help players accumulate.

Purity Purity of a reagent is determined by how pure your reactants were, and how optimal the pH was during the reaction. If the product is slightly impure it'll split into the impure chem. 100% pure reagents will not split. If it is highly impure it will invert all of the product into the inverse chem (the percentage thresholds are given on the reagent's entry). If the reaction's purity is below the unstable purity, and the reaction has a failed chem, it will be replaced by that chem at the end of the reaction. Purity also can have an effect on a reagent's performance too which is detailed in the description. To clarify, here's an example case:

Reagent A 10u 100% purity on consumption - 10u of Reagent A added to the patient. Reagent A 10u 75% purity on consumption - 7.5u of Reagent A added to the patient, 2.5u Chemical Isomers added to the patient. Reagent B with the retain volume trait 10u 75% purity on consumption - 10u Reagent B added to the patient and 2.5u Chemical Isomers added to the patient. Reagent A 10u 20% purity on consumption - 10u of Toxic monomers added to the patient. Reagent A 10u <10% purity at the end of a reaction - 10u of Viscous sludge replaces Reagent A in the beaker. Here's a glossary on some of the terms used in the wiki:

Unstable purity - Going below this value will make the reaction less stable - Causing extra effects specific to the reaction (such as Helbital's fire spin). If the reaction has an associated failed chem then that will be created as well either at the end, or during tte reaction if it is insolvent. Insolvency - Specifically for a reaction's impure/inverse products, if it is insolvent then it will precipitate out either during, or at the end of, a reaction as opposed to the standard effect of splitting on consumption. Unreacted purity - This is the purity of all reagents in the game that aren't made by chemists (generally 75%) Retains volume on splitting - Splitting into it's impure form does not reduce the original's volume (See reagent B example above, only applies for impure chem splitting, not inverse or failed.) At the moment core medicines are the only ones to do this. Overdose scaling For reagents that have an unreacted purity lower than 100% and an overdose effect, the dosage at which you overdose is not set in stone. For these reagents, the overdose dosage is lowered by how much purer the reagent you are taking is compared to its unreacted purity. The inverse, however, is not true. The overdose dosage can not be raised by using a reagent that is less pure than its unreacted purity. For clarity, a number example:

Ephedrine has 75% unreacted purity You create ephedrine with a purity of 100%, which results in a decrease of 25% in its overdose threshold As ephedrine has a 30u overdose dosage normally, 30u is multiplied by 0.75, resulting in 22.5u being the true overdose threshold You apply a patch of 23u pure ephedrine to yourself, thinking you are safe. You overdose. Optional catalysts For some reactions, an optional catalyst can be added to modify the reaction of a whole group slightly. At present the only optional catalyst is Palladium synthate catalyst, which speeds up the rate of all medicine reactions.

Competitive reactions These reactions are ones that compete with each other (aka equilibrium reactions) and will go back and forth depending on the conditions of the beaker. At present the only competing reaction is Tempomyocin and Purity tester reagent, but more will be put in soon.

General tips Make sure your pH is correct before heating up the reaction, If it's not reacting, this is usually the problem, after the reaction has started however, it will keep going past the limits, producing 0% purity product. Keeping your reaction in the heater to cool it can be a way to deal with exothermic reactions. You can adjust the pH of a reaction easily by using a dropper with buffer. Using a dropper on a heater will adjust the pH of the beaker within. Take a note of how your pH changes across the reaction and adjust beforehand accordingly, or have some buffer handy to inject into the reaction in the middle of it. You can abort reactions by crashing the temperature and hoping it's not exothermic enough to overcome that anyways. Alternatively, you could throw the beaker in a panic. Upgrading the heater and the dispenser will improve their ability to detect pH. (soon) For some reactions, it can be useful to keep reagents away from each other until both of them have optimal conditions. Temperature of buffers will change the temperature of whatever you're adding it to! Make sure to not pour hot buffer into a temperature sensitive reaction! Tools and 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 rebuild it by first putting the circuit board back, and then all other things but use a full power cell Power cell.png instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer Inducer.png.

Available chemicals:

Click expand to see what chemicals are available:

Normal:

Hydrogen Oxygen Silicon Phosphorus Sulfur Carbon Nitrogen Water Lithium Sugar Sulfuric acid Copper Mercury Sodium Iodine Bromine Ethanol Chlorine Potassium Aluminium Radium Fluorine Iron Welding fuel Silver Removed Oct, 2020. Stable plasma Upgraded (tier 4 matter manipulator):

Acetone Ammonia Ash Diethylamine Oil Saltpetre Emagged:

Space Drugs Morphine Toxin Carpotoxin Miner's Salve 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. 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 Reaction Chamber The reaction chamber (previously known as the chem heater) provides all the tools needed to help you react your reactions. You can set your heat, dispense buffers and watch your reactions in real time. An unupgraded reaction chamber will let you know when a reaction is overheated by highlighting it in red. More buffer can be added to the chamber by putting in a beaker into the heater and pressing the draw all button next to the buffer volume display.

Some chemical reactions will require you to heat the reagents in a Reaction Chamber. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature in order to start the reaction. Some reactions can stop if they drop below their required temperature. Don't forget you can use droppers directly on reaction chambers to add/draw to/from as well! 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.

Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.

Upgrading the laser will increase the heating/cooling speed as well as the capabilities of the machine. See below:

Level 1: Reaction chamber level 1.gif Level 4: Reaction chamber level 4.gif

An upgraded reaction chamber gives you more tools and information about the reactions held within it.

At level 2 the pH meter will flash if any of the reactions are outside of the pH optimal At level 3 the reaction chamber will be able to follow your reaction progress in real time At level 4 the reaction chamber will be able to determine the reaction quality in real time, displaying the effects of purity, pH and other factors along a dial. The dial will flash if the reaction is below the minimum purity for the reaction. 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 Chemistry bag.png 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.

Portable Chemical Mixer This item does NOT require an anomaly core anymore.

A portable device that fits into the belt slot, enabling you to store, mix and dispense chemicals on the go. Can be printed at the medical lathe.

CTRL + Left click will open or close the portable mixer. While open you can access it like any other bag, and fill it with up to 50 beakers and bottles. When closed you can do a simple Left click to open it's UI. While the portable mixer is closed it functions similar to a Chemistry Dispenser, allowing you to add and remove a single beaker which you can dispense into

Different containers with chemicals, stored inside the portable chemical mixer.(Image 1 of 2)

All chemicals inside the containers of the portable chemical mixer, combined into UI buttons. (Image 2 of 2) Tips for the Portable Chemical Mixer

Unlike the chemistry bag Chemistry bag.pngthe portable chemical mixer does not combine beakers of the same type into one single icon when accessing its contents. This makes it a superior option for beaker storage. All containers with the same, main chemical inside them, are represented as a single button in the UI. (e.g. a small beaker with 50u Inacusiate and a big beaker with 100u Inacusiate, are represented as 150u Inacusiate (see image). A container with more than one chemical inside will be represented by the most dominant chemical in it. (Try to avoid adding beakers with more than one chemical in them, if you want to stay on the safe side) The portable chemical mixer is an excellent storage device for pure chemicals that you want to store until you need them in other recipes. Filling it with beakers of pure Oil, Phenol or Multiver means quick and easy access to them, whenever you need them in advanced chemicals. Tired of the floor in chemistry being littered with beakers? Put them in the portable chemical mixer. The botanist made you some Carpotoxin and filled it into condiment bottles? No need to carry them by hand, use the portable chemical mixer. The Janitor is too lazy to clean medbay? Put one beaker with Fluorosurfactant, one with Space Cleaner and one with Water in your portable chem mixer, position yourself and dispense them in equal amounts into a big beaker. Instant cleaner grenade action. The AI and bots are trying to kill you? Get some Uranium from the lathe, grind it, and put a beaker of it with a beaker of Iron into your portable chem mixer. Dispense both in equal amounts into a big beaker to cause an EMP. The doctors are too busy to help and the paramedic is too dead to help? Get yourself a health analyzer, fill your portable chem mixer with beakers of useful medicines (and/or cures and vaccines) and dispense the right dosages for people in need, anywhere on the station. HPLC High-performance liquid chromatography machine (HPLC) Can detect impurity levels of reagents added to it, making it one of the best ways to detect purity of a reagent at roundstart. See below:

Mass spec.png

The HPLC can also purify a reagent up to it's standard purity (usually 75%). This takes time and a bit of volume. Inverted reagents cannot be purified, though any reagent that is passed through the system will still cost time. While it's processing the Mass Spectroscopy cannot be used at the same time.

To use the HPLC left clicking will interact with the input beaker - so left clicking with a beaker will add it, alt click with a beaker in it will remove it. Right clicking with a beaker will add a beaker to the output slot, and alt right clicking will remove it. The machine needs both an input and output to purify - though can still analyse with just a single input.

The icon also indicates at what state it is at - a bar chart on the screen shows that it's analysing an input beaker, a sine wave shows that it's currently purifying and a blank screen indicates that it's input beaker is either empty or removed.

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. pH paper pH paper can tell you the rough pH by putting it into the beaker. The colour of the strip will indicate what the pH is.

Buffer reagents Buffers are reagents that alter the pH of a mixture towards acidity (0) or alkalinity (14). These liquids dissiplate into a mixture, unless stabilizing agent is added.

Chemical analyzer A handy meter that can tell you all about the reagents found in a beaker, as well as being one of the two ways to testt purity (the other bring the purity tester, which will tell you if the reagent is inverse). Resarchable and printable by the lathe. Currently the only way to detect purity of a reagent, other than taking it yourself.

Plumbing On some maps the chemists have access to a large empty area with plumbing tools. The available chemicals those can synthesize should be the same as with an unupgraded chem dispenser, but the workflow is more like a production line chem factory instead of instant dispensing. See the Guide to plumbing to learn more about this system. You may still have access to the pharmacy though, which has chem dispensers.

Metabolism When a reagent enters a bloodstream it will start to “tick”(aka “cycle”) about every 2 seconds. These are called “life ticks”, and are not to be confused with server ticks/tickrate. When this happens the bloodstream is purged of an amount of every reagent usually equal to their listed 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 metabolised 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. Many mobs are “simplemobs” which means they don't have bloodstreams and thus cannot be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.

Addiction Every time you metabolize a drug, you will gain addiction points in the category it belongs to. For every unit of drugs metabolized you receive addiction points. More extreme drugs and alcohol will give you more points. If you gain 600 points in addiction category, you will become addicted. By not taking said drugs you will lower the amount of addiction points. High sanity speeds up the process.

You lose 0,5 points per tick with no withdrawal or stage 1 withdrawal. You lose 1 point per tick with stage 2 withdrawal. You lose 1,5 points per tick with stage 3 withdrawal. When your mood is good you always lose 2 points per tick regardless of the stage. If you then fall below 400 points you stop being addicted. Taking more of the drug you're addicted to will temporarily suppress symptoms. Addiction stages advance from time in withdrawal.

Addiction categories:

Stimulants Stimulant withdrawal makes you slow in a number of ways.

At the first stage you get craving messages about feeling tired and needing a little pick me up. Your actions also become slower(action speed penalty). At the second stage you recieve a click cooldown penalty. At the third stage you get a movement speed penalty and more craving messages. Opiods The main symptom of opiod withdrawal is nausea.

At the first stage you get craving messages about feels aches in your body, chills and needing opioids. You start yawning intermittently. At the second stage your high blood pressure will increase rate of blood loss from any open wounds. At the third stage you will get hit by waves of nausea and vomiting. Alcohol Alcohol withdrawal is easy to stave off due to the abundance of low alcohol content drinks available from the bar, but it is the only one that can be outright lethal.

At the first stage you get craving messages about feeling thirsty, wondering if the bar is still open and needing a little Dutch courage. You also start to jitter. At the second stage you start to hallucinate. At the third stage you start to suffer intermittant seizures that paralyze you for 1-3 seconds and cause 10-30 brain damage depending on duration. Your seizures also cause heavy jittering. Seizures can be prevented by taking neurine or sodium thiopental. Hallucinogens At the first stage you get craving messages about feeling empty, spirtually detached and you start to wonder what the machine elves are up to. At the second stage you get visual disturbances. At the third stage you enter a hypnotic trance. Maintenance Drugs At the first stage you get craving messages, start growling intermittently and your health indicator will become unreliable. At the second stage you can only stomach GROSS food and you grow a scraggly beard if male. At the third stage you will become very dizzy and confused when exposed to light, but it also gives you night vision. Medicines Stage 1: You become unsure of your own health, are you aching, or is it just the down from the meds? Stage2: You develop a fever. Stage 3: You organs begin to ache a bit too. In general most pure medicines don't accrue addiction points – it’s instead the inverse or impure chems that will turn you into a hypochondriac.

Special Some reagents have their own unique addiction type. Such as Nicotine.

Active Pure Chemicals A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per tick/cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium require you to grind mineral sheets to acquire.

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 the speed of surgery procedures and flammability when applied externally. Metabolism rate 0.2. Fluorine: Causes 1 toxin damage per tick. Iron: Slowly restores blood volume. 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 or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing. Radium: Causes 2 toxin damage per tick. 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. Sulfuric 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 1 toxin damage per tick. Creates glowing green goo on floor if more than 3u is spilled. Water: Slightly generates blood volume. Additionally, freezes into ice below 274K. Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on. If splashed on the floor, makes a pool of fuel that can be ignited, which can ignite other pools around it. Catalysts When a reagent in a recipe is marked “(catalyst)” it means it will not be consumed in the reaction. Some Catalysts are optional and are highlighted as such. These optional catalysts affect the ongoing reaction in certain ways.

Components 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 please drop a comment in the discord wiki-general.

Name Formula Reaction conditions Description Ash▮

Inverse: Toxic Monomers <25% pH: 6.5▮

1 part Oil

Temperature 480K

Min temp: 480K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Ingredient in a few recipes. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. Used in:

Lye, Multiver and Plastic Sheets.

Oil▮

Inverse: Toxic Monomers <25% pH: 4▮

1 part Welding Fuel 1 part Carbon 1 part Hydrogen

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Can be heated into Ash. Can be scooped up from destroyed cyborgs and such. Flammable. Ingredient in many recipes. Used in:

Phenol, Acetone, Convermol, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide.

Acetone▮

Inverse: Toxic Monomers <25% pH: 7▮

1 part Oil

1 part Welding Fuel 1 part Oxygen

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Ingredient in many recipes. Used in:

Cryoxadone, Atropine, Mutadone, Epinephrine, Probital, Tirimol Smart Foaming Agent, Sulfonal, Modafinil, Acetaldehyde, Acetone Oxide and Neurine.

Diethylamine▮

Inverse: Toxic Monomers <25% pH: 12▮

1 part Ammonia

1 part Ethanol

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

A very potent fertilizer. Ingredient in many recipes. Used in:

Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.

Phenol▮

Inverse: Toxic Monomers <25% pH: 5.5▮

1 part Oil

1 part Chlorine 1 part Water

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ producing

Ingredient in many recipes. Used in:

Salicylic Acid, Oxandrolone, Atropine, Epinephrine, Libital, Higadrite and Modafinil.

Ammonia▮

Inverse: Toxic Monomers <25% pH: 11.6▮

3 parts Hydrogen 1 part Nitrogen

Min temp: 100K

Overheat: 900K Optimal pH: 1 to 12 Unstable purity: <15% Weakly Exothermic H+ consuming

An effective fertilizer. Ingredient in many recipes. (Results in 3 units instead of 4) Used in:

Diethylamine, Aiuri, Salbutamol, Pentetic Acid, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer.

Saltpetre▮

Inverse: Toxic Monomers <25% pH: 11.2▮

3 parts Oxygen 1 part Potassium 1 part Nitrogen

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Works as a fertilizer. Ingredient in a few recipes. (Results in 3 units instead of 5) Used in:

Bath Salts and Gunpowder.

Sodium Chloride▮

pH: 7▮

1 part Chlorine 1 part Sodium 1 part Water

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ producing

Commonly known as table salt, Sodium Chloride is often used to season food. Special uses include messing with Revenants - they can't jaunt through salt piles.

Lye▮

Inverse: Toxic Monomers <25% pH: 11.9▮

1 part Sodium 1 part Hydrogen 1 part Oxygen

Min temp: 10K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Ingredient in Soap. Lye▮

Inverse: Toxic Monomers <25% pH: 11.9▮

1 part Ash

1 part Water 1 part Carbon

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Ingredient in Soap. (Results in 2 units instead of 3) Hydrogen Peroxide▮

Inverse: Toxic Monomers <25% pH: 6.2▮

1 part Chlorine 1 part Oxygen 1 part Water

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ producing

Burns people on touch. Pentaerythritol▮

Inverse: Toxic Monomers <25% pH: 7▮

1 part Acetaldehyde

3 parts Formaldehyde

1 part Lye

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Results in 2 units instead of 5. Acetaldehyde▮

Inverse: Toxic Monomers <25% pH: 7▮

1 part Acetone

1 part Formaldehyde

1 part Water Temperature 450K

Min temp: 450K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ consuming

Acetone Oxide▮

Inverse: Toxic Monomers <25% pH: 7▮

2 parts Acetone

1 part Hydrogen Peroxide

1 part Oxygen

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <15% Weakly Exothermic H+ producing

Burns people badly on touch. (Results in 2 units instead of 4) Wittel ▮ Extract from a Geyser with a liquid pump. N/A A lavaland geyser has a 1 in 27 chance to produce Wittel. Does nothing, but can be used to make Gravitum. Hyper-Plasmium Oxide ▮ Extract from a Geyser with a liquid pump. N/A A lavaland geyser has a chance to produce this. Does nothing, but can be used to make Exotic Stabilizer. Exotic Stabilizer ▮ 1 part Hyper-Plasmium Oxide 1 part Stabilizing Agent

N/A Is required to stabilize Nitroglycerin and TaTP. Reaction agents These reagents have active effects on reactions, consuming themselves on transfer. They can even be added to a full beaker for their effects to take place!

Name Formula Reaction conditions Description Acidic Buffer▮ 2 parts Ethanol 2 parts Hydrogen 2 parts Sodium 2 parts Water

Min react temp: 250K Overheat temp: 9999K pH range: 0 to 14 Min purity: 0.3 Mildly H+ producing This reagent will consume itself and move the pH of a beaker towards acidity when added to another. Basic Buffer▮ 3 parts Ammonia 2 parts Chlorine 2 parts Hydrogen 2 parts Oxygen Min react temp: 250K Overheat temp: 9999K pH range: 0 to 14 Min purity: 0.3 Mildly H+ consuming This reagent will consume itself and move the pH of a beaker towards alkalinity when added to another. Universal indicator▮ 1 parts Ash

1 parts Ethanol 1 parts Iodine

Min react temp: 274K This reagent can be used to craft pH paper from the crafting menu. Will also dye anything it touches its associated pH value. Purity Tester Reagent▮ 1 part Prefactor a

1 part Stable plasma

Required temp:below 800K Overheat temp: none Optimal pH range: 2 to 12 Min purity: 0.25 minorly H+ producing When added to a beaker, this reagent will either fizzle if a reagent in there is impure, or will do nothing if all of the reagents are above their purity threshold. Tempomyocin▮ 1 part Prefactor b

1 part Stable plasma

Required temp: 50K Overheat temp: 500K Optimal pH range: 5 to 8 Min purity: 0.35 H+ producing Dangerous This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a sudden speed boost up to 3x - with the output purity of the boost modified by the Tempomyocin's purity. 5u per 100u will give you 2x, 10u per 100u will give you 3x. It caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts. Prefactor a▮ 1 part Phenol

3 parts Ethanol 1 part Plasma Low temperature

Required temp:below 800K Overheat temp: none Optimal pH range: 2 to 12 Min purity: 0.25 Very Endothermic This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is cold. Prefactor b▮ 1 part Phenol

3 parts Ethanol 1 part Plasma High temperature

Required temp: 50K Overheat temp: 500K Optimal pH range: 5 to 8 Min purity: 0.35 Extremely Endothermic minor H+ producing Dangerously volitile This is part of a competitive reaction between Purity Tester and Tempomyocin. This outcompetes when the reaction is hot. Medicines “And that's how I lost my medical license!” Don't be this guy. Make these. Lots of these.

Some medicines have special suffixes to specify which damage types they are meant to treat: Brute = -ibital Burn = -uri Oxy = -mol Tox = iver Organ = -rite

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

Optional catalysts for ALL medicine reactions Name Formula Reaction conditions Description Palladium synthate catalyst

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 2 ▮

3 parts Libital

4 parts Probital

2 parts Plasma

Required temp: 200K Overheat temp: 800K Optimal pH range: 5 to 6 Min purity: 0 H+ producing Very exothermic This will cause all medicines reacted in the same beaker to react faster, with it's speed equal to the purity of the catalyst (up to 2x, though it is still limited by it's maximum rate). An impure catalyst can be purposely made to slow down reactions, if desired. At least 10u is required in a beaker for it to have any effect on the reactions contained within. (Results in 2 parts instead of 9) Core Healing Medicines 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 Tend Wounds surgery if satisfactory medicines aren't available. These are also known as “Category 2 Cobbychems”. All these reactions will generally result in a 75% purity product with no intervention. For those returning - a 75% purity reagent will have the same effects as the reagents you're familiar with, which means that 100% pure reagents are 33% more effective.

Name Formula Reaction conditions Treatment for Description Chemical properties Libital▮

Impurity: Libitoil Failed: Insolvent medicinal precipitate <20% pH: 8.2▮

1 part Phenol

1 part Nitrogen 1 part Oxygen

Min temp: 225K

Overheat: 840K Optimal pH: 6 to 10 Unstable purity: <20% Exothermic

Brute Medicine for treating brute damage. Each tick heals 3 base brute (modified by purity) and causes 0.3 liver damage.

Inverse chem:Libitoil below 30% Failed chem: Insolvent medicinal precipitate below 10%

Rate: 0.2u/tick

Unreacted purity: 75%

Helbital▮

Inverse: Helgrasp <30% pH: 8▮

1 part Carbon 1 part Fluorine 1 part Sugar

Min temp: 250K

Overheat: 550K Optimal pH: 5 to 9.5 Unstable purity: <55% Exothermic

Brute Heals brute faster the more base damage you have. No side effects if in hardcrit. If not in crit: Heals (dmg/50) brute and deals 2 suffocation. If in softcrit: Heals (dmg/47) brute and deals 1 suffocation. If in hardcrit: Heals (dmg/45) brute and has no side effects. 0.0001% chance to make you play a game of rock-paper-scissors against the reaper for your life, potentially dusting you or healing you to full. Overdose applies a semi-blinding curse. Purity adjusts the damage requirements for each of the stages and modifies the brute damage healed. Inverse chem:Helgrasp below 30%. When purity is below 25%, it will catch fire during the reaction, watch out for the flames!

Rate: 0.2u/tick

Unreacted purity: 75% OD: 35u

Probital▮

Inverse: Mitogen Metabolism Factor <50% Failed: Metabolic Inhibition Factor <35% pH: 5.5▮

2 parts Acetone

1 part Copper 1 part Phosphorus

Min temp: 225K

Overheat: 750K Optimal pH: 4.5 to 12 Unstable purity: <35% Weakly Exothermic

Brute Each tick heals 2.25 base brute (modified by purity) but also deals (decreasing) stamina damage. If ingested by mouth it also creates a special enzyme in your system (bloodstream) (1.25u per 5u ingested), which turns any food you eat into healing peptides. These peptides heal an additional 3 brute and 1 burn with a 50% chance every tick. Overdose deals 3 stamina AND:

If stamina dmg over 80: Causes drowsiness. If stamina dmg over 100: Removes 100 stamina damage and puts you to sleep for 10 seconds. Inverse chem: Mitogen Metabolism Factor below 50% Failed chem: Metabolic Inhibition Factor below 30% Was originally named Trophazole.

Rate: 0.2u/tick

Unreacted purity: 75% OD: 20u

Aiuri▮

Impurity: Aivime Failed: Insolvent medicinal precipitate <25% pH: 4▮

1 part Ammonia

2 parts Hydrogen 1 part Sulfuric Acid

Min temp: 50K

Overheat: 315K Optimal pH: 4.8 to 9 Unstable purity: <25% Moderately endothermic

Burn Medicine for treating burn damage. Each tick heals 2 base burn (modified by purity) and causes 0.25 eye damage.

Impure chem: Aivime Failed chem: Insolvent medicinal precipitate below 25%

Rate: 0.2u/tick

Unreacted purity: 75%

Lenturi▮

Impurity: Lentslurri Failed: Ichiyuri <25% pH: 4.7▮

1 part Ammonia

1 part Silver 1 part Sulfur 1 part Oxygen 1 part Chlorine

Min temp: 200K

Overheat: 500K Optimal pH: 6 to 11 Unstable purity: <25% Endothermic

Burn Each tick heals 3 base burn (modified by purity) and deals 0.4 stomach damage. Impure chem: Lenslurri Failed chem: Ichiyuri below 25%

Rate: 0.2u/tick

Unreacted purity: 75%

Hercuri▮

Inverse: Herignis <30% Failed: Insolvent medicinal precipitate <15% pH: 8.9▮

3 parts Cryostylane

1 part Lye

1 part Bromine Temperature below 47K

Cold reaction

Min temp: 47K Overheat: 5K Optimal pH: 6 to 10 Unstable purity: <15% Weakly endothermic

Burn Heals burn damage and can cool you to unsafe levels. If applied with vapor such as with a spray bottle Cleaner.png it also removes some firestacks (extinguishes you). If burn is over 50: Heals 2 base burn (modified by purity) If burn is under 50: Heals 1.25 base burn (modified by purity) Overdose cools you down even more. Was originally named Rhigoxane. Inverse chem: Herignis below 30% - inverse chem is insolvent and will precipitate out during reaction. Failed chem: Insolvent medicinal precipitate below 15%

Rate: 0.2u/tick

Unreacted purity: 75% OD: 25u

Granibitaluri▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <10% pH: 7▮

1 part Sodium Chloride

1 part Carbon 1 part Sulfuric Acid 5 units Iron (catalyst)

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 10 Unstable purity: <10% Weakly Exothermic

Brute and Burn Heals a small amount of brute and burn each cycle. The maximum healing you can get is 0.5 per cycle, and this decreases by 0.1 for every 10 combined brute and burn you have. At 50 or more combined damage, it heals nothing. Overdose deals 0.2 liver and toxin damage. Rate: 0.2u/tick

Unreacted purity: 100% OD: 50u

Synthflesh▮

Failed: Insolvent medicinal precipitate <30% pH: 7.2▮

1 part Libital

1 part Blood 1 part Carbon

Min temp: 250K

Overheat: 325K Optimal pH: 5.5 to 9.5 Unstable purity: <30% Weakly Exothermic

Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied, but also instantly deals toxin damage equal to 50 to 75% (based on purity, 56% when unreacted) of brute and burn damage healed. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). Touch and vapor application only. If a husked corpse has at least 100u and under 50 burn damage it will be unhusked.

Failed chem: Insolvent medicinal precipitate below 30%

Rate: 0.2u/tick

Unreacted purity: 75%

Multiver▮

Inverse: Monover <35% pH: 9.2▮

1 part Sodium Chloride

1 part Ash

Temperature 380K

Min temp: 380K

Overheat: 410K Optimal pH: 5 to 9.5 Unstable purity: <10% Weakly endothermic

Mildly H+ producing

Toxin A chem purger that purges chems from bloodstream (3u per tick) and heals toxin damage faster the more unique medicines there are in the body (0.5 per med, max 1.5, modified by purity). Also causes 0.5 lung damage each tick. Having 3+ unique meds (2+multiver) will make it not purge medicines. If your Multiver is pure, the medicinal requirement is reduced by 1 (i.e. muliver + 1 medicine).

Inverse chem: Monover below 30% - will precipitate out during a reaction and can catch fire if too hot.

Rate: 0.2u/tick

Unreacted purity: 75%

Seiver▮

Inverse: Technetium 99 <45% pH: 3.7▮

1 part Aluminium 1 part Nitrogen 1 part Potassium

Cold reaction

Min temp: 320K Overheat: 99999K Optimal pH: 5 to 8 Unstable purity: <20% Strongly endothermic H+ producing

Radiation and Toxin A medicine that shifts functionality based on temperature. Temperatures between 125K and 1000K heal between 0 and 5 toxin damage per tick (modified by purity). The temperature bonus is capped at 1000K. Temperatures below 150K have a chance to heal between 15.4 and 34.1 toxin damage per tick (modified by purity) only to irradiated patients, with more healing at colder temperatures. The chance scales from 0% at 150K to 100% at 50K, and is rolled once when the medicine enters your system, meaning if the roll fails, all of the seiver in your system will also be nonfunctional. Ultra-cold seiver has a chance to get an additional 20% healing bonus, scaling from 0% at 15K to 100% at 5K. Rate: 0.2u/tick

Unreacted purity: 75%

Syriniver▮

Impurity: Syrinifergus Failed: Insolvent medicinal precipitate <30% pH: 8.6▮

2 parts Nitrous Oxide

1 part Toxin 1 part Fluorine 1 part Sulfur

Min temp: 250K

Overheat: 99999K Optimal pH: 6.5 to 9 Unstable purity: <30% Weakly endothermic

Toxin tl;dr: Put 20% of this and 80% water into a beaker and inject it with an IV-drip, and it will heal toxin damage and purge reagents from bloodstream pretty fast.

Impure reagent: Syrinifergus Failed chem: Insolvent medicinal precipitate below 30%

Click expand for long description.

When injected (syringe or IV-drip), the following happens:

Instantly heals toxin damage equal to 1.5x the injected amount, up to 3 base toxin (modified by purity). A minimum of 0.6u must be injected for any effect. Transforms up to 100% of the drug (based on purity, unreacted is 80%) into the much safer Musiver, depending on how healthy your liver is. The more damaged liver the patient has, the lower amount will be turned into Musiver. You get the max transformation rate as long as your liver has more than 80 hp. Each tick heals 1 point of toxin damage, purges 0.4u reagents and deals 0.8 points of liver damage. This works even if the chem was taken with other methods than injection. Should ideally be diluted for safety and used in an intravenous medicine bag or beaker attached to an IV (injects 5u at a time):

Injecting a 40% solution of syriniver with an IV will heal about 5 toxin per cycle (plus 1+1 passive healing from syriniver + Musiver), but is unsafe since it makes Musiver overdose very likely. Having more than 40% will not heal faster. Injecting a 20% solution with an IV is pretty safe and will heal about 3 toxin per cycle (plus 1+1 passive healing from syriniver + Musiver). If overdosed causes muscle weakness, high liver damage and disgust. Was originally named Thializid.

Rate: 0.3u/tick

Unreacted purity: 75% OD: 6u

Tirimol▮

Inverse: Super Melatonin <40% Failed: Insolvent medicinal precipitate <20% pH: 5.6▮

2 parts Acetone

3 parts Nitrogen 1 unit Sulfuric Acid (catalyst) Optional: Oxygen - pH stabliser

Min temp: 100K

Overheat: 720K Optimal pH: 2 to 7.1 Unstable purity: <20% Weakly endothermic

Suffocation Emergency oxygen deprivation medication that causes fatigue and can make you fall asleep. Heals 3 base suffocation (modified by purity) and deals 2 stamina damage per tick. Causes drowsiness after 15 seconds, and then every 45 seconds. If it was in your system longer than 20 cycles, you will fall asleep for 10 seconds when it's out.

Inverse chem: Super Melatonin below 40% Failed chem: Insolvent medicinal precipitate below 20%

Rate: 0.2u/tick

Unreacted purity: 75%

Convermol▮

Inverse: Coveroli <40% Failed: Insolvent medicinal precipitate <40% pH: 5.6▮

1 part Oil

1 part Fluorine 1 part Hydrogen Optional: Oxygen - speed boost

Min temp: 370K

Overheat: 570K Optimal pH: 3.045 to 8.5 Unstable purity: <40% Weakly Exothermic

Suffocation Quickly converts suffocation damage into toxin damage, with a 5:1 ratio. Each tick heals 2.5 base suffocation damage (modified by purity) multiplied by the number of ticks the chemical has been in your system, and deals toxin damage equal to 0.2 of base suffocation healing. Will always deal at least 0.1 toxin damage, even without suffocation healed. Overdose causes toxin damage as if you always healed max suffocation, and quickly purges the chem.

Inverse chem: Coveroli below 40% Failed chem: Insolvent medicinal precipitate below 40%

Rate: 0.2u/tick

Unreacted purity: 75% OD: 35u

Superior Healing Medicines These healing drugs are harder to make than the core healing medicines, however they often heal faster and with fewer side effects (if any).

Name Recipe Reaction conditions Treatment for Description Metabolism Rate Overdose Threshold Salicylic Acid

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 2.1 ▮

1 part Phenol

1 part Sodium 1 part Carbon 1 part Oxygen 1 part Sulfuric Acid

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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. 0.2 units per tick 25 Units Oxandrolone

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 10.7 ▮

3 parts Carbon 1 part Phenol

1 part Hydrogen 1 part Oxygen

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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. 0.2 units per tick 25 Units Salbutamol

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 2 ▮

1 part Salicylic Acid

1 part Ammonia

1 part Aluminium 1 part Bromine 1 part Lithium

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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 Regenerative Jelly

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 7 ▮

1 part Omnizine 1 part Slime Jelly

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming All four basic 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 Pentetic Acid

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 1 ▮

1 part Cyanide

1 part Formaldehyde

1 part Ammonia

1 part Welding Fuel 1 part Sodium 1 part Chlorine

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Radiation, toxin Heals 2 toxin damage per tick while purging 2u of other chemicals from the body. Prevents taking damage from radiation. 0.2 units per tick N/A Atropine

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 12 ▮

1 part Acetone

1 part Diethylamine

1 part Phenol

1 part Ethanol 1 part Sulfuric Acid

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Crit, all basic types 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 jitteriness 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 jitteriness and dizziness. 0.1 units per tick 35 Units Calomel

Impurity: Chemical Isomers

Failed: Viscous sludge <15%

pH: 1.5 ▮

1 part Mercury 1 part Chlorine Temperature 374K

Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 10

Min purity: 0.25 Mildly exothermic Mildly H+ consuming

Purge Quickly purges the bloodstream of reagents (3u per tick). If your health is 100, toxin damage is dealt until your health is 0. Toxin damage will heal when you health is lower than 0. If overdosed 2.5 extra toxin damage will be dealt and will purge itself at a rate of 2u per tick.

0.4 units per tick 20 Units Ammoniated Mercury

Impurity: Chemical Isomers

Failed: Viscous sludge <15%

pH: 7 ▮

1 part Calomel

2 part Ammonia Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10

Min purity: 0.25 Mildly exothermic Mildly H+ consuming

Purge Quickly purges the bloodstream of toxins (5u per tick). If you have no brute/burn loss you will heal 3 toxin damage per tick. For every 15 brute damage and 30 fire damage 1 toxin damage will be dealt. Purges itself 1u per tick when there are no toxins present. If overdosed 3 extra toxin damage will be dealt.

0.04 units per tick 10 Units Pyroxadone

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 12 ▮

1 part Cryoxadone

1 part Slime Jelly

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming All four basic types and cellular 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. Can heal wounds. Works on slimepeople. 0.4 units per tick N/A Clonexadone

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 13 ▮

1 part Cryoxadone

1 part Sodium 5 units Plasma (catalyst)

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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 cryo tubes. 0.6 units per tick N/A Rezadone

Impurity: Chemical Isomers Failed: Viscous sludge <15% pH: 12.2 ▮

1 part Carpotoxin 1 part Cryptobiolin

1 part Copper

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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 dizzy and jittery. Very good for treating cellular damage on the spot. 0.4 units per tick 30 Units Unique Healing Medicines These healing drugs perform niche functions that help against less common ailments.

Name Formula Reaction conditions Treatment for Description Chemical properties Mutadone▮ 1 part Acetone

1 part Unstable Mutagen

1 part Bromine

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Mutations Instantly removes your genetic mutations. Hulks hate it! 0.4 units per tick Mannitol▮

Impurity: Mannitoil Inverse: Toxic Monomers <45% Failed: Insolvent Medicinal Precipitate <40% pH: 10.4▮

1 part Hydrogen 1 part Water 1 part Sugar

Min temp: 50K

Overheat: 650K Optimal pH: 5 to 7.5 Unstable purity: <40% Exothermic H+ consuming

Brain Heals 2 brain damage per tick. Does not heal traumas. Can be poured directly on brains to heal 2 damage per unit (minimum 10 units). Healing scales with purity. Will also increase your eyesight in the dark depending on purity. Overdose will increase your brain power, granting you E n l i g h t e n m e n t!

Rate: 0.4u/tick

Unreacted purity: 100% OD: 15u

Neurine▮

Impurity: Neruwhine Inverse: Neruwhine <50% Failed: Insolvent medicinal precipitate <40% pH: 7▮

1 part Acetone

1 part Mannitol

1 part Oxygen

Min temp: 100K

Overheat: 700K Optimal pH: 6.8 to 10 Unstable purity: <40% Exothermic H+ producing

Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. When added to a patient, it will remember their brain damage - if their brain damage is below that value when added it will restore it back to what it was on consumption. When used on the dead will heal a corpse's brain slowly (patient must be dead and have a brain!). Healing scales with purity. Rate: 0.4u/tick

Unreacted purity: 75% Works on the dead

Potassium Iodide▮ 1 part Potassium 1 part Iodine

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Radiation Prevents damage from radiation, and heals 1 toxin damage each tick if you're irradiated. 0.8 units per tick Saline-Glucose Solution▮ 1 part Sodium Chloride

1 part Water 1 part Sugar

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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

OD: 60u

Ephedrine▮

Impurity: Chemical Isomers Inverse: Corazargh <40% Failed: Insolvent medicinal precipitate <30% pH: 12▮

1 part Diethylamine

1 part Oil

1 part Hydrogen 1 part Sugar

Min temp: 200K

Overheat: 500K Optimal pH: 7 to 9 Unstable purity: <30% Weakly endothermic H+ consuming Explosive

Stun Reduces stun times by typically around 30% (depends), increases run speed by 50%, regenerates 1 stamina per tick and causes up to 20% chance to drop held items, based on purity following: 20% * (1 - purity). Pure ephedrine has 0% chance to drop held items. Also prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png).

If overdosed it will deal toxin damage with an up to roughly 3% chance to set in progress heart failure, based on purity, down to roughly 2% at 100% purity. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitteriness.

Rate: 0.2u/tick

Unreacted purity: 75% OD: 30u Addictions: Weak stimulant (4 points)

Diphenhydramine▮ 1 part Diethylamine

1 part Oil

1 part Bromine 1 part Carbon 1 part Ethanol

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Histamine Overdose Purges bloodstream of lethal Histamine and reduces jitteriness while causing minor drowsiness. (Results in 4 units instead of 5) 0.2 units per tick Oculine▮

Inverse: Oculater <45% Failed: Insolvent medicinal precipitate <30% pH: 10▮

1 part Multiver

1 part Carbon 1 part Hydrogen

Min temp: 200K

Overheat: 600K Optimal pH: 4.8 to 8.5 Unstable purity: <30% Weakly Exothermic H+ consuming

Eye Quickly heals eye damage and has 20% chance per tick to revert blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. Improves your ability to see in the dark based off purity while it's in your system. Rate: 0.1u/tick

Unreacted purity: 75%

Inacusiate▮

Impurity: Tinacusiate Inverse: Tinacusiate <30% Failed: Insolvent medicinal precipitate <25% pH: 2▮

1 part Multiver

1 part Carbon 1 part Water

Min temp: 300K

Overheat: 500K Optimal pH: 5 to 10 Unstable purity: <25% Weakly Exothermic H+ consuming

Ear Rapidly repairs damage to the patient's ears to cure deafness, assuming the source of said deafness isn't from genetic mutations, chronic deafness, or a total deficit of ears. Lets you hear whispers from a distance if it's 100% pure. (Results in 2 units instead of 3) Rate: 0.4u/tick

Unreacted purity: 75%

Epinephrine▮ 1 part Acetone

1 part Diethylamine

1 part Phenol

1 part Chlorine 1 part Hydrogen 1 part Oxygen

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Crit 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. Stops the formation of Histamine during allergic reactions. 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

OD: 30 Units

Antihol▮

Impurity: Chemical Isomers Inverse: Prohol <35% Failed: Insolvent medicinal precipitate <15% pH: 4▮

1 part Multiver

1 part Copper 1 part Ethanol

Min temp: 1K

Overheat: 550K Optimal pH: 3.5 to 8.5 Unstable purity: <15% Endothermic H+ producing

Alcohol Purges 0-4u alcoholic drinks from someone's bloodstream each tick (depending on purity), as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. Rate: 0.4u/tick

Unreacted purity: 75%

Insulin▮ Found in NanoMed Plus N/A Sugar Dependency Increases sugar depletion. 0.2 units per tick Strange Reagent▮ 1 part Unstable Mutagen

1 part Omnizine 1 part Holy Water

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Death A miracle drug that can bring a dead body back to life. Only works on 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 organ damage and blood levels on successful revive. The drug doesn't work on corpses with over 200 brute+burn damage or husks. In living people each tick randomly deals 0-2.5 brute and burn damage. Can revive simplemobs as well by splashing it on them. 0.5 units per tick Synaptizine▮ 1 part Sugar 1 part Lithium 1 part Water

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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 Spaceacillin▮ 1 part Epinephrine

1 part Cryptobiolin

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Infections An all-purpose antiviral agent. Prevents you from spreading any virus if you are infected. Has a high chance to block infection from disease and zombie attacks. Will slow disease progression and alien larva growth if already infected. Metabolises very slowly. 0.04 units per tick Miner's Salve▮ 1 part Oil

1 part Iron 1 part Water OR 5 parts Plasma 5 parts Iron 1 part Sugar (Grind a twinkie, a sheet of metal, and a sheet of plasma) (Results in 15 parts instead of 11)

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Improvised Patch Healing Chem Helps treat severe burn wounds and 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. Gives 20 painkiller bonus, which is used when treated with bone gel. If applied with touch/patch it increases surgery speed by 10%. 1u heals roughly 1.5 burn+brute. 0.16 units per tick Modafinil▮ 1 part Acetone

1 part Diethylamine

1 part Phenol

1 part Ammonia

1 part Sulfuric Acid 1 unit Bromine (catalyst)

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Sleep Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleep (but not unconsciousness) and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly.

If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. The metabolism rate is slowed down. After 41 cycles 20% chance to stun you. Cycle 82 puts you into endless sleep while constantly dealing 1.5 stamina and oxygen damage.

No chance for addiction but very finicky OD.

0.02-0.08 units per tick

OD: Random, initially 20 but goes up or down 0.1 each tick.

Morphine▮ 2 parts Carbon 2 parts Hydrogen 1 part Ethanol 1 part Oxygen Temperature 480K

Min react temp: 480K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Damage slowdown Allows you to run at full speed even when hurt, even from stamina damage, but does not remove slowdown from wearing a Modsuit. 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. Gives 20 painkiller bonus, which is used when treated with bone gel.

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 2 parts instead of 6)

0.2 units per tick

OD: 30 Units Opiate(10 points)

Haloperidol▮ 1 part Oil

1 part Potassium Iodide

1 part Aluminium 1 part Chlorine 1 part Fluorine

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Anti-Drug and Light Sedative Helps fight against the effects of some 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 Leporazine ▮ 1 part Copper 1 part Silicon 5 units Plasma (catalyst)

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Body temperature This keeps a patient's body temperature stable. 0.4 units per tick Higadrite▮ 2 parts Phenol

1 part Lithium

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Liver failure Protects from toxin damage caused by liver failure. 0.4 units per tick Psicodine▮ 2 parts Mannitol

1 part Impedrezene

2 parts Water

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming Phobias and Mood Suppresses phobias and raises sanity to neutral. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 0.1 units per tick

OD: 30 units

Energized Jelly▮ 1 part Teslium

1 part Slime Jelly

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 10 Min purity: 0.25 Mildly exothermic Mildly H+ consuming 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 Penthrite▮

Inverse: Nooartrium <25% pH: 12.7▮

1 part Pentaerythritol

1 part Nitric Acid

1 part Acetone

1 part Wittel

Min temp: 255K

Overheat: 450K Optimal pH: 5 to 9 Exothermic

Heart, crit An explosive compound used to stabilize heart conditions. If you are not in crit it stabilizes your heart. If health is under crit threshold it prevents crit, heals you 2 tox/brute/burn, 6 oxy and damages heart 0.1 per unit. If you reach -60 health the penthrite is purged and you get a heart attack. Causes slow stomach damage. Overdose causes instant heart attack. Explodes when mixed with equal amounts Epinephrine (strenghtdiv 5) OR Atropine (strenghtdiv 5, modifier 5) (Results in 3 units instead of 4)

Purity will adjusts the threshold requirements (above 75% lowered requirements, below 75% higher requirements). Inverse reagent: Nooatrium below 25% Reaction will boom like a heart if overheated.

Rate: 0.2u/tick

OD: 50u

Sanguirite▮ Found in epipens N/A Bleeding A coagulant used to help bleeding wounds clot faster. Passively reduces bleeding by 30% while in the bloodstream. Only helps clot whichever wound is currently bleeding the most. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation per tick with possible minor lung and heart damage. 0.1 units per tick

OD: 20 units

Seraka Extract▮ Found in small quantities in Seraka mushrooms N/A Bleeding A powerful coagulant used to help clot bleeding wounds faster. Clots faster than any other chem and passively reduces bleeding by 40% while in the bloodstream. Only helps clot the currently worst wound. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation per tick with possible minor lung and heart damage. 0.1 units per tick

OD: 10 units

Pulped Banana Peel▮ Grind or juice banana peels N/A Bleeding A coagulant used to help bleeding wounds clot faster. Exact same effects as Sanguirite except slightly weaker clot coefficiency. Overdose can cause blood to clot in the veins, causing 15% chance of suffocation per tick with possible minor lung and heart damage. 0.4 units per tick

OD: 20 units

Determination Receive a wound. Moderate: 1 Severe: 2.5

Critical: 5

Losing a limb: 7.5

N/A Wounds Determination is added to your system when you're wounded and helps deal with the effects. Reduces bloodloss by 15%, limping by 75%, heals each wounded limb by .25 and heals stamina by the same amount, cures Adrenal Crisis caused by purging Kronkaine, and gives a +10 painkiller bonus. When it clears out of your system, you instantly take 3 stamina damage for each moderate wound, 6 for each severe, and 9 for each critical. 0.3 units per tick

Caps at 10

Non-craftable Medicines These healing drugs are used in some situations, but are otherwise uncraftable.

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Points Changeling Adrenaline▮ Changelings Stun 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 dizzy and jittery. If overdosed it will deal 1 toxin damage per tick. A changeling using the Adrenaline Sacs ability will inject 4u of this. 0.4 units per tick 30 Units N/A Changeling Haste▮ Changelings Speed Increases your speed to the maximum possible in most cases. A changeling using the Adrenaline Sacs ability will inject 2u of this. Deals 2 toxin damage per tick. 1 unit per tick N/A N/A Omnizine▮ Grown from Ambrosia Deus, and found in hot donkpockets, chef made lollipops (Not cyborg dispensed,) and a few other chef meals. 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 Protozine▮ Extract from a Geyser with a liquid pump. 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 weaker omnizine, but can be used in Strange Reagent crafting. 0.1 units per tick 30 Units N/A Godblood▮ Healing Fountain in Lavaland injects 20u of Godblood on use, Strange Seeds. 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 Honey▮ Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds 3u sugar to your system. 1 unit per tick N/A N/A Earthsblood▮ Grown from Ambrosia Gaia 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 jitteriness and 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). Overdosing causes 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 severe traumatic non-violence brain trauma (brain surgery level). The trauma does not go away until cured. 0.4 units per tick (static) 25 Units hallucinogens(14 points) Silibinin▮ Grow Galaxythistle Liver damage Each tick heals 2 liver damage. 0.6 units per tick N/A N/A Polypyrylium Oligomers▮ Grow Spaceman's Trumpet Plant Lung damage A purple mixture of short polyelectrolyte chains not easily synthesized in the laboratory. Each tick heals 0.25 lung damage and 0.35 brute. Stops bleeding (over time). Will color hair and beard purple from touch or vapor. Overdose deals 0.25 lung damage. 0.1 units per tick 50 Units N/A Mitogen Metabolism Factor▮ Eating Probital Brute If this enzyme exists as a catalyst in your body (at least 0.5u), any food you eat turns into healing peptides, which heal brute and some burn. If overdosed the metabolism changes to 0.8 units per tick and makes you vomit with a chance of 13% every second the medicine is in a body. 0.025 units per tick 10 Units N/A Musiver▮ Injecting 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). If overdosed causes muscle weakness, high liver damage and disgust. 0.1 units per tick 25u N/A Muscle Stimulant▮ Strange seeds Slowdown Makes you ignore slowdowns from being hurt. 0.4 units per tick N/A N/A Cordiolis Hepatico▮ 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 Stimulants▮ Syndicate uplink Stun Increases movement speed a lot. 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 prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png). Can be bought with syndicate uplink. 0.2 units per tick 60 Units Stimulant(4 points) Restorative Nanites▮ 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 medical cyborgs. 0.4 units per tick 30 Units N/A Synaphydramine▮ Viruses Drowsiness, Hallucinations, Histamine Reduces drowsiness, caps and reduces the frequency of hallucinations, quickly purges Mindbreaker Toxin and Histamine from the body. Automatically generated by a virus with Mind Restoration as a symptom. 0.4 units per tick N/A N/A Adminordrazine▮ Admin Intervention Everything When injected into a person, it heals everything, and by everything, I mean EVERYTHING. When used on a handcuffed individual, it even used to break them out of cuffs. When used on a hydroponics tray, it cures all ailments and has a high chance of triggering a mutation. 0.5 units per tick N/A 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/.

Name How to get Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold Bicaridine▮ Was completely removed from /tg/ July 2019. 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 N/A Kelotane▮ Was completely removed from /tg/ July 2019. 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 N/A Anti-Toxin▮ Was completely removed from /tg/ July 2019. 1 part Nitrogen 1 part Silicon 1 part Potassium

Toxin Heals 2 toxin damage and removes 1u toxin reagents per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u N/A Tricordrazine▮ Was completely removed from /tg/ July 2019. 1 part Anti-Toxin

1 part Bicaridine

1 part Kelotane 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. 0.4 units per tick 30u N/A Dexalin▮ Was completely removed from /tg/ Aug 2019. Medical cyborg hypospray and other sources 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 Charcoal▮ Was replaced with Multiver Aug 2019. 1 part Sodium Chloride

1 part Ash

Temperature 380K

Toxin Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when ingested. 0.2 units per tick N/A N/A Silver Sulfadiazine▮ Was replaced with Aiuri Aug 2019. 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. Deals minor burn and toxin damage when overdosed. 0.4 units per tick 45u N/A Styptic Powder▮ Was replaced with Libital Aug 2019. 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. Deals minor brute and toxin damage when overdosed. 0.4 units per tick 45u N/A Perfluorodecalin▮ Was renamed Convermol Aug 2019. 1 part Oil

1 part Fluorine 1 part Hydrogen Temperature 370K

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 Sanguibital▮ Was replaced with Helbital Sept 2019. 1 part Carbon 1 part Fluorine 1 part Sugar

Brute One of the first “Cobbychems”. Only existed on /tg/ for a short while. Removed by Cobby because it wasn't ever used (except as a poison) 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 Ichiyuri▮ Was replaced with Lenturi Oct 2019. 1 part Ammonia

1 part Silver 1 part Sulfur 1 part Oxygen 1 part Chlorine

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 Fiziver▮ Was replaced with Seiver Oct 2019. 1 part Aluminium 1 part Nitrogen 1 part Potassium

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 Corazone▮ Name changed to Higadrite Nov 2019. 2 parts Phenol

1 part Lithium

Liver Nov 2019 it was changed to only work on livers. Since Corazone is Spanish for “heart” it had its name changed to Higadrite (higado = liver). Protects from liver failure. 0.4 units per tick N/A N/A Lavaland Extract▮ Was removed in June, 2020. Brute, burn Survival medipens used to come with 2u of this. Very quickly heals damaged bodyparts. If overdosed it will deal heal about 2 brute/burn but deal 3 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 Reaction conditions Description Metabolism Rate Overdose Threshold Addiction Points Nicotine▮ Grown in tobacco or found in cigarettes. N/A Reduces stun times by typically around 20% (depends). Addiction causes bad mood, coughing and jitter. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. 0.05 units per tick 15 Units Nicotine(18 points) Krokodil▮ 1 part Diphenhydramine

1 part Morphine

1 part Space Cleaner

1 part Phosphorus 1 part Potassium 1 part Welding Fuel Temperature 380K

Min react temp: 380K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Opiods(18 points) Methamphetamine▮ 1 part Ephedrine

1 part Hydrogen 1 part Iodine 1 part Phosphorus Temperature 374K (Heat another degree if it doesn't work)

Required temp: 372K Overheat temp: 380K Optimal pH range: 6.5 to 7.5 Min purity: 0.5 Exothermic nature is tied to purity H+ producing Reduces stun times by around 60% (depends), makes you run 65% faster, 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. Explosive strength about 0.083 with modifier 5. Can not explode in a body. The lower the purity is, the more exothermic of the reaction will be. Keep some buffer handy, and keep your pH between the tight window, and you should have no problems.

0.3 units per tick 20 Units stimulants(12 points) Bath Salts▮ 1 part Saltpetre

1 part Space Cleaner

1 part Bad Food 1 part Universal Enzyme 1 part Nutriment 1 part Tea 1 part Mercury Temperature 374K

Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 stimulants(25 points) Aranesp▮ 1 part Epinephrine

1 part Atropine

1 part Morphine

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 stimulants(8 points) Happiness▮ 2 parts Nitrous Oxide

1 part Epinephrine

1 part Ethanol 5 units Plasma (catalyst)

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Suppresses phobias and fills you with ecstatic 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 hallucinogens(18 points) Space Drugs▮ 1 part Lithium 1 part Mercury 1 part Sugar

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 hallucinogens(10 points) Pump-Up▮ 2 parts Epinephrine

5 parts Coffee

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Prevents the knockdown from stunbatons StunBaton.gif (including stunprods Stunprod.png). Doesn't affect stuns from other sources. 15% chance to cause loss of breath, and 5% to cause some 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 jitter and can also make you drool. Can be found in maintenance Pump up injector.png. (Results in 5 parts instead of 7) 1.2 units per tick 30 Units stimulants(6 points) Maintenance Tar▮ 1 part Organic Slurry 1 part Tea 1 part Welding Fuel or 3 parts Universal Enzyme 1 part Tea 1 part Welding Fuel

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Raw tar, straight from the floor. It can help you with escaping bad situations at the cost of liver damage. Adjusts stuns by -10 and deals 1.5 liver damage each tick. Overdose deals 5 toxin and an additional 3 liver damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 3 parts Maintenance Tar and 1 part Sulfuric Acid, instead of 3 or 5) 0.2 units per tick 30 Units maintenance drugs(5 points) Maintenance Sludge▮ 3 parts Maintenance Tar

1 part Fluorosulfuric Acid

5 units Hydrogen Peroxide

(catalyst) Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Makes you more resistant to wounds but causes toxins to accumulate. Deals 0.5 toxin. Overdose deals 1 extra toxin with 10% chance of 5 toxin and vomit. Addiction will later deal more toxin damage and make you randomly drop held items. (Results in 1 part instead of 4) 0.8 units per tick 25 Units maintenance drugs(8 points) Maintenance Powder▮ 6 parts Maintenance Sludge

1 part Nitric Acid

1 part Universal Enzyme 5 units Acetone Oxide

(catalyst) Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Enhances your mental ability, making you learn stuff a lot faster. Multiplies skill gain depending on volume, but deals 0.1 brain damage. Overdose deals an additional 3 brain damage. Addiction will later deal toxin damage and make you randomly drop held items. (Results in 1 part instead of 8) 0.2 units per tick 15 Units maintenance drugs(14 points) Mushroom Hallucinogen▮ Grown in botany or found in special cigarettes. N/A An potent compound which induces drugginess, makes you slur, drool, giggle and similar. If overdosed causes the person to speak random languages. Metabolizes slowly. 0.02 units per tick 30 Units hallucinogens(12 points) Kronkaine▮ 15 parts Kronkus Extract 10 parts Welding Fuel 5 parts Ammonia N/A Instantly heals 4 * volume stamina damage and halves the time it takes to do most actions while it is in your body while causing 0.3 heart damage. Causes adrenal crisis syndrome if you try and purge it with multiver and haloperidol. Deals significant heart damage when overdosed.

0.4 units per tick 20 Units stimulants(20 points) bLaSToFF▮ 10 parts Cyanide

10 parts Silver 5 parts Lye

N/A Causes you to flip randomly based on volume. Every third flip is a superflip that launches you forward. Every third spin is a super spin that causes nausea but throws anyone grabbing you. Also causes trippy visuals, 0.3 lung damage and reduces knockdowns. When overdosed it causes you spin randomly based on volume and additional 0.3 lung damage. 0.4 units per tick 30 Units hallucinogens(15 points) SaturnX▮ 5 parts Lead 5 parts Nothing 10 parts Maintenance Tar

N/A Makes the user invisible, although their clothes are still visible. Causes 0.3 liver damage and applies a unique visual effect. When overdosed it causes additional liver damage and causes the user to giggle. 0.2 units per tick 25 Units maintenance drugs(20 points) Pyrotechnics 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, explosive strength is not affected by purity unless stated otherwise.

Note that all non-standard explosions or other AoE pyrotechnics, such as Flash Powder or Liquid Dark Matter, do not work like this. The scaling and max size of these effects vary on a case-by-case basis. In low enough levels, an explosion will purge its reagent container without causing any damage or knockback. A chemist can abuse this to clear a beaker or person of chemicals so long as they keep the doses low.

Name Formula Reaction conditions Description Chemical properties 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! Also turns plasma into stable plasma (which can already be dispensed from chem dispenser) if mixed 1:1. 0.4 units per tick Fluorosurfactant▮ 2 parts Carbon 2 parts Fluorine 1 part Sulfuric 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(MODsuit/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 Phosphorus 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 Phosphorus 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 Sulfuric 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 6 fire damage every 2 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. In a body 0.5u oxygen will be consumed every tick to increase body temperature by 15. 0.2 units per tick Cryostylane▮

Impurity: Ice Inverse: Cryogelidia <50% pH: 8.6▮

1 part Ice 1 part Stable Plasma 1 part Nitrogen

Min temp: -200K

Overheat: 99999K Optimal pH: 4 to 10 Unstable purity: <20% Strongly endothermic H+ consuming

Induces a cryostasis like state in a patient's organs, preventing them from decaying while dead. Slows down surgery while in a patient however. Will progressively consume 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. Does not react with the oxygen in air. In a body 0.5u oxygen will be consumed every tick to decrease body temperature by 15. Special reaction mechanics :The colder it is during the reaction, the lower the purity will be.

Rate: 0.02u/tick

Unreacted purity: 100% Works on the dead

Chlorine Trifluoride▮ 3 parts Fluorine 1 part Chlorine Temperature 424K

When created it will create a temporary 3×3 fireball. Becomes 1000K when first mixed. A flammable substance so dangerous it can instantly melt floor or floor plating with high amounts. 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 this will blow up when mixed unless some reagents were cooled. Has an explosive strength of 0.083, with a modifier 5, but results in 1 part instead of 4 so is effectively much weaker than exploding Meth. Can not explode in a body. N/A Gunpowder▮ 1 part Multiver

1 part Saltpetre

1 part Sulfur

When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations and drugginess in plasmamen. Has an explosive strength of 0.1 and a modifier of 5. Was originally named Black Powder. 0.05 units per tick Nitroglycerin▮ 1 part Glycerol

1 part Nitric Acid

1 part Sulfuric Acid

A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can only be stabilized by having Exotic Stabilizer (at least 1u per 25u nitroglycerin made) in the container on mix. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3). Has an explosive strength of 0.5. 0.4 units per tick RDX▮ 2 parts Phenol

1 part Acetone Oxide

1 part Nitric Acid

1 unit Gold (catalyst) Temperature 404K

A military grade explosive. Explodes immediately unless stabilized with Stabilizing Agent. If stabilized, explodes on heating to 474k, or when mixed with an equal amount of liquid electricity or teslium. Has an explosive strength of 0.143, or 0.286 if activated electrically . Additionally, when activated electrically it has extra fire range, a modifier of 4, or a modifier of 6 if you use teslium. (200 heated RDX would be same as 100 RDX + 100 teslium if it wasn't for the modifiers. )(Results in 1 unit instead of 4) 0.4 units per tick TaTP▮ 1 part Acetone Oxide

1 part Nitric Acid

1 part Pentaerythritol

Temperature between 401K and 499K (randomized at roundstart)

Suicide grade explosive. Forms and immediately explodes at a random temperature between 401k and 499k. Can only be stabilized by having Exotic Stabilizer (at least 1u per 50u TaTP made) in the container on mix. If stabilized, explodes at a random temperature between 501k and 599k. When detonated after being stablised, the explosive strength increases with the amount used, topping off at 0.67 at around 2100u. (Results in 1 units instead of 3) 0.4 units per tick Penthrite Explosion▮ 1 part Penthrite

1 part Phenol

1 part Acetone Oxide

Temperature 315K

An explosive reaction involving Penthrite. Explodes on heating to 315k. Has an explosive strength of 0.2 N/A 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. Has an explosive strength of 0.05. Commonly used in low doses to explode the chemicals out of someone, though more than 5u being used causes a damaging explosion. 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 with an explosive strength of 0.125, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. N/A EMP 1 part Iron 1 part Uranium

1 part Aluminium

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 headsets, stuns cyborgs, disables security cameras, messes with Cybernetics, randomizes suit sensor settings, and randomly pulses wires. 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 Teslium▮ 1 part Gunpowder

1 part Silver 1 part Stable Plasma Temperature 400K

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 0.2 units per tick 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. Teslium amount determines damage and number of bolts. 10u for one bolt, 40u for 2 bolts, and 75u for 3 bolts. Each extra bolt deals more damage than the previous one. 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. 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. 0.4 units per tick Other Reagents These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of grenades, but some can be quite dangerous.

Name Formula Reaction conditions Description Metabolism Rate Ice▮ 1 part Water Temperature below 274K

Min react temp: below 274K Chilly! Baldium▮ 1 part Lye

1 part Radium 1 part Sulfuric Acid Temperature 395K

Min react temp: 395K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Barber's Aid▮ 1 part Carpet

1 part Space Drugs

1 part Radium

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 N/A Occasionally causes random short distance teleportation. If splashed on someone it teleports them 1 tile per 5 units used. 0.4 units per tick BZ Metabolites▮ Breathe BZ gas N/A Does nothing unless you're a changeling. Slowly drains a changeling's chemical storage. 0.08 units per tick Concentrated Barber's Aid▮ 1 part Barber's Aid

1 part Unstable Mutagen

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 374K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 777K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. Can be mixed 1:1 with other chemicals to create different types of carpet: Click expand for list of recipes.

Oil

: Black Carpet Cryostylane

: Blue Carpet Cyanide

: Cyan Carpet Green Beer: Green Carpet Orange Juice: Orange Carpet Regenerative Jelly

: Purple Carpet Liquid Gibs: Red Carpet

Some of the above carpet chemicals can be further refined: Black Carpet + Royal Bee Jelly

: Royal Black Carpet Blue Carpet + Royal Bee Jelly

: Royal Blue Carpet 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Randomly colors floor, items and people. Keep away from the clown. Add this to your smoke grenade for a “rainbow bomb”. 0.4 units per tick Condensed Capsaicin▮ 5 parts Ethanol 1 part Capsaicin Oil

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown. 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 Life▮ 1 part Strange Reagent

1 part Synthflesh

1 part Blood Temperature 375K

N/A 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 Life (Friendly)▮ 1 part Strange Reagent

1 part Synthflesh

1 part Sugar Temperature 375K

N/A 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 Cellulose Fibers Grind wood planks N/A A crystaline polydextrose polymer. Plants swear by this stuff. Used for making Medicated Sutures. 0.4 units per tick Cellulose Carbonization 1 part Cellulose Temperature 512K

Min react temp: 512K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Turns cellulose into carbon. N/A Corgium 1 part Colorful Reagent

1 part Strange Reagent

1 part Blood 1 part Nutriment Temperature 374K

N/A Creates your own Corgi! N/A Color Powder▮ Grow Rainbow Bunch N/A 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”. 0.4 units per tick Crayon Powder▮ Grind a crayon N/A A variety of Color Powder that works the same except it can't color mobs. There are several different crayon powder colors. 0.4 units per tick Cryptobiolin▮ 1 part Oxygen 1 part Potassium 1 part Sugar

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Used in Metal Foam production. (Results in 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

Cold reaction Min react temp: 200K Overheat temp: 5K pH range: 5 to 9 Min purity: 0.3 Very endothermic Mildly H+ consuming When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes burning plasma from the air, dumping it on the floor upon dissipation. 0.4 units per tick Glitter▮ Prize from arcade machines N/A White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake gases. Used for pranks. Can be cleaned up with the ordinary cleaning tools. 0.4 units per tick Glycerol▮ 3 parts Corn Oil 1 part Sulfuric Acid

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Gravitum▮ 1 part Wittel 10 part Sorium

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Growth Serum▮ Fly amanita N/A 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 Hollow Water▮ Extract from a Geyser with a liquid pump. N/A Used in a catalystic reaction where it gets turned into holy water if its mixed with holy water. 0.4 units per tick Impedrezene▮ 1 part Mercury 1 part Oxygen 1 part Sugar

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Quantum Hair Dye▮ 1 part Colorful Reagent

1 part Space Drugs

1 part Chlorine

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Causes you to laugh. (Results in 10 units instead of 2) instant Magillitis▮ Syndicate uplink N/A Turns monkeys and humans into gorillas after 10 cycles. 0.4 units per tick Meat Product 10 parts Liquid Gibs 10 parts Nutriment 10 parts Carbon N/A 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Metalgen Randomized every 3 days. Recipe can be found in a ruin.

Randomized! 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 Metalgen Imprint Any amount of Metalgen 40 parts of any liquid material (Bluespace dust, gold, uranium, silver, iron, silicon and plasma) 1 part Liquid Dark Matter

(add last) N/A When the this reaction happens, the metalgen used will become imprinted with the used material. The remaining metalgen will still have the same name but will convert items and structures into the imprinted material if it touches them. Note that certain materials, like diamonds, don't have a liquid form. Silicon will work for glass. N/A Nanomachines▮ Roburgers from silver slime extracts N/A Inflicts a disease which turns the victim into a cyborg with Asimov laws. The disease can be cured with an injection of copper. 0.4 units per tick Smart Foaming Agent▮ 3 parts Foaming Agent

1 part Acetone

1 part Iron

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Required to make smart metal foam. (Results in 3 units instead of 5) 0.4 units per tick Smart Metal Foam 3 parts Aluminium 1 part Smart Foaming Agent

1 part Fluorosulfuric Acid

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 525K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Creates N2O in liquid form.When heated to 575K it throws things away and then explodes. Will cause drowsiness when sprayed on someone. While it is inside of someone, it causes anemia (blood loss), confusion, and loss of breath. Spilling this will release gas form N2O into the atmosphere. If during reaction the purity of the N2O dips below 30% it will begin airolating itself. Nitrous Oxide has an explosive power of 1/9 and a modifier of 1. 0.6 units per tick Silver Solidification 20 parts Silver 10 parts Carbon Temperature 630K

N/A Solidifies a large amount of liquid Silver into a bar. Can not react in a body. N/A Gold Solidification 20 parts Gold 5 parts Frost Oil 1 part Iron

N/A 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

N/A Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. N/A Uranium Solidification 20 parts Uranium 5 parts Frost Oil 1 part Potassium

N/A Solidifies a large amount of liquid Uranium into a sheet. Can not react in a body. N/A Plastic Sheets 5 parts Oil

3 parts Ash

2 parts Sulfuric Acid Temperature 374K

N/A Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft plastic bottles Large water bottle.png and other novelties. Be sure to put some plastic sheets in the Protolathe, as plastic is needed for a lot of advanced medical equipment. N/A Romerol▮ Syndicate uplink N/A Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as 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 and ingestion. The tumor can be removed with surgery. instant Royal Bee Jelly▮ 40 parts Honey 10 parts Unstable Mutagen

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 0.4 units per tick Serotrotium▮ Strange seeds N/A Makes you randomly twitch, drool, moan and gasp. 0.1 units per tick Soap 10 parts Lye

10 parts Liquid Gibs Temperature 374K

N/A Creates a bar of soap. Slightly slower at cleaning than with what you can find on the station. Can not react in a body. N/A Space Cleaner▮ 1 part Ammonia

1 part Water

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. Unlike scrubbing tools, this does not clean forensics (fingerprints). 0.4 units per tick Spray Tan▮ 1 part Orange Juice 1 part Oil

OR 1 part Corn Oil Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Multiver

1 part Chlorine 1 part Ethanol

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming When applied via touch or vapor, increases the speed 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

N/A Creates a slab of synthetic meat. N/A Medicated suture.png Medicated Suture 20 units Formaldehyde

15 units Polypyrylium Oligomers 10 units Cellulose N/A Creates a Medicated Suture. N/A Advanced regenerative mesh closed.pngAdvanced Regenerative Mesh 10 units Sterilizine

20 units Aloe Juice 20 units Cellulose N/A Creates an Advanced Regenerative Mesh. N/A Mourning poultice.pngMourning Poultice 20 units Aloe Juice 20 units Bungotoxin 20 units Cellulose N/A Creates a Mourning Poultice. N/A Organic Slurry▮ Dipping a Dead mouse in 3 to 45 units of welding fuel and grinding it down. N/A A mixture of various differently colored fluids. Only works when ingested. If injected, will revert to Welding Fuel. Randomly induces vomiting and later short stuns as well. Rapidly purges itself each vomit when stunning. Results in 4 units instead of 3. 0.4 units per tick Pax▮ 1 part Mindbreaker Toxin

1 part Synaptizine

1 part Water

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Pacifies by preventing the victim from using Combat Mode Combat 32.png, certain harmful weapons and only letting them use passive or aggressive Grab action.png Grab 32.png.. Non-harmful weapons such as disablers still work. 0.1 units per tick Synthpax▮ Peacekeeper Cyborgs N/A Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick Dizzying Solution Peacekeeper Cyborgs N/A Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick Tranquility▮ Gondola Meat N/A Induces a virus that creates Pax within the victim's body and slowly turns them into a Gondola. Can be cured with Condensed Capsaicin. 0.4 units per tick Liquid Electricity▮ Ethereal blood, certain foods N/A The blood of Ethereals. Does nothing in non-ethereals unless it's the 'enriched' type found in some plants and food. Enriched Liquid Electricity periodically electrocutes any non-Ethereals that have it in their system. Insulated gloves do not protect against this. 0.4 units per tick Monkey Powder 2 parts Nutriment 1 part Banana Juice 1 part Liquid Gibs

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Add 1u water to 50u of this to create a monkey. Gibs monkeys if another monkey spawns inside them. (Results in 5 units instead of 4) N/A Electrolysis 5 units Water 1 unit Liquid Electricity Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Turns the ingredients into 3u hydrogen and 1.5u oxygen. N/A Scream 5 parts Cream 5 parts Lizard wine 1 part Strange Reagent

Temperature 374K

N/A When mixed the ingredients are consumed and the solution screams. Bigger reaction causes louder scream. N/A Slime Extractification 30 parts Slime Jelly

5 parts Frost Oil 5 parts Plasma

N/A The mixture condenses into a grey slime extract. 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 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 or Saline-Glucose Solution

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

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) Blood Duplication▮ 1 part Unstable Mutagen

1 part Blood

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 Strange seeds. Example: Plastic Polymers.

Mutation Toxins Obtainable through xenobiology, these chemicals transform humanoids into other races. It only takes 1u to start the transformation.

Name Formula Description Metabolism Rate Imperfect Mutation Toxin▮ Green slimes After 20 cycles (about 4 units) transforms you into a random slimeperson subspecies. If you're already a slimeperson this will randomly change your subspecies. Used to be named Slime Mutation Toxin. 0.2 units per tick Lizard Mutation Toxin▮ Green slimes After 20 cycles (about 4 units) transforms you into a lizardperson. 0.2 units per tick Stable Mutation Toxin▮ Green slimes After 20 cycles (about 4 units) transforms you into a human. 0.2 units per tick Advanced Mutation Toxin▮ Black slimes Makes the victim contract a disease which slowly morphs them into a slime. The disease can be cured with Frost Oil. 0.2 units per tick Toxins The deadliest of deadly chemicals. You can get some of these through the traitor uplink. The human liver will stop individual toxins from working if there are 3u or less of it in a body. The threshold for a toxin to work lowers with higher liver damage. Toxins deal liver damage.

Name Recipe Reaction conditions Damage dealt Description Metabolism Rate Overdose Threshold Toxin▮ Hacked NanoMed vendors, Emagged Chem Dispenser N/A Toxin Will deal 1.5 toxin damage per tick. 0.4 units per tick N/A Bad Food▮ From eating poorly made food N/A Toxin Will deal 0.5 toxin damage per tick. 0.1 units per tick N/A Chloral Hydrate▮

Impurity: Chloralax Inverse: Toxic monomers <25% Failed: Viscous sludge <60% pH: 11▮

3 parts Chlorine 1 part Ethanol 1 part Water

Min temp: 200K

Overheat: 900K Optimal pH: 7 to 9 Unstable purity: <60% Moderately exothermic H+ consuming

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▮

Impurity: Rosenol Failed: Viscous sludge <40% pH: 11▮

1 part Multiver

1 part Hydrogen 1 part Silicon

Min temp: 100K

Overheat: 900K Optimal pH: 6 to 14 Unstable purity: <40% Exothermic H+ consuming

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 Mute Toxin▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <40% pH: 12.2▮

2 parts Uranium 1 part Water 1 part Carbon

Min temp: 100K

Overheat: 900K Optimal pH: 6 to 14 Unstable purity: <40% Moderately endothermic H+ consuming

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▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <50% pH: 1.7▮

1 part Mute Toxin

1 part Nothing 1 part Radium

Min temp: 100K

Overheat: 900K Optimal pH: 0 to 8 Unstable purity: <50% Moderately endothermic H+ producing

Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A Bone Hurting Juice▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <40% pH: 3.1▮

3 parts Itching Powder

1 part Unstable Mutagen

1 part Milk

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 9 Unstable purity: <40% Moderately endothermic H+ producing

Stamina Damage Does 7.5 stamina damage per tick. On overdose it has a 4% chance of causing a spike of 20 brute and 200 stamina damage to a random limb, which has a high chance of hurting bones. 0.4 units per tick 50 Units

Unreacted purity: 75%

Mulligan Toxin▮ 1 part Slime Mutation Toxin 1 part Unstable Mutagen

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Identity Randomizes the subject's appearance. Infinite N/A Lexorin▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <40% pH: 1.2▮

1 part Salbutamol

1 part Plasma 1 part Hydrogen Min temp: 100K

Overheat: 900K Optimal pH: 1.8 to 7 Unstable purity: <40% Moderately endothermic H+ producing

Suffocation Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. Countered by epinephrine which purges 2u lexorin (and 1u of itself) with 20% chance to add 4u histamines. Note: Heat your lexorin making mixture to speed up the chemical reaction to 5 seconds. (300-500K)

0.4 units per tick N/A Initropidril▮ Poison Kit, Bioterror Spray N/A 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 N/A Stamina Damage Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 0.4 units per tick N/A Tiring Solution▮ Peacekeeper Cyborgs N/A 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 N/A Radiation Almost instantly irradiates a victim. 0.05 units per tick N/A Pancuronium▮ Poison Kit N/A 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 N/A 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▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <50% pH: 6▮

1 part Acetone

1 part Diethylamine

1 part Sulfur

Min temp: 100K

Overheat: 900K Optimal pH: 4 to 9 Unstable purity: <50% Exothermic H+ consuming

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 N/A 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 N/A Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A Bungotoxin▮ Grow Bungo Tree N/A Heart Damage Deals 3 heart damage per tick and sets their confusion stat to their dizziness stat. 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 Lead Acetate▮ Party Pods (hidden tech) N/A Brain and ear damage Deals 1 brain and ear damage per tick. Tiny chance to cause confusion. 0.4 units per tick N/A Unstable mutagen▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <70% pH: 2.3▮

1 part Chlorine 1 part Phosphorus 1 part Radium

Min temp: 100K

Overheat: 900K Optimal pH: 3 to 9 Unstable purity: <70% Moderately exothermic H+ producing

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%. Also useful for Virology. Turns into blood if mixed with blood, due to Blood Duplication

. 0.4 units per tick N/A Lipolicide▮

Impurity: Ipecacide Inverse: Toxic monomers <25% Failed: Viscous sludge <70% pH: 6▮

1 part Ephedrine

1 part Diethylamine

1 part Mercury

Min temp: 100K

Overheat: 900K Optimal pH: 4 to 8.5 Unstable purity: <70% Moderately exothermic H+ producing

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 N/A 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. 0.024 units per tick N/A Curare▮ Poison Kit N/A 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 N/A 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▮

Impurity: Methanol Inverse: Toxic monomers <25% Failed: Viscous sludge <50% pH: 2▮

1 part Ethanol 1 part Oxygen 1 part Silver Temperature 420K

Min temp: 420K

Overheat: 900K Optimal pH: 0 to 7 Unstable purity: <50% Exothermic H+ producing

Toxin Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. Preserves corpses from organ decay. 0.2 units per tick N/A Venom▮ Poison Kit, Bioterror Spray, Giant Spider bites N/A 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 Fake Beer▮ Emagged service cyborg N/A Knockout Instantly puts the victim to sleep. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage. 0.6 units per tick N/A Fentanyl▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <50% pH: 9▮

1 part Space Drugs

Temperature 674K

Min temp: 674K

Overheat: 874K Optimal pH: 7 to 11 Unstable purity: <50% Weakly Exothermic H+ consuming

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 make the user fall asleep. 0.2 units per tick N/A Cyanide▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <40% pH: 9.3▮

1 part Oil

1 part Ammonia

1 part Oxygen Temperature 380K

Min temp: 380K

Overheat: 1000K Optimal pH: 9 to 11 Unstable purity: <40% Moderately endothermic H+ consuming

Toxin, oxyloss Deals 1.25 toxin damage per tick, with 8% chance to stun for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. 0.05 units per tick N/A Carpotoxin▮ Space Carp, Koibeans, Emagged Chem Dispenser N/A Toxin Deals 2 toxin damage per tick (unless you are a felinid !) . Can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A Zombie Powder▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <30% pH: 13▮

5 parts Morphine

5 parts Carpotoxin 5 parts Copper

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 14 Unstable purity: <30% Exothermic H+ consuming

Fake death, stun If ingested instantly knocks people out, and makes them appear dead to the most rudimentary of tests. If taken any other way than ingestion it makes you confused and 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) 0.4 units per tick N/A Ghoul Powder▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <40% pH: 14.5▮

1 part Epinephrine

1 part Zombie Powder

Min temp: 100K

Overheat: 900K Optimal pH: 5 to 14 Unstable purity: <40% Exothermic H+ consuming

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▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <30% pH: 7▮

1 part Multiver

1 part Ammonia

1 part Welding Fuel

Min temp: 280K

Overheat: 700K Optimal pH: 5 to 9 Unstable purity: <30% Moderately endothermic H+ consuming

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 Booze Dispenser, Mushroom Shavings (Lavaland) N/A Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A Slime Jelly▮ Must be mixed in a Glowshroom Glowshroom.png 3 parts Oil

1 part Tinea Luxor 2 parts Radium

or grind an unused slime extract

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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 Heparin▮

Impurity: Chemical Isomers Inverse: Toxic Monomers <25% Failed: Viscous Sludge <60% pH: 11.6▮

1 part Formaldehyde

1 part Sodium 1 part Chlorine 1 part Lithium

Min temp: 100K Overheat: 800K Optimal pH: 5 to 9.5 Unstable purity: <60% Moderately exothermic H+ consuming Bleeding A powerful anticoagulant. All open bleeding wounds on the victim will open up and bleed much faster. Increases bleed flow by 0.5. Doesn't work unless the victim has a bleeding wound. Rate: 0.08u/tick

Unreacted purity: 75%

N/A Rotatium▮

Impurity: Chemical Isomers Inverse: Toxic Monomers <25% Failed: Viscous Sludge <60% pH: 6.2▮

1 part Teslium

1 part Mindbreaker Toxin

1 part Fentanyl

Min temp: 100K

Overheat: 900K Optimal pH: 3 to 9 Unstable purity: <60% Moderately endothermic H+ consuming

Toxin After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. Was previously refinable into Skewium, but skewium was removed from tgstation Oct 2019 for causing client crashes. Rate: 0.24u/tick

Unreacted purity: 75%

Spewium▮ Poison Kit N/A 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 15% chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units Anacea▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <70% pH: 8▮

1 part Haloperidol

1 part Impedrezene

1 part Radium

Min temp: 100K

Overheat: 900K Optimal pH: 6 to 9 Unstable purity: <70% Moderately exothermic H+ consuming

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▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <50% pH: 0▮

1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulfuric Acid Temperature 380K

Min temp: 380K

Overheat: 800K Optimal pH: 0 to 2 Unstable purity: <50% Moderately endothermic H+ producing

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 (current cycle / 15) burn in body. The burn damage scales with purity, with 100% of the burn damage being applied at 100% purity. “Acidpower” 42. 0.4 units per tick N/A Nitric acid▮

Impurity: Chemical Isomers Inverse: Toxic monomers <25% Failed: Viscous sludge <50% pH: 1.3▮

1 part Fluorosulfuric Acid

1 part Hydrogen Peroxide

1 part Nitrogen Temperature 480K

Min temp: 480K

Overheat: 900K Optimal pH: 0 to 4.1 Unstable purity: <50% Moderately endothermic H+ producing

Corrosion A corrosive and dangerous substance. Instantly deals brute damage if added to or splashed on people. Deals 3 toxin and (volume / 10) burn in body. The burn damage scales with purity, with 100% of the burn damage being applied at 100% purity. “Acidpower” 5. (Results in 2 units instead of 3) 0.4 units per tick N/A Weed Killer▮ 4 parts Ammonia

1 part Toxin Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming 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

Min react temp: 100K Overheat temp: 900K Optimal pH range: 5 to 9 Min purity: 0.3 Mildly exothermic Mildly H+ consuming Toxin A potent herbicide. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 0.4 units per tick N/A Hot Ice Slush▮ Grind Hot Ice. 50u per sheet. N/A Toxin Heats you up, deals 3 toxin damage and increases the plasma volume of xenos. Slowly purges epinephrine. Melts into 12 units of liquid form plasma if heated to 30°C (303.15 K). 0.4 units per tick N/A Unique Chemicals These reagents have either a bit more to their use or reaction - making them a bit of unique case

Name Formula Reaction conditions Description Chemical properties Eigenstasium▮

Impurity: Eigenswap Failed: Bluespace Dust <40% pH: 3.7▮

1 part Caramel 1 part Bluespace Dust 1 part Stable Plasma

Min temp: 350K

Overheat: 650K Optimal pH: 9 to 12 Unstable purity: <40% Extremely exothermic H+ producing

A strange mixture formed from a controlled reaction of bluespace with plasma, that causes localised eigenstate fluxuations within the patient. If the purity of the reagent is over 90%, it will teleport the player to the creation location on consumption (ingestion only) Next, it will save the location you took the reagent, and create a blue eigenstate version of your character to signal where you will return to. When the reagent leaves a patients bloodstream, it will teleport the player back to the consumption location. Dying does not stop processing, you will still return to the consumption location even if dead.

Overdosing causes the stability of your character to split - Teleporting you to a random location close to where you are every second and causing Disgust. Afterwards you will slowly become more and more unstable causing various effect. At the end of your symptoms, you get transposed with an alternate reality form of yourself… which can be a way to fix some debilitating traumas or addictions. These effects, up until transposition, can be reversed/held off by taking stabilising agent, bluespace dust or more eigenstasium.

Spraying this on multiple lockers on the same tile (with an over 80% pure reagent) links the lockers together, creating eigenlockers. Eigenlocker are linked together, teleporting whatever enters them to the next locker in the sequence. You can link as many lockers as you like in a sequence, but you have to have all the lockers on top of each other when you link them. Lockers with a damaged link (i.e. all other lockers in the sequence are destroyed) can be reused in a sequence, but otherwise linked lockers can't be relinked.

Rate: 0.4u/tick

Unreacted purity: 50% OD: 15u Works on the dead

Impure / Inverse / Failed Chemicals These chemicals can only be created from inoptimal reactions.

Name Description Chemical properties Chemical Isomers▮

Impure reagent pH: 3▮

Impure chemical isomers made from inoptimal reactions. Causes mild liver damage Rate: 0.1u/tick Toxic monomers▮

Inverse reagent pH: 2▮

This is the 'default' inverse reagent. Inverse reagents are created when a reagent's purity is below it's inverse threshold. The are created either during ingestion - which will then replace their associated reagent, or some can be created during the reaction process. This does 1 toxin damage per tick. Rate: 0.4u/tick Viscous sludge▮

Impurity: Water pH: 1.5▮

A off smelling sludge that's created when a reaction gets too impure. Rate: 0.4u/tick Insolvent medicinal precipitate▮

Impure reagent pH: 11▮

A viscous mess of various medicines. Will heal a damage type at random Rate: 1u/tick

Addictions: medicine

Helgrasp▮

Inverse reagent pH: 14▮

This rare and forbidden concoction is thought to bring you closer to the grasp of the Norse goddess Hel. Sends Hel's hands after whomever has the hubris to consume it. Will often cause the crew to start screaming about Heretics due to their visual similarity to the Hands of the Mansus. The hands will deal 5 burn damage, reduced by armor. Additionally, it will also deal 0.25 toxin damage per tick. Rate: 1u/tick Libitoil▮

Impure reagent pH: 13.5▮

Temporarily interferes a patient's ability to process alcohol, making them more susceptible to its effects. Rate: 0.1u/tick

Addictions: Weak medicine

Metabolic Inhibition Factor▮

Impure reagent pH: 1▮

This enzyme catalyzes crashes the conversion of nutritious food into healing peptides. Overdosing causes it to metabolize at 1.6u/tick, instead. Rate: 0.025u/tick

OD: 10u Addictions: Weak medicine

Lentslurri▮

Impure reagent pH: 3▮

A highly addicitive muscle relaxant that is made when Lenturi reactions go wrong, this will cause the patient to move slowly. Rate: 0.1u/tick

Addictions: medicine

Ichiyuri▮

Impure reagent pH: 1.7▮

Prolonged exposure to this chemical can cause an overwhelming urge to itch oneself. Rate: 0.4u/tick

Addictions: Weak medicine

Aivime▮

Impure reagent pH: 3.1▮

This reagent is known to interfere with the eyesight of a patient. Rate: 0.1u/tick

Addictions: Weak medicine

Herignis▮

Inverse reagent pH: 0.8▮

This reagent causes a dramatic raise in a patient's body temperature. Specifically, chem temperature is raised by a number between 5 and 25, multiplied by the purity of the reagent. Body temperature is raised by this number, with an added 50%. Keep in mind that chemicals and the body return to a normal temperature over time, and this is accelerated the further from normal you are. Lastly, if applied through vapor, body temperature is raised by 1.5 times the volume that you are exposed to in that tick, and will add fire stacks following: exposed volume divided by 2, if you are on fire. Overdosing causes the liver to take roughly 2 damage per tick, and to heat both chemicals and the body even faster. Rate: 0.4u/tick

OD: 25u Addictions: Weak medicine

Super Melatonin▮

Inverse reagent pH: 12.5▮

Every tick, this has a 50% chance to cause you to yawn. After 10 cycles, causes you to fall asleep. When the reagent is no longer present in a body, the affected person will let out a hearty snore, as a subtle tell the effect is ending. Uniquely, a 25% boost to all healing from medicines in the patient while they are asleep is applied. Rate: 0.4u/tick

Addictions: Weak medicine Works on the dead

Coveroli▮

Inverse reagent pH: 3.82▮

This reagent is known to coat the inside of a patient's lungs, providing greater protection against hot or cold air. Specifically, the thresholds for the different levels of damage from both hot and cold air are multiplied by 1.5 times the purity of the reagent. Rate: 0.4u/tick

Addictions: Weak medicine

Technetium 99▮

Inverse reagent pH: 2▮

A radioactive tracer agent that can improve a scanner's ability to detect internal organ damage, giving numerical health values of each organ. Also upgrades any health to advanced while it is present. This will deal 1 toxin damage every 10 seconds. Rate: 0.3u/tick Syrinifergus▮

Impure reagent pH: 2▮

This reagent reduces the purity of all non medicines within the patient, reducing their effects by 20%. Rate: 0.4u/tick

Addictions: Weak medicine Works on the dead

Monover▮

Inverse reagent pH: 0.5▮

A toxin treating reagent, that only is effective if it's the only reagent present in the patient. Heals 0 to 2 toxin/tick depending on its purity, however if there are any other reagents in the body other than monover it will deal 0.5 lung damage per tick instead. Rate: 0.4u/tick

Addictions: Weak medicine

Nooartrium▮

Inverse reagent pH: 14▮

A reagent that is known to stimulate the heart in a dead patient, temporarily bringing back recently dead patients at great cost to their heart. When working on someone that's back from the dead, the metabolization rate is instead 0.2u/tick. While this reagent is within a patient it will keep them alive and damage their heart, but make them temporarily unable to die and enter crit. As they take more damage they move slower and attack slower, and if they get over 500 damage before the reagent is through them their heart will explode at the end. Overdosing blows up the heart of those affected if the reagent was used to bring them back from the dead. Requires a functional heart to work.

Rate: 0.05u/tick

OD: 20u Addictions: Strong medicine Works on the dead

Cryogelidia▮

Inverse reagent pH: 14▮

Freezes the live or dead patient in a cryostasis ice block, putting them in stasis for a short period of time, and making them unable to be affected by damage except explosions that would gib them. Does 1 toxin damage every tick. Rate: 1u/tick

Works on the dead

Eigenswap▮

Impure reagent pH: 3.3▮

This reagent is known to swap the handedness of a patient, causing items held by the patient to swap between their left and right hands. Additionally deals 0.4 liver damage per tick. Rate: 0.1u/tick Ipecacide▮

Impure reagent pH: 7▮

An extremely gross substance that induces vomiting. It is produced when Lipolicide reactions are impure. Rate: 0.05u/tick Methanol▮

Impure reagent pH: 7▮

A light, colourless liquid with a distinct smell. Ingestion can lead to blindness. It is a byproduct of organisms processing impure Formaldehyde. Rate: 0.05u/tick Chloralax▮

Impure reagent pH: 7▮

An oily, colorless and slightly toxic liquid. It is produced when impure choral hydrate is broken down inside an organism. Rate: 0.05u/tick Rosenol▮

Impure reagent pH: 7▮

A strange, blue liquid that is produced during impure mindbreaker toxin reactions. Ingesting it will cause the user to do poetry. Can also be found in plums.

Rate: 0.1u/tick Mannitoil▮

Impure reagent pH: 12.4▮

Gives the patient a temporary speech impediment which lasts until the reagent is removed from the patient. Rate: 0.1u/tick

Addictions: Weak medicine

Neruwhine▮

Inverse reagent pH: 13.4▮

Induces a temporary brain trauma in the patient by redirecting neuron activity. The trauma lasts as long as they have their reagent in their system. Rate: 0.025u/tick

Addictions: medicine

Corazargh▮

Inverse reagent pH: 13.5▮

Interferes with the body's natural pacemaker, forcing the patient to manually beat their heart. Every failure to beat the heart will remove 100 blood from them. 5 consecutive failures will result in immediate death. Rate: 1u/tick

Addictions: Weak medicine Works on the dead

Prohol▮

Inverse reagent pH: 2▮

Promotes alcoholic substances within the patients body, making alcohols in a body more potent. Making it an effective reagent to spike someone's drink with! The longer it's in their system, the stronger the alcohol will become. This chemical does not show up on any form of reagent analysis when inside of a body, such as the reagent scan of a health analyzer. Rate: 0.05u/tick

Addictions: Weak medicine

Oculater▮

Inverse reagent pH: 13▮

Temporarily blinds the patient while it's in their system. The odds of the blindness starting is 1 - creation purity every tick this is inside of someone. Blindness lasts until the chem has finished metabolizing. Because of how the odds work, lower purities of this chemical are better if you intend to blind someone, and this chemical will have no effect at 100% purity. Rate: 0.2u/tick

Addictions: Weak medicine

Tinacusiate▮

Impure reagent pH: 1▮

Makes the patient's hearing temporarily funky, making things they hear sound funny. Rate: 0.04u/tick

Addictions: medicine

Lavaland Chemicals Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate Entropic Polypnium▮ Mushroom Cap (Inocybe), from tall mushrooms Food 20% chance each tick to deal 4 ticks of breath loss, 2 brain damage (max 150), 3 toxin, 10 stamina and blurry eyes. Knocks you unconcious after 10 cycles. 0.4 units per tick Tinea Luxor▮ Mushroom Stem (Embershroom) Food Makes the consumer glow. 0.4 units per tick Vitrium Froth▮ Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Food 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.

Delivery types There are 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 vs others. Ingest Ingesting reagents puts them into the stomach. The individual reagents in the stomach will then be digested over time, which slowly moves them to the bloodstream at a rate partly based on the amount of them in the stomach, and stomach type (race). Most reagents have no effect until they have been moved to the bloodstream where they start metabolising (an exception is milk). They can be ejected if the person vomits. Ingestion is used by pills, cigarettes, e-cigarettes and drinking/eating the reagent directly. Inhaling smoke counts as ingesting, with the difference that smoke bypasses the stomach and is added directly to the bloodstream. Probital works best when ingested.

Inject On inject the reagent simply enters the target's bloodstream and starts metabolising. Reagents in blood can be filtered out using surgery. Used by syringes and IV-drips. Syriniver works best if injected.

Vapor Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, depending on the overall bio protection the target's clothing offers. Any MODsuit 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. Hercuri works best as vapor.

Touch 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 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 below, with examples.

Patch 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 These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray. Pills Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. They hold up to 50u. Aren't added to bloodstream instantly. Syringes 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 MODsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. Patches Will add all reagents into a person's bloodstream through any clothing, including MODsuits. Also apply touch/patch based effects. Example: A patch of 20u 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 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 or a gas mask 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 Synthflesh. Everyone caught in the cloud, including people wearing MODsuits, will slowly heal 25 brute and burn (and take toxin damage), 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 (which does nothing in this case). Smoke example: Smoke containing 20u Chlorine Trifluoride(CLF3). CLF3 has a touch component, so everyone caught in the cloud, including people wearing MODsuit 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. MODsuits 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 MODsuit 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 Rightclick.png on something while holding it 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 (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses MODsuit 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 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 MODsuit 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.

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

Tools of the Trade Chem Dispenser: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units).

Chemistry Lab ChemMaster: This machine is used to precisely control the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it's contents to “buffer” by clicking on buttons present next to the name of the chemical. Clicking again while they're in “buffer” will flush them down disposals, aka they're lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to “transfer to beaker.” A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click “create bottle” several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems. Chemical Storage: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something. Vendor: Holds restockable vials of key reagents, and syringes for faster chemical synthesizing. Beakers: Several empty beakers that can be used for various purposes, such as storing mixes for the cryo-cells. Grinder/Juicer: This is used to extract chemicals out of many things. For your uses, it'll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs. Boxes of pill bottles: Empty pill bottles to hold up to 16 pills per bottle. Dropper and 2 beakers of Cryoxadone Equipment Equipment Description Beakers and Bottles Most basic tool of your trade. Right-clicking one can change it's transfer amount per click. Pills can be dissolved in beakers that already contain something. If you “use” one while holding it in hand, you will put a lid on it, preventing you from splashing it's contents by clicking on the floor by mistake. They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u. Dropper Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers. Syringe Has two modes switched by “using” it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless. Injector Default ones hold 15u max. Injectors with bigger capacity can be made at the medilathe in research. They can be filled at the centrifuge in research. Pre-loaded injectors cannot be filled with more than their initial amount, for example, a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. Pill 60u max. Takes some time to use on someone, like the syringe. There's also a tiny delay between swallowing a pill and its contents entering your bloodstream, but it's too little to matter. Can be dissolved in a beaker already containing a solution. Pill Bottle Holds 16 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. Hypospray Holds 30 units, and comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe or unloaded and loaded with vial. Instantly injects 5u doses. Syringe Case Holds three syringes/bottles/injectors. Labellers and Pens Labels can be put on most things you can click on. Only one label may be applied to an item. Activate the labeller without entering a label to remove them. Pens replace the name of a chem-master bottle, so instead of bottle (Peridaxon) you get a Peridaxon bottle. Chemical mixes Various common mixes of medical reagents are ordered by hospital corpsmen. All of these recipes assume that you are using a bluespace beaker.

Mix Name Vendor and Chem Dispenser Chem Dispenser ImiAlky (10u, 5u) Also known as IA. Results in 160u of Imidazoline and 80u of Alkysine. Overdoses 30u for both reagents (3 pills). Used for healing brain damage and eye damage.

Add 120u of Dylovene from the Chem Dispenser. Add 40u Chlorine, Add 40u Nitrogen, Add 80u Carbon, Add 80u Hydrogen Split into 16 pills. Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.

Add 40u Silicon, 40u Nitrogen, 40u Potassium to make 120u of Dylovene, Add 40u Chlorine, Add 40u Nitrogen, Add 80u Carbon, Add 80u Hydrogen Split into 16 pills. MeraBica (7.5u, 7.5u) Also known as MB. Results in 120u of Meralyne and 120u of Bicaridine. Overdoses on 15u of Meralyne and 30u of Bicaridine (2 and 3 pills respectively).

Rapidly heals Brute damage.

Add 160u Bicaridine, Add 40u Water, Add 40u Carbon Split into 16 pills.

Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.

Add 160u Carbon, Add 40u Water, Add 30u Oxygen, Add 30u Sugar Remove 20u Bicaridine using the ChemMaster to have 120u of Bicaridine and 120u Meralyne.

Split into 16 pills KeloDerm (7.5u, 7.5u) Also known as KD. Results in 120u of Kelotane and 120u of Dermaline. Overdoses on 30u of Kelotane and 15u of Dermaline (2 pills).

Rapidly heals burn damage.

Add 160u Kelotane, Add 40u Oxygen, Add 40u Phosphorus Split into 16 pills.

Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.

Add 40u Carbon, Carbon, Silicon, Silicon, Oxygen, and Phosphorus. Split into 16 pills. TriBica (15u, 15u) Also known as TB. Results in 240u of Bicaridine and 240u of Tricordrazine. Overdoses at 30u for both reagents (2 pills).

Heals brute damage at a moderate rate and also slowly heals burns and toxin damage.

Add 60u of Inaprovaline, Add 120u Bicaridine, Add 60u of Dylovene Split into 8 pills. Add 60u of Inaprovaline, Add 120u Bicaridine, Add 60u of Dylovene Split into 8 pills. Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.

Add 40u Carbon, Sugar, Oxygen, Add 30u Carbon, Carbon, Add 20u Nitrogen, Potassium, Silicon Split into 8 pills. Add 40u Carbon, Sugar, Oxygen, Add 30u Carbon, Carbon, Add 20u Nitrogen, Potassium, Silicon Split into 8 pills. NitrogenWater (10u, 10u) More commonly referred to as NW. Helps deal with Tramadol overdoses by reacting with in the body to create Paracetamol, which has a higher overdose threshold of 60u compared to Tramadol's 30u. Tramadol overdose neutralizer. Does not fix toxin damage caused by the overdose. This medical reagent has no overdose threshold. It should however be noted that Tramadol and Paracetamol are toxic when mixed together. It is advised to double-check the patient for high levels of tramadol before using NW. N/A Add 40u of Nitrogen, Add 40u of Water Split into 4. Iron (15u) Also known as it's chemical name of Fe. Adding Sugar to the mixture does not help restore more blood. Sugar is nutritious to an extent (NTR 1) but not Hemogenic. Results in 240u of Iron. Overdoses at 30u. Hemogenic level 3 (HMG 3). Restores lost blood faster.

N/A

Add 240u of Iron Split into 16 pills. IronSugar (7.5u, 7.5u) Also known as IS. An objectively less effective version of just Iron. Results in 120u of Sugar and 120u of Iron.

Overdoses at 30u due to the Iron being present in the reagent.

N/A

Add 120u of Iron, Add 120u of Sugar Split to 16. AriTricaDylo (5u, 5u, 5u) Also known as ATD. Results in 80u of Arithrazine, 80u of Dylovene, and 80u of Tricordrazine. Overdoses at 15u of Arithrazine, 30u of both Dylovene and Tricordrazine. (3 and 4 pills respectively).

Potent Toxin damage healer.

Add 180u Dylovene, Add 40u Phosperous, Add 40u Inaprovaline Remove 40u of Tricordrazine to make 80u of Arithrazine, 80u of Dylovene, and 80u of Tricordrazine Split into 16 pills. Add 55u Silicon, 55u Carbon, 55u Potasssium to make 165u of Dylovene, Add 40u Phosperous, Add 15u Oxygen, 15u Sugar, 15u Carbon to make 45u of Inaprovaline Remove 5u Dylovene and 5u Inaprovaline using the Chemaster to have 80u of Arithrazine, 80u of Dylovene, and 80u of Tricordrazine.

Split into 16 pills. Dexalin Plus (7.5u) Also known as Dex+. Results in 120u of Dexalin Plus. Overdoses on 15u of Dexalin Plus. Dexalin Plus instantly removes any initial oxygen damage. Add 40u Dexalin, Add 40u Carbon, Add 40u Iron Split into 16 pills.

Add 23u of Phoron (grind a bar up and use a dropper) Add 40u Oxygen, Oxygen, Add 40u Carbon, Iron To fill up a bottle of Dex+, split ONLY the 120u of Dex+ into 16 pills. Add 40u Oxygen, Oxygen, Add 40u Carbon, Iron Repeat the above step 3 more times.

Description Bottle Tank UNGA UNGA is a mix of commonly used medicines combined into one substance: “UNGA juice”. The final product should be pink once everything is mixed in. UNGA should only be bottled (60u), do not make UNGA pills.

OD limits depend on the chemicals in contained in the UNGA juice. The OD limit for this version of UNGA will be 15u due to containing Dermaline. It is recommended to add all the medicines in the Bluespace beaker first, then remove certain amounts in the ChemMaster so that every chemical is 12u. This is used to make a full bottle (60u) containing equal proportions.

Add 12u Tricordrazine, Add 12u Bicaridine, Add 12u Kelotane, Add 12u Dermaline, Add 12u Oxycodone, Add 12u Meralyne Add 160u Bicaridine, Add 40u Carbon, Add 40u Water, Add 60u Inaprovaline, Add 60u Dylovene, Add 160u Kelotane, Add 40u Oxygen, Add 40u Phosphorus, Add 120u Oxycodone Chemicals The amount of a certain chemical in a marine's blood decreases by its metabolism value every life tick. Life ticks happen once every 2 seconds. The “effect” column contains the chemical's effects per tick unless stated otherwise. The ratio column indicates how much of the chem you get when mixing. For example, a chem with a ratio of 4:4 takes 4 units of its component chemicals to make 4 units of the chemical itself. Chems marked with (CATALYST) are not expended during the reaction. The “OD” column for some chemicals has two numbers. The first is the threshold for the “normal” OD, the second is for critical OD. The next column “OD effects” contains the consequences of overdosing on this reagent. (C) indicates the effect of a critical overdose.

Cocktails and drinks can be found here.

Basic Most of these chemicals have little use outside of making more complex ones and can be acquired while on the Almayer from chemical dispensers or via other means.

Name Effect Properties Acquiring Ratio Meta- bolism OD OD effects Water Gets things wet. Extinguishes fires. Explodes when mixed with potassium. N/A Chem dispenser, Coolers, Sinks. 2u Hydrogen

1u Oxygen 3:1 0,01 N/A N/A Ethanol Basic alcohol type. All other ones are a subtype of this. Gets you drunk. Can be used to remove ink from paper. ALH 4 FUL 3 OXI 3 FLW 2 Chem dispenser.

N/A 0,2 N/A N/A Oxygen Fire. N/A Chem dispenser. Tank in OT workshop.

N/A 0,01 N/A N/A Copper Green fire coloring N/A Chem dispenser. OT workshop has sheets.

N/A 0,01 N/A N/A Nitrogen N/A N/A Chem dispenser.

N/A 0,01 N/A N/A Hydrogen Explosives N/A Chem dispenser. OT workshop has a tank.

N/A 0,01 N/A N/A Potassium Explodes when mixed with water. N/A Chem dispenser.

N/A 0,01 N/A N/A Mercury Deals 7 brain damage per tick NRT 4 Chem dispenser.

N/A 0,2 30 Deals 12 brain damage per tick Makes you jittery Makes you drowsy Sulfur N/A N/A Chem dispenser.

N/A 0,01 N/A N/A Carbon Chemfire modifier N/A Chem dispenser.

N/A 0,01 N/A N/A Chlorine Deals 1 brute and burn damage per tick BCD 1 Chem dispenser.

N/A 0,2 30 50 Deals 2 brute and burn damage (C) Deals 4 brute and burn damage Fluorine Deals 1 toxin damage per tick TOX 1 Chem dispenser.

N/A 0,2 30 50 Deals 2 toxin damage per tick (C) Deals 4 toxin damage per tick Sodium N/A N/A Chem dispenser.

N/A 0,01 N/A N/A Phosphorus Fire modifier N/A Chem dispenser.

N/A 0,01 N/A N/A Lithium Fire modifier Makes you less confused and sends messages in chat. OXI 1 PST 1 Chem dispenser. OT workshop has a beaker.

N/A 0,01 30 50 Deals 1 brain damage per tick (C) Deals 4 brain damage per tick (C) Makes you hallucinate Nutriment Nutritious. Helps restore lost blood. NTR 1 Extracted from food. Kitchen.

N/A 0,2 N/A N/A Sugar Nutritious. Helps restore lost blood. NTR 1 Chem dispenser. Kitchen.

N/A 0,2 N/A N/A Iron Restores lost blood HMG 3 Chem dispenser. Grind metal sheets.

N/A 0,2 30 50 Applies 6 toxin damage per tick (C) Makes you really hungry Gold N/A N/A OT workshop has bars.

N/A 0,2 N/A N/A Silver N/A N/A OT workshop has bars.

N/A 0,2 N/A N/A Uranium Deals 1 radiation damage per tick CRG 2 Grind sheets.

N/A 0,2 N/A N/A Aluminium N/A N/A Chem dispenser. OT workshop has sheets.

N/A 0,2 N/A N/A Silicon N/A N/A Chem dispenser.

N/A 0,2 N/A N/A Welding Fuel Fire modifier Deals 1 toxin damage per tick FUL 5 OXI 3 VIS 4 TOX 1 Tanks all over the place.

N/A 0,2 30 50 Deals 2 toxin damage per tick (C) Deals 4 toxin damage per tick Phoron Fire modifier Deals 1 toxin damage per tick TOX 1 Grind bars from: OT workshop Medical Research Req can order more.

N/A 0,1 N/A N/A Radium Deals 1 radiation damage per tick CRG 2 Chem dispenser.

N/A 0,2 N/A N/A Medical These chemicals are used for healing damage and generally keeping marines healthy. Some reagents that technically don't have a tangible gameplay effect but are in the medical chem code are included. (Mainly various antidepressants)

Name Effect Properties Recipe Ratio Meta- bolism OD OD effects Inaprovaline Prevents gaining further oxygen damage from being in crit. CSL 3 Weylandmeds. 1u Oxygen

1u Carbon 1u Sugar 3:3 0,1 60 100 Knocks you out. Causes Jitter (C) Deals 0,5 heart damage per tick. (C) Sleeps you. Paracetamol Reduces pain. PNK 2 1u Tramadol

1u Nitrogen 1u Water

3:3 0,05 60 100 Makes you hallucinate. Deals 2 toxin damage per tick. (C) Deals 3 liver damage per tick. (C) Deals 1 brain damage per tick. (C) Deals 3 oxygen damage per tick. Ryetalyn Fixes disabilities and disfigurements. AID 2 1u Arithrazine

1u Carbon 2:2 0,2 30 50 Makes you confused. Deals 1 toxin damage per tick. (C) Knocks you out. (C) Deals 2 toxin damage per tick. (C) Deals 6 radiation damage per tick. Tramadol Reduces pain. PNK 5 Weylandmeds. 1u Inaprovaline

1u Ethanol 1u Oxygen 3:3 0,05 30 50 Makes you hallucinate. Deals 2.5 toxin damage per tick. (C) Deals 7.5 liver damage per tick. (C) Deals 2.5 brain damage per tick. (C) Deals 3 oxygen damage per tick. Oxycodone Reduces pain. PNK 8 Weylandmeds. 1u Ethanol 1u Tramadol

1u Phoron

(CATALYST) 2:1 0,1 20 30 Makes you hallucinate. Deals 4 toxin damage per tick. (C) Deals 12 liver damage per tick. (C) Deals 4 brain damage per tick. (C) Deals 3 oxygen damage. Leporazine Attempts to stabilize your temperature. TSL 2 1u Silicon 1u Copper

5u Phoron

(CATALYST) 2:2 0,2 30 50 Knocks you out. (C) Sleeps you. Kelotane Repairs 2 burn damage per tick. ACR 2 Weylandmeds. 1u Silicon 1u Carbon 2:2 0,2 30 50 Deals 2 brute and toxin damage per tick. (C) Deals 8 brute and toxin damage per tick. Dermaline Repairs 3 burn damage per tick. ACR 3 1u Oxygen

1u Phosphorus 1u Kelotane 3:3 0,2 15 25 Deals 3 brute and toxin damage per tick. (C) Deals 12 brute and toxin damage per tick. Meralyne Repairs 3 brute damage per tick. NGN 3 1u Carbon 1u Water

1u Bicaridine

3:3 0,2 15 25 Deals 3 burn damage per tick. (C) Deals 12 burn and 6 toxin damage per tick. Dexalin Repairs 4 oxygen damage. Removes 4u of lexorin per tick. OXG 4 Weylandmeds. Recipe: 2u Oxygen

0.1u Phoron

5u Phoron

(CATALYST) 2,1:1 0,2 30 50 Deals 2 toxin damage per tick. (C) Deals 4 brute damage per tick. (C) Deals 8 toxin damage per tick. Dexalin Plus Repairs all oxygen damage instantly. Removes 6u of lexorin per tick. OXG 6 1u Dexalin

1u Carbon 1u Iron 3:3 0,2 15 25 Deals 3 toxin damage per tick. (C) Deals 6 brute damage per tick. (C) Deals 12 toxin damage per tick. Tricordrazine Heals 0.5 brute damage. Heals 0.5 burn damage. Heals 0.5 toxin damage. Heals 0.5 oxygen damage. Removes 1u of all types of toxin. NGN 1 ACR 1 ATX 1 OXG 1 1u Inaprovaline

1u Dylovene

2:2 0,1 30 50 Deals 0.5 burn damage Deals 0.5 brute damage. Deals 0.25 toxin damage. Deals 0.5 Eye damage. (C) Deals 2.5 burn damage. (C) Deals 4 toxin damage. (C) Deals 2.5 brute damage. “(C)” Sleeps you Dylovene Heals 2 toxin damage. Removes 1u of toxin of any type. Removes 5u of mindbreaker toxin. Removes 5u of space drugs Reduces the potency of hallucinations and other drug-related effects. ATX 2 AHL 2 Weylandmeds. 1u Silicon 1u Potassium 1u Nitrogen 3:3 0,2 30 50 Deals 2 eye damage. Deals 2 toxin damage. (C) Sleeps you. (C) Deals 2 burn damage. (C) Deals 2 brute damage. (C) Deals 6 toxin damage. Thwei Heals 1,2 brute damage. Heals 1 toxin damage. Heals 1 organ damage. Removes 1u of toxin of any type. Heals all oxygen damage. Removes 6u of lexorin. Heals 6 radiation damage per tick. Repairs bones (splinted/unsplinted in minutes) Chest and groin: 3 / 7 Head: 1 / 5 Hands and feet: 0,5 / 0,5 Arms and legs: 0,5 / 1 Rapidly restores lost blood. (HUMAN ONLY) After blood is over maximum starts deals 9 brute, 9 burn, and 18 oxygen damage per tick. Fixes disabilities and disfigurements. Removes 5u of mindbreaker. Removes 5u of space drugs. Weakens drug-related effects. Removes 6u of ethanol and other alcohol. Fixes confusion, stuttering, temporary blindness, dizziness, jitteriness, and wakes you up. Fixes eye damage. Cures the zombie virus (black goo). Cures a certain other rare disease. XMB 1 ATX 1 HMG 9 OXG 6 ACG 6 BNM 6 AID 1 AHL 2 FCS 6 CUR 4 Preds have this. Pred crystals can be used on the industrial grinder to obtain this.

N/A 0,2 N/A N/A Neuraline Weakens stuns and knockdowns. Fixes stuttering, blurry vision, confusion, dizziness, jitteriness and drowsiness. NST 5 The CL can give out implants that inject this.

N/A 0,4 2 3 Deals 10 toxin damage. (C) Deals 5 brute damage. (C) Deals 5 burn damage. (C) Deals 15 toxin damage. Arithrazine Heals 1 toxin damage. Removes 1u of any type of toxin. Deals 1 brute damage. ATX 1 BCD 1 1u Dylovene

1u Phosphorus 2:2 0,05 15 25 Deals 1 eye damage. Deals 2 brute damage. (C) Sleeps you. (C) Deals 4 brute damage. Russian Red Heals 1 toxin damage. Removes 1u of any type of toxin. Deals 2 brute damage. ATX 1 BCD 2 Radiation first aid kits.

N/A 1 20 30 Deals 1 eye damage. Deals 4 brute damage. (C) Sleeps you. (C) Deals 8 brute damage. Alkysine Heals 6 brain damage. NRP 2 1u Chlorine 1u Nitrogen 1u Dylovene

3:2 0,05 30 50 Deals 2 toxin damage. (C) Deals 6 brain damage. (C) Stuns you. Imidazoline Heals 2 eye damage. Fixes blurry vision and blindness. OCP 2 1u Carbon 1u Hydrogen

1u Dylovene

3:2 0,2 30 50 Deals 4 toxin damage. (C) Deals 2 brute damage. (C) Deals 2 burn damage. (C) Deals 6 toxin damage. Deals 2 brain damage. Peridaxon Prevents you from suffering consequences of organ damage. Does NOT fix organs. OGS 4 Weylandmeds. Recipe: Weylandmeds. Recipe: 2u Bicaridine

2u Clonexadone

5u Phoron

(CATALYST) 4:2 0,05 15 25 Deals 2 brute damage. (C) Deals 6 brute damage. (C) Deals 6 burn damage. (C) Deals 6 toxin damage. Bicaridine Heals 2 brute damage. NGN 2 Weylandmeds. Recipe: Weylandmeds. Recipe: 1u Inaprovaline

1u Carbon 2:2 0,1 30 50 Deals 1 burn damage. (C) Deals 4 burn damage. (C) Deals 2 toxin damage. Epinephrine MUST BE INJECTED. CANNOT TAKE IN PILLS. Increases defibrillator healing by 16 per damage type. Reduces pain. Makes you move faster. A small amount is consumed on each defib attempt. PNK 1,5 EGN 4 INV 1 1u Carbon 1u Nitrogen 1u Oxygen 3:2 0,4 10,5 20 (C) Deals 1 brute damage. Ultrazine Makes you much faster. Makes you addicted to it. MST 40 ADT 8 The Corporate Liaison might have some of these.

N/A 0,0167 10,5 20 Deals 40 heart damage. Deals 8 brain damage. (C) Deals 40 brute damage. (C) Makes you nervous. Cryoxadone ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE. Heals 3 radiation damage. Heals 3 brute damage. Heals 3 burn damage. Heals 3 toxin damage. Heals 1 oxygen damage. CMB 2 NGN 1 ACR 1 ATX 1 ACG 1 1u Dexalin

1u Water

1u Oxygen 3:3 0,2 N/A N/A Clonexadone AS ABOVE Heals 6 radiation damage. Heals 6 brute damage. Heals 6 burn damage. Heals 6 toxin damage. CMB 6 NGN 3 ACR 3 ATX 3 ACG 3 1u Cryoxadone

1u Sodium 0,1u Phoron

5u Phoron

(CATALYST) 2,1:2 0,2 N/A N/A Rezadone Heals 1 brute damage. Removes disabilities and disfigurements. Heals 2 radiation damage. Deals 2 toxin damage. NGN 1 AID 3 TOX 2 ACG 2 1u Carpotoxin 1u Cryptobiolin

1u Copper 3:3 0,2 30 50 Deals 1 burn damage. Makes you confused. Deals 11 toxin damage. (C) Knocks you out. (C) Deals 13 toxin damage. (C) Deals 9 radiation damage. (C) Deals 4 burn damage. (C) Deals 4 brute damage. Spaceacillin Cures mundane infections like the flu. UNK 1 1u Cryptobiolin

1u Inaprovaline

2:2 0,01 30 50 Deals 1 brute damage. (C) Deals 3 brute damage. (C) Deals 3 burn damage. (C) Deals 3 toxin damage. Ethylredoxrazine Removes confusion, drowsiness, stuttering, blurry vision, blindness, dizziness, and jitteriness. Removes 3u ethanol and other alcohols from the body. Reacts with ethanol to turn into water. FCS 3 1u Oxygen

1u Dylovene

1u Carbon 3:3 0,2 30 50 Deals 1 toxin damage. Deals 4 toxin damage. Methylphenidate Gives you messages about your mind becoming clearer. Removes confusion. PST 4 1u Mindbreaker Toxin

1u Hydrogen 2:3 0,01 N/A N/A Citalopram As above. PST 2 1u Mindbreaker Toxin

1u Carbon 2:3 0,01 N/A N/A Paroxetine As above. Makes you hallucinate. Makes you jittery. PST 6 HLG 6 1u Mindbreaker Toxin

1u Oxygen

1u Inaprovaline

3:3 0,01 N/A N/A Anti-Zed Prevents zombies from reviving. Cures the zombie virus. Cures all other diseases as well. CUR 2 Admin spawns during zombie events.

N/A 0,01 N/A N/A Sterilizine Sterilizes surfaces. Since we don't actually need to do that, this has no use outside of RP. N/A 1u Ethanol 1u Dylovene

1u Chlorine 3:3 0,2 N/A N/A Soporific Puts you to sleep. Reduces pain. PNK 10 SDT 2 4u Sugar

1u Chloral Hydrate

5:5 0,1 30 50 Makes you hallucinate. Deals 10 toxin damage. (C) Deals 30 liver damage. (C) Deals 10 brain damage. (C) Deals 3 oxygen damage. Vaccine Prevents you from catching the virus this is a vaccine against. Cures the zombie virus. Prevents dead zombies from reviving. Cures all other diseases as well. CUR 4 Admin spawns.

N/A 0,2 N/A N/A Anti-Neurotoxin Note that technically, as far as the code is concerned, this is a subtype of xeno plasmas. Protects you from getting shot with any kind of neuro. NRS 1 1u Neurotoxin Plasma

1u Dylovene

2:1 0,4 30 50 Deals 1 liver damage. (C) Deals 2 brain damage. Lipozine Causes you to lose fat and makes you hungry KTG 4 1u Table Salt

1u Ethanol 1u Radium 3:3 0.05 30 50 Makes you even more hungry (C) Deals 4 toxin Damage Toxins and acids Most of these chemicals generally don't have much use outside of murder.

Name Effect Properties Recipe Ratio Meta- bolism OD OD effects Generic Toxin Most other chemicals in this table are a subtype of this one. Deals 1 toxin damage every tick. TOX 1 Found in poison berries.

N/A 0,1 N/A N/A Toxin Deals 1 toxin damage every tick. TOX 1 1u Paracetamol 1u Tramadol

2:2 1 N/A N/A Unstable Mutagen Deals 0,5 radiation damage per tick. CRG 1 1u Radium 1u Phosphorus 1u Chlorine 3:3 0,1 N/A N/A Lexorin Deals 16 oxygen damage. Deals 1 brute damage. HPX 8 BCD 1 1u Phoron

1u Hydrogen

1u Nitrogen 3:3 0,1 30 50 Deals 10 brute damage. Deals 8 toxin damage. Deals 40 oxygen damage. (C) Deals 44 brute damage. (C) Deals 16 toxin damage. Cyanide Deals 8 oxygen damage. Puts you to sleep after a while. HPX 4 SDT 1 Contained in poison apples.

N/A 0,4 N/A N/A Mint Toxin Deals 1 toxin damage. TOX 1 Contained in mints.

N/A 0,1 N/A N/A Carpotoxin Deals 2 toxin damage. TOX 2 Contained in carp meat.

N/A 0,1 N/A N/A Chloral Hydrate Deals 1 toxin damage. Puts you to sleep. SDT 6 TOX 1 3u Chlorine 1u Ethanol 1u Water

0,1 15 25 Deals 2 toxin damage. Knocks you out. (C) Deals 4 toxin damage. (C) Deals 30 oxygen damage. Potassium Chloride Fire modifier. Deals 4 oxygen damage. Slows you. HPX 2 RLX 4 1u Salt

1u Potassium 2:2 0,2 30 Deals 2 brute damage. Deals 2 toxin damage. Deals 10 oxygen damage. Slows you down by a lot. Potassium Chlorophoride Slows you down. Deals 8 oxygen damage. Deals 2 toxin damage. RLX 8 HPX 4 TOX 2 1u Potassium Chloride

1u Phoron

1u Chloral Hydrate

3:4 0,2 20 Deals 4 brute damage. Deals 4 toxin damage. Deals 20 oxygen damage. Deals 4 toxin damage. Slows you down by a lot. Sulphuric Acid Has a chance to melt items when poured/sprayed on them. Worn headgear included. Deals 1 toxin damage. Deals 1 burn damage. TOX 1 CRS 3 OT workshop has a tank. Recipe: 2u Hydrogen

1u Sulphur 4u Oxygen 7:1 0,1 N/A N/A Polytrinic Acid As above, but a higher chance to melt. Deals 2 toxin damage. Deals 3 burn damage. CRS 3 TOX 2 1u Sulphuric Acid

1u Chlorine 1u Potassium 3:3 0,1 N/A N/A Formaldehyde Deals 1 toxin damage. Deals 0,5 radiation damage. Ingredient for explosives. TOX 1 CRG 1 1u Methane 1u Phoron

1u Oxygen PUT IN LAST! Silver beaker or 5u Silver (CATALYST) 3:3 0,1 N/A N/A Paraformaldehyde Deals 1 toxin damage. Ingredient for explosives. TOX 1 SLOWLY FORMS WHEN LOCKED INSIDE THE INDUSTRIAL FREEZER 1u Formaldehyde

1u Water

OR 1u Formaldehyde

1u Frost Oil 2:1 0,1 N/A N/A Impedrezene Deals 3,5 brain damage. Slows you down. NRT 2 RLX 1 1u Mercury 1u Oxygen

1u Sugar 3:2 0,2 30 50 Deals 6 brain damage. Makes you sleepier. Slows you down by a lot. (C) Has a chance to knock you out. (C) Deals 1 oxygen damage. (C) Deals 0,75 heart damage. (C) Has a chance to knock you down. Drugs Reagents that get marines high.

Name Effect Properties Recipe Ratio Meta- bolism OD OD effects Mindbreaker Toxin Literally LSD. Makes you hallucinate. Makes you high. Makes you jittery. HLG 8 1u Silicon 1u Hydrogen

1u Dylovene

3:3 0,1 30 50 Makes you hallucinate more. Makes you stumble around. (C) Deals 8 brain damage. (C) Knocks you out. Space Drugs Baby's first drug. Makes you high. HLG 2 1u Mercury 1u Sugar

1u Lithium 3:3 0,2 30 50 Makes you hallucinate. Makes you jittery. (C) Deals 2 brain damage. (C) Knocks you out. Psilocybin Makes you high. Makes you hallucinate. Makes you jittery. HLG 3 Certain mushrooms contain this.

N/A 0,2 30 50 Makes you hallucinate more. Makes you stumble around. (C) Deals 3 brain damage. (C) Knocks you out. Nicotine N/A N/A Contained in cigarettes.

N/A 0,2 N/A N/A Xeno blood and plasma Chemicals acquired from xenos.

Name Effect Properties Recipe Ratio Meta- bolism OD OD effects Acidic Blood Deals 3 burn damage. CRS 3 All xenos except queen have this inside them.

N/A N/A N/A N/A Dark Acidic Blood Deals 6 burn damage. CRS 6 Queen.

N/A N/A N/A N/A Plasma Base type for all of the following. N/A N/A N/A 0,4 N/A N/A Pheromone Plasma Makes you high. Makes you hallucinate. Helps you with knockdowns, knockouts and stuns. Fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness. HLG 8 NST 6 Hivelord. Praetorian. Queen.

N/A 0,4 30 Makes you stumble around. Makes you hallucinate more. Deals 12 toxin damage. (C) Deals 8 brain damage. (C) Knocks you out. (C) Deals 6 brute damage. (C) Deals 6 burn damage. (C) Deals 18 toxin damage. Chitin Plasma Prevents fractures. HDN 1 Defender. Queen. Crusher

N/A 0,4 30 50 Slows you down. (C) Deals 3 brute damage. Catecholamine Plasma Applies pain. Makes you faster. PNG 2 MST 6 Warrior. Runner. Lurker. Ravager. Predalien.

N/A 0,4 30 50 Increased pain. Deals 2 brute damage. Deals 6 heart damage. (C) Deals 10 brute damage. Egg Plasma Infects with a xeno larva. Makes more of itself by draining blood. HST 4 Eggs. Eggsac carrier. 1u Egg Plasma 10u Blood makes 2u Egg Plasma

0,4 80 100 Drains blood and replicates itself faster. (C) Makes you nervous. Neurotoxin Plasma Not to be confused with the drink. Deals 7 brain damage. Deals 1 toxin damage. Makes you high. Makes you hallucinate. Makes you jittery. NRT 4 TOX 1 HLG 6 Queen. Spitter. Sentinel. Boiler. Praetorian.

0,4 30 50 Deals 12 brain damage. Makes you stumble around. Makes you hallucinate more. Makes you more jittery. Makes you drowsy. Deals 2 toxin damage. (C) Knocks you out. (C) Deals 6 brain damage. (C) Applies the same effect as getting shot with neuro. (C) Deals 4 toxin damage. Purple Plasma Deals 2 brute damage. BCD 2 Drone. Hivelord. Burrower. Carrier.

N/A 0,4 30 50 Deals 4 brute damage. (C) Deals 8 brute damage. Royal Plasma Makes you addicted to itself. Deals 4 brute damage. Makes you hallucinate. Makes you high. Makes you jittery. BCD 4 ADT 1 HLG 4 CIP 1 Queen. 1u Egg Plasma 1u Royal Blood

N/A 0,4 30 50 Deals 1 brain damage. Deals 8 brute damage. Makes you stumble around. Makes you hallucinate more. Makes you more jittery (C) Deals 4 brain damage. (C) Knocks you out. (C) Deals 16 brute damage. (C) Makes you nervous. Other This contains reagents that don't neatly fit into other categories.

Name Effect Properties Acquiring Ratio Meta- bolism OD OD effects Fertilizer Usable as fertilizer for plants. Deals 0,5 toxin damage. TOX 0,5 N/A

N/A 0,1 N/A N/A Plant-B-Gone Kills xeno weeds. Kills normal weeds. Harms helpful plants in hydro trays too. Deals 1 toxin damage. TOX 2 1u Generic Toxin 1u Water

5:5 0,1 N/A N/A Smoke Creates smoke N/A 1u Phosphorus 1u Sugar

1u Potassium N/A N/A N/A N/A Flash Powder Creates a bright light that lasts for a while. N/A 1u Aluminium

1u Sulphur 1u Potassium N/A N/A N/A N/A Blood Spreads diseases if injected. Restores blood volume when injected into a human. Deals toxin damage if blood type is incorrect. (Just use O-) N/A Blood bags in medbay. Humans and monkeys.

N/A N/A N/A N/A Plasticide Deals 1 toxin damage. Turns into plastic when mixed at a 20:10 ratio with Sulphuric Acid. TOX 1 N/A N/A 0,01 N/A N/A Serotrotium Makes you sneeze, blink and cough. ALG 2 N/A N/A 0,2 30 50 N/A Glycerol Used for making nitroglycerin. N/A 3u Corn Oil 1u Sulphuric Acid

4:1 0,01 N/A N/A Virus Food No pathology on CM. So this is entirely useless. Satiates you. NTR 2 1u Water

1u Milk

1u Oxygen 3:3 0,2 N/A N/A Thermite Fire modifier. Deals 2 burn damage. Can be applied to walls either directly or with a spray bottle and then ignited to melt through them. FUL 7 OXI 5 VIS 4 CRS 2 1u Aluminium

1u Iron

1u Oxygen 3:3 0,2 N/A N/A Space Cleaner Cleans objects when splashed/sprayed on them. Use a spray bottle filled with it to clean a dirty microwave. N/A 1u Ammonia

1u Water

1u Salt 3:2 0,2 30 50 Unless there's some snowflake code tucked away in a deep dark corner of CM, this has no effects on OD. Cryptobiolin Used for making spaceacillin. N/A 1u Potassium 1u Oxygen

1u Sugar 3:3 0,2 N/A N/A Fluorosurfactant Turns into foam when mixed with water at a 1:1 ratio. N/A 2u Fluorine 2u Carbon 1u Sulphuric Acid

5:5 0,2 N/A N/A Foaming Agent Creates metal foam when 1u is mixed with 1u polytrinic acid and 3u aluminium or 3u iron. N/A 1u Lithium

1u Hydrogen 2:1 0,2 N/A N/A Ammonia Used for explosives. N/A 3u Hydrogen

1u Nitrogen 4:3 0,2 N/A N/A Hexamine As above. N/A 3u Formaldehyde

2u Ammonia

5:3 0,2 N/A N/A Diethylamine Fertilizer. N/A 1u Ammonia

1u Ethanol 2:2 0,2 N/A N/A Black Goo Gives you the zombie virus. RAV 1 N/A N/A 100 N/A N/A Dinitroaniline A herbicide and pesticide mixture used in hydroponics Deals 1 toxin damage. TOX 1 1u Ammonia

1u Nitrogen 1u Sulphuric Acid

3:3 0.2 N/A N/A Explosives and flammable chems This contains reagents that can be used for making explosives. They may be duplicates of ones already present in one of the previous tables.

Name Recipe Ratio Power Falloff Intensity Radius Duration Fire colour Water Chem dispenser, Coolers, Sinks. 2u Hydrogen

1u Oxygen 3:1 0 0 -3 0 0 N/A Oxygen Chem dispenser. Tank in OT workshop. N/A 0 0 0,75 -0,08 0 #58daff (light blue) Copper Chem dispenser. OT workshop has sheets. N/A 0 0 0 0 0 #78be5a (green) Hydrogen Chem dispenser. OT workshop has a tank. N/A 0,15 0 -0,5 0,2 -0,5 #b6f8ff (super light blue) Carbon Chem dispenser. N/A 0 0 0 0 1 #ffd700 (gold) Phosphorus Chem dispenser. N/A 0 0 1 -0,12 0,1 #ffdba4 Lithium Chem dispenser. OT workshop has a beaker. N/A 0 0 0,35 -0,01 -0,1 #ff356f (dark pink) Thermite 1u Aluminium

1u Iron

1u Oxygen 3:3 0,5 1 0,3 -0,08 0,9 #ffb300 (orange) Welding Fuel Tanks all over the place. N/A 0,12 -0,1 0,1 -0,08 0,7 #ff9900 (orange) Hexamine 3u Formaldehyde

2u Ammonia

5:2 0 0 0 0 0,5 #ff9900 (as above) Napalm Needs to have an amount of Water

equal to OVER half of the total amount of napalm that will be in the container after mixing. After mixing the water may be safely removed. 1u Phoron

1u Aluminium

1u Sulphuric Acid

3:1 0 0 0,45 0,06 0,75 #D05006 (dark orange) CLF3 (Chlorine Trifluoride ) Needs to have an amount of Water

equal to OVER half of the total amount of chlorine trifluoride that will be in the container after mixing. After mixing the water may be safely removed. 1u Chlorine 3u Fluorine 4:1 0 0 1,6 -0,08 -0,8 #ff9300 (orange) Methane 4u Hydrogen

1u Carbon 5:1 0,15 0 -0,35 0,095 0,25 #00a5ff (blue) Ammonium Nitrate 1u Ammonia

1u Polytrinic Acid

2:2 0,4 1,5 0,5 0 -0,2 #ff9900 (orange) Ammonium Nitrate Fuel Oil Mix this in batches of 60 at most. So add 30 welding fuel per pour. NOT MORE. 1u welding fuel 2u Ammonium Nitrate

3:2 1 -0,6 0 0 0 N/A Nitroglycerin Mix this in batches of 5u at most. 1u Glycerol

1u Polytrinic Acid

1u Sulphuric Acid

3:2 1 -0,5 0 0 0 N/A Cyclonite 1u Hexamine

1u Polytrinic Acid

2:2 1,5 -0,4 0 0 0 N/A Octogen 1u Paraformaldehyde

1u Hexamine

1u Ammonium Nitrate

1u Polytrinic Acid

4:2 2 -0,2 0,4 -0,02 -0,2 Orange Potassium Hydroxide Explodes INSTANTLY and can't be stabilized. Don't use this. It's garbage. 1u Water

1u Potassium 2:1 0,5 0 0 0 0 N/A Phoron Grind bars from: OT workshop Medical Research Req can order more. N/A 0 0 0,4 0,05 -0,8 #e01e1e (red) Potassium Chloride 1u Salt

1u Potassium 2:2 0 0 0,1 0 0 #800080 (purple) Table Salt 1u Sodium 1u Chlorine 1:1 0 0 0,1 0 0 #ffff00 (yellow) Ethanol and subtypes. Chem dispenser.

9:1 0 0 0,2 0,1 0,2 #6897f7 (blue)

“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

Contents 1 Role 2 Chemical Research: Pharmacology 2.1 Researching Chemicals 2.1.1 Research Machines 2.1.1.1 Chemical Naming Conventions 2.2 Properties 2.2.1 Positive 2.2.2 Neutral 2.2.3 Negative 2.2.4 Special 2.2.5 Property Combinations 2.2.6 Hints 2.3 Chemical Distribution 3 Alien Research: Xenology 3.1 Xenology Blood Research 3.1.1 Xeno Blood properties: 3.2 Xenology Body and Live Specimen Study 3.2.1 Materials 3.2.2 Let's Start Making Xenos 4 Dropship Upgrade 5 Hydroponics Research 5.1 Your Skillset 6 Additional User made information 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 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.

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, including xenomorph blood, or by gaining 5 points every 10 minutes.

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.

Research Machines Picture Name Explanation XRF.png 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.“

Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.

While the A-XRF can read data from the Company's private chemical database, your clearance level is limited and some information may be classified. Use the Research Data Terminal to purchase higher clearance or get a clearance grant by a corporate official.

Chemical Centrifuge.png 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.

The centrifuge operates under the following logic:

Cycles through reagents in the input beaker starting from the top. Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF. Will not fill multiple vials with the same reagent. Unless the beaker only has a single reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors. Will not transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters. Turingdispenser.png 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.

Programs The Turing Dispenser has two programs: Box and Memory. The Box Program is the currently inserted vial box, while The Memory Program is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials).

Settings

Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water. Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep. Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted. Smartlink: If ON, then the dispenser will check the nearby Smartfridge for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense exotic chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. (Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.) Researchterminal.png 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.

Purchase Clearance Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.

Publish The CMO's data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.

SynthesisSimulator.png 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. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. Mixing a chemical with another variant of itself will cause it to react back into its original form.

Amplify This function increases the level of the selected property by one. The credit cost increases based on the level of the property.

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.

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 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.

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.

The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph.

Positive Code Name Rarity Effect OD Crit OD Touch ATX Antitoxic COMMON Heals <POTENCY> toxin damage. Accelerates removal of toxin subtypes. Deals <POTENCY> eye damage. Makes you sleepy. N/A 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. N/A NGN Neogenetic COMMON Heals <POTENCY> brute damage. Deals <POTENCY> burn damage. Deals 4*<POTENCY> burn damage. Deals 2*<POTENCY> toxin damage. At <POTENCY> 5 or above, heals xenos. 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. Repairs cybernetic limbs on touch, also works on synthetics. 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. N/A NEU Neutralizing UNCOMMON Deals 0.5*<POTENCY> brute damage. Deals 2*<POTENCY> brute damage. Deals <POTENCY> liver damage. Extinguishes fire and acid from mobs and tiles. Drains plasma from xenos. DSR Disrupting UNCOMMON N/A Deals <POTENCY> brain damage. Knocks you out. Severs the hivemind connection, makes them unable to talk in the hivemind. NST Nervestimulating RARE 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. IF POTENCY>7, works on touch. MST Musclestimulating RARE Reduces movement delay by 0.25*<POTENCY> Makes you twitch, shiver and blink rapidly. Deals <POTENCY> heart damage. Deals <POTENCY> brute damage. Works on touch for humans and xenos, granting speed and stamina respectively. 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. N/A HPP Hematopeutic UNCOMMON Heals 0.5*<POTENCY> liver damage. Deals 2*<POTENCY> liver damage. Deals 5*<POTENCY> toxin damage. N/A NPP Nephropeutic UNCOMMON Heals 0.5*<POTENCY> kidney damage. Deals 2*<POTENCY> kidney damage. Deals 5*<POTENCY> toxin damage. N/A PNP Pneumopeutic UNCOMMON Heals 0.5*<POTENCY> lung damage. Deals 2*<POTENCY> lung damage. Deals 5*<POTENCY> oxygen damage. N/A 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. N/A CDP Cardiopeutic UNCOMMON Heals 0.5*<POTENCY> heart damage. Deals 2*<POTENCY> oxygen damage. Applies a lot of pain. N/A NRP Neuropeutic COMMON Heals 3*<POTENCY> brain damage. Deals <POTENCY> toxin damage. Deals 3*<POTENCY> brain damage. Stuns you. N/A 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. N/A 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. N/A 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. Slows humans and xenos on touch. CRL Crystallization UNCOMMON Deals 0.5*<POTENCY> brute damage and <POTENCY> liver damage. Used for custom dropship matrices to increase the camera view by <POTENCY>, otherwise decreases the camera view if <POTENCY> is < 2. N/A N/A N/A PTS Photosensitive UNCOMMON Deals <POTENCY> brain damage. Used for custom dropship matrices to upgrade the camera view with night vision, quality dependant by <POTENCY>. N/A N/A N/A APS Antiparasitic UNCOMMON Decreases the larva stage counter by <POTENCY> Deals 0,2*<POTENCY> burn damage. 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. N/A 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. N/A EGN Electrogenetic COMMON CANNOT BE INGESTED Use a syringe or injector. Increases defibrillator healing by 4*<POTENCY> brute, burn and toxin damage. N/A N/A N/A 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. Works on touch, heals when <POTENCY> > 7. HDN Hyperdensificating RARE Prevents bone fractures. Slows you. Deals 3*<POTENCY> brute damage. N/A NRS Neuroshielding RARE Applies the neurotoxin resistance effect. (Yes, this includes queen neurotoxin even at potency 1) Deals <POTENCY> liver damage. Deals 2*<POTENCY> brain damage. N/A 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. N/A TRF Transformative RARE IRRITANT Converts 0.75 * <POTENCY> brute and 0.75 * <POTENCY> burn damage to 0.15 * <POTENCY> toxin damage. Causes 0.375 * <POTENCY> toxin damage Causes 1.125 * <POTENCY> toxin damage N/A 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 Increases the fire stacks of the mob on touch. 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 Increases the fire stacks of the mob on touch and ignites xenos and humans at POTENCY≥9 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 N/A EXP Explosive COMMON <POTENCY> explosion power mod. -3/<POTENCY> explosion falloff mod.

Explodes if amount mixed is higher than OD level N/A N/A 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. Can heal xenos out of critical damage with a great enough <POTENCY> and volume. Reduces critical damage stun duration. 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. N/A OXG Oxygenating DISABLED Heals <POTENCY> oxygen damage. Removes <POTENCY> lexorin units. Deals 0.5*<POTENCY> toxin damage. Deals <POTENCY> brute damage. Deals 2*<POTENCY> toxin damage. N/A ACG Anticarcinogenic DISABLED Heals <POTENCY> radiation damage. Deals 2*<POTENCY> toxin damage. Deals 2*<POTENCY> brute damage. N/A Neutral Code Name Rarity Effect OD Crit OD 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 TMB Thanatometabolizing RARE REAGENT ONLY WORKS ON CORPSES Reagent now works on corpses. Caps the effectiveness of all other properties. N/A N/A EXT Excreting UNCOMMON Rapidly removes all other reagents from the marine's body. N/A N/A NTR Nutritious COMMON Makes you less hungry. N/A N/A KTG Ketogenic COMMON Removes <POTENCY> units of ethanol and all it's subtypes. Makes you hungry. Makes you more hungry. Deals <POTENCY> toxin damage. Knocks you out. NIH Neuroinhibiting UNCOMMON Is prevented by 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 COMMON Is prevented by neuroshielding Makes you drunk. Confusion, sleepyness, etc. All chems that have this are subtypes of 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 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. 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. 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. HPO Hypothermic UNCOMMON Decreases body temperature by 2*<POTENCY>. Decreases body temperature by 4*<POTENCY>. Knocks you out. BLD Balding UNCOMMON Liquid baldness. Deals 0,5*<POTENCY> radiation damage. Deals <POTENCY> radiation damage. FLF Fluffing UNCOMMON More hair. 5*<POTENCY>% chance of taking <POTENCY> brute damage. Deals <POTENCY> brain damage. ALG Allergenic UNCOMMON Makes you sneeze, blink and cough. N/A N/A EPH Euphoric UNCOMMON Reduces pain. Makes you giggle, laugh, smile, etc. 5*<POTENCY>% chance to *collapse Deals 3*<POTENCY> oxygen damage. EME Emetic UNCOMMON <AMOUNT>*<POTENCY>% chance of vomiting. Deals 0,5*<POTENCY> toxin damage. Deals 0,5*<POTENCY> toxin damage. PST Psychostimulating COMMON Gives you messages about feeling more focused. Reduces confusion. Deals <POTENCY> brain damage. Makes you hallucinate. Deals 4*<POTENCY> brain damage. AHL Antihallucinogenic COMMON Removes 5 units of space drugs and 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. OMB Hypometabolic UNCOMMON Sets the reagent's metabolism to <METABOLISM>/(1+0,35*<POTENCY>) N/A N/A SDT Sedative COMMON Puts you to sleep. Knocks you out. Deals 5*<POTENCY> oxygen damage. HTR Hyperthrottling RARE Slows you by 4*<POTENCY>. Makes you high. Lets you speak every language. Deals 3*<POTENCY> brain damage. Knocks you out. VIS Viscous COMMON -0,025*<POTENCY> fire radius modifier. N/A N/A TSL Thermostabilizing DISABLED Tries to get your temperature to 310K. Knocks you out. Puts you to sleep. FCS Focusing COMMON Removes <POTENCY> units of ethanol and various subtypes. Reduces stuttering, confusion, sleepyness, etc. Deals 1 toxin damage. Deals 4 toxin damage. 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 Code Name Rarity Effect OD Crit OD Touch 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. N/A TOX Toxic COMMON Deals <POTENCY> toxin damage. Deals 2*<POTENCY> toxin damage. Deals 4*<POTENCY> toxin damage. Damages xeno weeds. If inhaled by a human - while not wearing a gas mask - deals toxin damage. CRS Corrosive COMMON Deals <POTENCY> burn damage. Deals 2*<POTENCY> burn damage. Deals 4*<POTENCY> burn damage. When potency is above 7, it can apply toxin buildup on xenos, negating their armour. If inhaled or sprayed upon a person, it will melt headgear and gives burn damage if there's nothing on your head, melts items on the floor. BCD Biocidic COMMON Deals <POTENCY> brute damage. Deals 2*<POTENCY> brute damage. Deals 4*<POTENCY> brute damage. N/A INV Intravenous COMMON Chemical only works if administered through injections - such as syringes and autoinjectors. N/A N/A N/A PNG Paining UNCOMMON Applies 0,5*<POTENCY> pain. Applies <POTENCY> pain. Deals <POTENCY> brute damage. Deals 2*<POTENCY> brute damage. N/A 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. N/A 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. Prevents xeno health regeneration. Deals 0.25*<POTENCY> damage over time to humans, can cause Internal Bleeding. CRG Carcinogenic COMMON Deals 0,5*<POTENCY> radiation damage. Deals 2*<POTENCY> radiation damage. Deals 2*<POTENCY> brute damage. N/A HPT Hepatotoxic UNCOMMON Deals 0,75*<POTENCY> liver damage. Deals 2*<POTENCY> toxin damage. Deals 5*<POTENCY> toxin damage. N/A NPT Nephrotoxic UNCOMMON Deals 0,75*<POTENCY> kidney damage. Deals 2*<POTENCY> toxin damage. Deals 5*<POTENCY> toxin damage. N/A PNT Pneumotoxic UNCOMMON Deals 0,75*<POTENCY> lung damage. Deals 2*<POTENCY> oxygen damage. Deals 5*<POTENCY> oxygen damage. N/A OCT Oculotoxic UNCOMMON Deals 0,75*<POTENCY> eye damage. Inflicts blindness. Deals 0,5*<POTENCY> brain damage. N/A CDT Cardiotoxic COMMON Deals 0,75*<POTENCY> heart damage. Deals 2*<POTENCY> oxygen damage. Deals 5*<POTENCY> oxygen damage. N/A NRT Neurotoxic COMMON Deals 1,75*<POTENCY> brain damage. Deals 3*<POTENCY> brain damage. Slowly inficts drowsyness. 15*<POTENCY>% chance to apply neuro. Dazes humans when sprayed or inhaled. EMB Hypermetabolic UNCOMMON Changes the chem's metabolism according to the following formula: <BASE_METABOLISM>*(1+0,25*<POTENCY>) N/A N/A N/A ADT Addictive RARE Makes you addicted to the chem. Addictions cause hallucinations, slows, stuns, organ damage and take HOURS to go away. Deals <POTENCY> brain damage. Inflicts nervousness. N/A 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. N/A Special Code Name Rarity Effect OD Crit OD Touch BST Boosting LEGENDARY Increases the level of all other properties by 1 for every level of itself. N/A N/A N/A REG Regulating LEGENDARY N/A Prevents OD. Prevents crit OD. N/A HGN Hypergenetic LEGENDARY Heals <POTENCY> limb damage. Heals <POTENCY> organ damage. Deals 2*<POTENCY> radiation damage. Deals 3*<POTENCY> brute damage. Deals 3*<POTENCY> burn damage. Reduces heal reduction if present in xenos. Heals both humans/xenos. PTR Fire penetrating LEGENDARY If used with other properties (such as OXIDISING and FLOWING) to create fire, it will ignore xeno fire immunity. N/A N/A N/A DDI DNA disintegrating LEGENDARY Deals 10*<POTENCY> radiation damage. WY wants this an awful lot, even considering how deadly it is. N/A N/A N/A CIP Ciphering DISABLED What every researcher wants to accomplish. N/A N/A N/A 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 N/A MYO Embryonic ADMIN Larva infection. N/A N/A N/A RAV Ravening ADMIN Infects with black goo (the zombie virus). N/A N/A N/A CUR Curing ADMIN If <POTENCY> is 2 or more, cures diseases. N/A N/A N/A OMN Omnipotent ADMIN Rapidly removes all subtypes of 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 N/A RAD Radius ADMIN Increases flamer fuel range by <POTENCY>. Increases fire radius for explosives by 0,1*<POTENCY>. N/A N/A N/A INT Intensity ADMIN Increases flamer fuel intensity by <POTENCY>. Increases fire intensity for explosives by 0,1*<POTENCY>. N/A N/A N/A DUR Duration ADMIN Increases flamer fuel duration by <POTENCY>. Increases fire duration for explosives by 0,1*<POTENCY>. N/A N/A N/A Property Combinations You can combine some properties to create special properties, You don't actually need to do anything to combine them, Just have them both on the same chemical.

Name Properties Required Defibrilating Muscle Stimulating, Cardiopeutic Thanatometabolizing Hypoxemic, Cryometabolizing, Neurocrygenic Hyperdensificating Muscle Stimulating, Bonemending, Carcinogenic Hyperthrottling Psychostimulating, Hallucinogenic Neuroshielding Alcoholic, Balding Antiaddictive Psychostimulating, Antihallucinogenic Addictive Psychostimulating, Neurotoxic Abominations against god and man. Ciphering, Crossmetabolizing 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. 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. You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing. Scanning any new chemical without requested clearance will still give you points, including xenomorph blood. There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two. 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.

Picture Name Explanation PillBottle.png Pill bottle The old classic, but also the slowest in terms of production and ingestion. It's an efficient way to store a lot of chemical volume, but that's the only upside, really. Hypospray.png Hypospray An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field. Customautoinjector.png Custom Autoinjector If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You also can print more of them in Medilathe. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling. Acid harness.png ACID Harness Automated Chemical Integrated Delivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user.

While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.

A couple of harnesses will be available in the test lab, but if you need more then you can make one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.

To configure the A.C.I.D. use a multitool / security access tuner on the webbing.

A.C.I.D. Core Configuration

Config Type Description Delivery med.png Requisitions Delivery Unit If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions. 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.

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 alien blood 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 or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 'units' of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate.

Xeno Blood properties: Acidic Blood - Deals 3 burn damage. Dark Acidic Blood - Deals 6 burn damage. Pheromone Plasma - Makes you high, fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness. Catecholamine Plasma - Makes you faster. Chitin Plasma - Prevents fractures. Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate. Anti-Neurotoxin - Neuro-Shielding, Prevents being stunned by all neurotoxin. Purple Plasma - Deals 2 brute damage. Egg Plasma - Infects with Xeno larva, useful in research. Royal Plasma - Infects with Xeno larva, makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, useful in research. Xenology Body and Live Specimen Study You will need the Marines' assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait.

HOWEVER, making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.

The better solution is making Corrupted Hive. These are potentially friendly Xenos that can be used to help in combat and ship security.

Materials Clearance Level 5X Egg plasma - extracted from Xeno eggs Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian) Let's Start Making Xenos Make sure you have Level 5X clearance. Scan or re-scan Royal Plasma. Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly. Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process. It will also take some time to gestate. Infect monkey with an egg, or by injecting Egg plasma. Inject 5 units of your chemical containing Ciphering 2 before the larva hatches. Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process. Dropship Upgrade You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at.

To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view. The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, you cannot remove the vial after it`s inserted screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades.

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.

MachinesItemsHow to do Hydroponics Research Machine: Description: Hydroponicstray.png Hydroponics tray A specialised tray to grow plants in. You may right-click the tray and select Flush Tray to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant: Green: Plant is ready to be harvested. Red: Plant is unhealthy, old-aged or dead. Orange/Red flash: High amount of weeds or pests. Yellow: Low amounts of nutrients in the tray. Blue: Low amount of water in the tray. Seedvendor.png MegaSeed Servitor Vendor that contains the basic seeds needed to get started. Seedextractor.png Seed extractor Extracts seeds from harvested plants. Insert a plant sample to obtain seeds. Centrifuge.png Lysis-isolation Centrifuge By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system.

Bioballistic.png Bioballistic delivery system. Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to positively select your plants. If you modify a sample genome too many times, the genome will decay completely.

Chemicals The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the Chem Dispenser in Chemistry.

You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so 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, 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.

Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.

Grinding minerals from mining will also get you:

Plasma Uranium Emagging a chem dispenser will add:

Space Drugs Morphine Toxin Carpotoxin Miner's Salve The NanoMed Plus is your main source of generic toxin when hacked.

Some chemical reactions will require you to heat the reagents in a Chemheater.png Chemical Heater. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.

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 rebuild it by first putting the circuit board back, and then all other things but use a full power cell Power cell.png instead of the old one. Then screwdriver to finish. Or you can charge the machine with an inducer Inducer.png.

Available chemicals:

Click expand to see what chemicals are available:

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 4 matter manipulator):

Acetone Ammonia Ash Diethylamine Oil Saltpetre Emagged:

Space Drugs Morphine Toxin Carpotoxin Miner's Salve 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. 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.

Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.

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 Chemistry bag.png 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.

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 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.

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.

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. Iron: Slowly restores blood volume. 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 or heated to 323.15K (50°C). 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. 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 (1 per tick) 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 Formula Description Ash ▮ 1 part Oil

Temperature 480K

Basic ingredient in a couple of recipes. Ash (Alternate Recipe) ▮ Light a piece of paper on fire, and scoop up the resulting ashes with a beaker. Basic ingredient in a couple of recipes. Carpet ▮ 1 part Space Drugs

1 part Blood Creates a dirty carpet on the floor. Oil ▮ 1 part Welding Fuel 1 part Carbon 1 part Hydrogen

Burns to ash in a small smoky fire. Used to maintain various systems in the Weapons Bay. Oil (Alternate Recipe) ▮ Scoop up oil from destroyed cyborgs or robots off the ground with a beaker. Burns to ash in a small smoky fire. Used to maintain various systems in the Weapons Bay. Phenol ▮ 1 part Oil

1 part Chlorine 1 part Water

Used for certain medical recipes. Acetone ▮ 1 part Oil

1 part Welding Fuel 1 part Oxygen

Common ingredient in other recipes. Diethylamine ▮ 1 part Ammonia

1 part Ethanol

A very potent fertilizer, and the base component of some medicines. Ammonia▮ 3 parts Hydrogen 1 part Nitrogen

An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as Diethylamine (results in 3 units instead of 4). Saltpetre▮ 3 parts Oxygen 1 part Potassium 1 part Nitrogen

Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants. Lye▮ 1 part Sodium 1 part Hydrogen 1 part Oxygen

Useful in the manufacturing of wax items like soap. Lye (Alternate Recipe)▮ 1 part Ash

1 part Water

Useful in the manufacturing of wax items like soap. 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.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold Silver Sulfadiazine▮ 1 part Ammonia

1 part Silver 1 part Sulfur 1 part Oxygen 1 part Chlorine

Burn On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug. On ingestion, deals minor toxin damage. Deals stamina damage when used. If overdosed, deals oxygen damage. 1 unit per tick 100u N/A Styptic Powder▮ 1 part Aluminium 1 part Hydrogen 1 part Oxygen 1 part Sulphuric Acid

Brute On touch, instantly heals brute damage. Basic anti-brute healing drug. On ingestion, deals minor toxin damage. If overdosed, deals oxygen damage. Deals stamina damage when used. 1 unit per tick 100u N/A Saline-Glucose Solution▮ 1 part Sodium Chloride

1 part Water 1 part Sugar

Brute, burn Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a substitute for blood if hooked up via IV drip. If overdosed, deals either brute and burn damage or adds Sodium Chloride or Sugar. 0.2 units per tick 60u N/A Synthflesh▮ 1 part Blood 1 part Carbon 1 part Styptic Powder

1 part Silver Sulfadiazine

Brute, burn Has a 100% chance of instantly healing brute and burn damage. Touch based only. Does nothing while inside a mob. Deals stamina damage upon usage. If overdosed, deals Toxin damage. 1 unit per tick 125u N/A Charcoal▮ 1 part Sodium Chloride

1 part Ash

Temperature 380K

Toxin Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals. 0.4 units per tick N/A N/A 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! If overdosed, adds Histamine. 0.1 units per tick 25u N/A Bicaridine▮ 1 part Carbon 1 part Oxygen 1 part Sugar

Brute Heals brute damage at a rate of 1.5 units per tick if brute damage is less than 50 otherwise it heals brute damage at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver. 0.2 units per tick 30u N/A Kelotane▮ 1 part Carbon 1 part Silicon

Burn Heals burn damage at a rate of 1.5 units per tick if below 50 burn damage otherwise it heals at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver. 0.2 units per tick 30u N/A Antitoxin▮ 1 part Nitrogen 1 part Silicon 1 part Potassium

Toxin Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed damages your liver. 0.2 units per tick 30u N/A Dexalin▮ 5 part Oxygen 5 parts Nitrogen 5 part Plasma(catalyst)

Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed damages the heart. 0.4 units per tick 30u N/A Dexalin Plus▮ 1 part Dexalin

1 part Carbon 1 part Iron

Suffocation Heals 4 oxygen damage per tick (slightly faster than Salbutamol). If overdosed deals a large amount of damage to the heart. 0.4 units per tick 25u N/A Tricordrazine▮ 1 part Antitoxin

1 part Bicaridine

1 part Kelotane Brute/Burn/Toxin Heals 1 of each damage type per tick. If overdosed deals 2 damage of toxin per tick and kills your liver. 0.4 units per tick 30u N/A 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 very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Is more effective in colder environments. 0.4 units per tick N/A N/A Pyroxadone▮ 1 part Cryoxadone

1 part Slime Jelly All four basic types and cellular 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 N/A Clonexadone▮ 1 part Cryoxadone

1 part Sodium 5 units Plasma (catalyst)

Clone Quickly heals clone damage, but only when in a cold environment. 0.6 units per tick N/A N/A Mannitol▮ 1 part Hydrogen 1 part Water 1 part Sugar

Brain Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. When Overdosed, slows the working speed of it. 0.4 units per tick? 35u If using the Brain Tumor Trait N/A System Cleaner▮ 2 part Phenol

1 part Ethanol 1 part Chlorine 1 part Potassium

Toxin Quickly purges toxin damage in the rare case an IPC gets said damge. 0.2 units per tick N/A N/A Solder▮ 1 part Ethanol 1 part Copper 1 part Silver Temperature 370K

Brain Quickly heals brain damage and traumas, but only if you're an IPC. 0.4 units per tick N/A N/A Radioactive Disinfectant▮ 1 part Phenol

5 part Ethanol 1 part Iodine 1 part water

Radiation Purges radiation from IPC's. 0.4 units per tick N/A N/A 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 basic traumas. More severe traumas usually require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A N/A Superior Healing Medicines These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.

Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Addiction 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 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will make it double the healing speed of brute damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage. 0.2 units per tick 25 units N/A Oxandrolone▮ 1 part Phenol

3 parts Carbon 1 part Hydrogen 1 part Oxygen

Burn If you have more than 50 burn damage, heals 4 units. If you have less than 50 burn damage, heals 0.5 units. Overdosing will double the healing speed of burn damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage. 0.2 units per tick 25 units N/A 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 1.5 damage of each damage type per tick. 0.1 units per tick 30u N/A Carthatoline▮ 1 part Antitoxin

2 parts Carbon 1 part Plasma (catalyst)

Toxin Used to treat severe toxin damage. Side effects include: Janitors forming unions, vomiting. If overdosed then it will start damaging your brain. 0.4 units per tick 25u N/A Pentetic Acid▮ 1 part Cyanide

1 part Formaldehyde

1 part Ammonia

1 part Welding Fuel 1 part Sodium 1 part Chlorine

Radiation, toxin Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body. 0.2 units per tick N/A N/A Perfluorodecalin▮ 1 part Oil

1 part Fluorine 1 part Hydrogen Temperature 370K

Suffocation Heals suffocation damage so quickly that you could have a spacewalk but causes minor toxin damage. Heals lungs. If overdosed will significantly damage the heart. 0.1 units per tick 30u N/A Atropine▮ 1 part Acetone

1 part Diethylamine

1 part Phenol

1 part Ethanol 1 part Sulphuric Acid

Brute, burn and suffocation If patients health is critical it will heal 2 brute, burn and toxin damage per cycle, as well as stop any oxyloss. Good for stabilising critical patients. If overdosed it will deal toxin damage. Side effects include: Minor Confusion. 0.1 units per tick 15u N/A Calomel▮ 1 part Mercury 1 part Chlorine Temperature 374K

Purge Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt. 0.2 units per tick N/A N/A Hepanephrodaxon▮ 2 parts Carthatoline

2 parts Carbon 1 part Lithium 5 parts Plasma (catalyst)

Liver, Toxin Heals damage to the liver as well as toxin damage. If overdosed then it deals damage to the brain 0.4 units per tick 10u N/A Mutadone▮ 1 part Acetone

1 part Unstable Mutagen

1 part Bromine

Genetic Heals your genetic mutations. 0.4 units per tick N/A N/A Earthsblood▮ Grown from Ambrosia Gaia All four basic types, cloning and stamina Ichor from an extremely powerful plant. Great for restoring wounds, but it's a little heavy on the brain. If overdosed, deals rapidly scaling toxin damage. 0.4 units per tick 25u N/A Unique Healing Medicines These healing drugs preform a unique function that is not commonly used or seen in game.

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, increases run speed, and stabilizes crit. If overdosed it will deal toxin and oxyloss damage. 0.2 units per tick 30u 25u 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 Morphine▮ 2 parts Carbon 2 parts Hydrogen 1 part Ethanol 1 part Oxygen Temperature 480K

Movement Speed Will allow you to walk faster. Will eventually knock you out if you take too much. If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage. It is recommended to heat up the mixture before adding hydrogen or carbon as the last ingredient to prevent accidentally making Hydrocarbon. 0.2 units per tick 30u 25u Oculine▮ 1 part Charcoal

1 part Carbon 1 part Hydrogen

Eye Quickly heals eye damage and reverts blindness. Mix below 333K or the recipe will result in Hydrocarbon. 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. (Results in 2 units instead of 3) 0.4 units per tick N/A N/A Meclizine▮ 1 part Ammonia

1 part Chlorine 2 parts Carbon

Vomiting Primary used to prevent vomiting although it's capable of rarely healing toxin damage, if overdosed deals Toxin Damage and makes your stomach wish it never existed. 0.1 units per tick 25u 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 20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn. If overdosed will deal toxin and stamina damage, and cause suffocation. 0.1 units per tick 30u N/A Antihol▮ 1 part Charcoal

1 part Copper 1 part Ethanol

Alcohol Helps remove Alcohol from someone's body, as well as eliminating its side effects. 0.4 units per tick N/A N/A Stimulants▮ Traitor Adrenals or Stimpack Stun Increases run speed and eliminates stuns, can heal minor damage. If overdosed it will deal toxin damage, stun and suffocation. 0.2 units per tick 60u 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! If the corpse has suffered more than 100 brute or burn damage it will fail, however. If used on a living person it will deal Brute and Burn damage. 0.2 units per tick N/A N/A Life▮ 1 part Strange Reagent

1 part Synthflesh

1 part Blood Temperature 375K

Life Can create a life form, however its not guaranteed to be friendly. May want to have Security on hot standby. (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 Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic. 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 healing brute and burn damage over time, if applied through touch to a burnt husk which has under 50 burn damage, then it cures them. If overdosed deals toxin damage. Very good for speedcloning. 0.4 units per tick 30u N/A Spaceacillin▮ 1 part Epinephrine

1 part Cryptobiolin

Infections An all-purpose antiviral agent. Prevents you from spreading any virus in your body. 0.04 units per tick N/A N/A Miner's Salve▮ 1 part Oil

1 part Iron 1 part Water OR 5 parts Plasma 5 parts Iron 1 part Sugar (Grind a twinkie, a sheet of metal, and a sheet of plasma) (Results in 15 parts instead of 11)

Improvised Patch Healing Chem Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch. 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. However also causes drowsiness and stamina damage. 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. If overdosed, will randomly shift the patients body temperature from 200K to -200K. 0.1 units per tick 30u 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. If overdosed, adds Histamine. 0.4 units per tick 20u 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 Regenerative Ooze▮ 1 part Tricordrazine

1 part Slime Ooze Healing Gradually regenerates all types of damage, without harming Oozling anatomy. 0.4 units per tick N/A N/A Regenerative Jelly▮ 1 part Tricordrazine

1 part Slime Jelly Healing Gradually regenerates all types of damage, without harming slime anatomy. 0.4 units per tick N/A N/A Liquid Electricity 1 part Liquid Electricity 1 part Plasma 3 parts Ethanol Blood Loss for Ethereals Restores blood for Ethereals. Non-ethereals have a small chance to be lightly shocked while it is in their system. (Results in 3 units instead of 5) 0.4 units per tick N/A N/A Modafinil▮ 1 part Acetone

1 part Diethylamine

1 part Phenol

1 part Ammonia

1 part Sulphuric Acid 1 unit Bromine (catalyst)

Sleep Suppressants Long-lasting sleep suppressant that very slightly reduces stun and knockdown times. Overdosing has horrendous side effects and deals lethal oxygen damage, will knock you unconscious if not dealt with. 0.01 to 0.08 units per tick. Over 20u to under 10u N/A Narcotics Narcotics are highly addicitve 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. Slightly reduces stun times. If overdosed, deals toxin damage and oxygen damage 0.05 units per tick 15u 10u 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 significant Brain and Toxin damage. If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off. 0.4 units per tick 20u 15u Crank▮ 1 part Diphenhydramine

1 part Ammonia

1 part Lithium 1 part Sulphuric Acid 1 part Welding Fuel Temperature 390K

Reduces stun times by about 200%. If overdosed or addicted it will deal significant Toxin, Brute and Brain damage. 0.4 units per tick 20u 10u Methamphetamine▮ 1 part Ephedrine

1 part Hydrogen 1 part Iodine 1 part Phosphorus Temperature 374K (Heat another degree if it doesn't work)

Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage. If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage. If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage. 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 380 k. 0.3 units per tick 20u 10u 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 nearly impervious to stuns, however the subject will suffer Toxin and Brain damage, constant hallucinations and will lose motor control. If overdosed the subject will lose even more motor control, drool and drop items in their hand. If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage. 0.4 units per tick 20u 10u Happiness▮ 2 parts Nitrous Oxide

1 part Epinephrine

1 part Ethanol 5 units Plasma (catalyst)

Fills you with ecstatic numbness and causes minor brain damage. Highly addictive. If overdosed causes sudden mood swings. 0.4 units per tick 20u 10u Aranesp▮ 1 part Epinephrine

1 part Atropine

1 part Morphine

The subject will think they are “amped” and regenerate stamina at an incredible rate, however the drug typically cause the subject to suffocate to death. 0.4 units per tick N/A N/A Space Drugs▮ 1 part Lithium 1 part Mercury 1 part Sugar

An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations. 0.4 units per tick 30u N/A Ketamine▮ 3 part Morphine

3 part Chloral Hydrate

3 part Fentanyl

3 part Epinephrine

Temperature 370K

A heavy duty tranquilizer found to also invoke feelings of euphoria, and assist with pain. Popular at parties and amongst small frogmen who drive Honda Civics. If overdosed, will cause brain traumas. 0.2 units per tick 16u 8u Highjack▮ 1 part Solder

1 part System Cleaner

1 part Radioactive Disinfectant

1 part Radium

“Repairs” brain damage in synthetics by making them high as hell, basically it's Space Drugs but for Synthetics. If overdosed, has a chance to “cure” brain damage in Synthetics by decapitation. 0.4 units per tick 30u N/A Pyrotechnics The manipulation of fire and matter.

Name Recipe Description 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! Foam Surfactant▮ 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 walls, floors, objects, or people and 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). Foam is slippery! 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 with Stabilizing Reagent. If stabilized, heat to 374K to activate. 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 Reagent. If stabilized, heat to 374K to activate. 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 Reagent. Does not react immediately. Napalm▮ 1 part Oil

1 part Welding Fuel 1 part Ethanol

A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. 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 Reagent. If stabilized, heat to 374K to activate. Pyrosium▮ 1 part Stable Plasma 1 part Radium 1 part Phosphorus

Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions. Energized Ooze▮ 1 part Slime Ooze 1 part Teslium

Boosts Oozeling's nervous system, but only shocks other lifeforms. Cryostylane▮ 1 part Water 1 part Stable Plasma 1 part Nitrogen

Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions. Chlorine Trifluoride▮ 3 parts Fluorine 1 part Chlorine Temperature 424K

When created it will create a temporary 3×3 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 burn you from the inside out. It metabolizes out of your body extremely fast, however. 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 Reagent. If stabilized, heat to 474K to activate. 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 Reagent. If stabilized, heat to 474K to activate. Meth Explosion▮ 1 part Diethylamine

1 part Hydrogen 1 part Iodine 1 part Phosphorus Temperature 300K

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. Black Powder▮ 1 part Charcoal

1 part Saltpetre

1 part Sulfur

Sparks, and then creates a violent explosion when heated to 474K. 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 (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate. Explosion 1 part Potassium 1 part Water

This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production. 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. 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. Tesla Shock 1 part Teslium

1 part Water OR Heating Teslium

to 474K This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics. Thermite▮ 1 part Aluminium 1 part Iron 1 part Oxygen

A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Causes minor burn damage to humans when ingested. 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 Barber's Aid▮ 1 part Carpet

1 part Space Drugs

1 part Radium

Changes your hair style, useful if you are bald! (Results in 5 units instead of 3) Concentrated Barber's Aid▮ 1 part Barber's Aid

1 part Unstable Mutagen

Grows your hair very long! Candle 5 parts Liquid Gibs 5 parts Oxygen Temperature 374K

Creates a red candle for use in decoration or rituals. Carbon Dioxide 2 parts Oxygen 1 part Carbon Temperature 777K

What the fuck is carbon dioxide? 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! Condensed Capsaicin▮ 5 parts Ethanol 1 part Capsaicin Oil

A chemical agent used for self-defense and in police work (results in 5 units instead of 6). Corgium 1 part Colorful Reagent

1 part Strange Reagent

1 part Nutriment 1 part Blood Creates your own Corgi! Cryptobiolin▮ 1 part Oxygen 1 part Potassium 1 part Sugar

Causes confusion and dizziness. This is essential to make Spaceacillin. Cooking Oil▮ 1 part Oil

1 part Sugar 1 part Hydrogen 1 part Carbon

Used in food preparation and frying. Metabolises at a rate of 4 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). Foaming Agent▮ 1 part Lithium 1 part Hydrogen

Used in Metal Foam production. Creates 1 unit instead of 2. Fluorosurfactant▮ 2 parts Carbon 2 parts Fluorine 1 part Sulphuric Acid

A perfluoronated sulfonic acid that forms a foam when mixed with water. Smart Foaming Agent▮ 3 parts Foaming Agent

1 part Acetone

1 part Iron

An agent that yields metallic foam which conforms to area boundaries when mixed with light metal and a strong acid. Metal Foam 1 part Foaming Agent

1 part Fluorosulfuric Acid

3 parts Iron/Aluminium

Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium. Smart Metal Foam 1 part Smart Foaming Agent

1 part Fluorosulfuric Acid

3 parts Aluminium

Creates lightweight metal foam walls in areas that have been breached. These can be easily torn through. Fluorosulfuric Acid▮ 1 part Fluorine 1 part Hydrogen 1 part Potassium 1 part Sulphuric Acid Temperature 380K

A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes. Glycerol▮ 3 parts Corn Oil 1 part Sulphuric Acid

Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water. Methane▮ 4 parts Hydrogen 1 part Carbon Temperature 520 K

A light, flammable hydrocarbon. Commonly used in the production of cryogenic fuel. Laughter▮ 1 part Sugar 1 part Banana Juice

Causes you to laugh (results in 10 units instead of 2). Meat Product 10 parts Liquid Gibs 10 parts Nutriment 10 parts Carbon

Creates a slab of chemically processed meat. Nitrous Oxide 2 parts Ammonia

2 parts Oxygen 1 part Nitrogen Temperature 525K

Creates N2O in liquid form, which explodes when heated to 575K. Plasma Solidification 20 parts Plasma 5 parts Iron 5 parts Frost Oil

Solidifies a large amount of plasma into a bar. Gold Solidification 20 parts Gold 5 parts Frost Oil 1 part Iron

Solidifies a large amount of gold into a bar. Adamantine Solidification 10 parts Liquid Adamantine 5 parts Gold 5 parts Frost Oil

Solidifies a large amount of adamantine into a sheet. Plastic Sheets 5 parts Oil

3 parts Ash

2 parts Sulphuric Acid Temperature 374K

Creates a sheet of plastic, used in hand or in fabricators to make items. Quantum Hair Dye▮ 1 part Colorful Reagent

1 part Space Drugs

1 part Radium

Changes your hair color when you apply or spray it! (Results in 5 units instead of 3) Royal Bee Jelly▮ 10 parts Unstable Mutagen

40 parts Honey

Causes a Queen Bee to split in two when injected (results in 5 units instead of 50). Soap 10 parts Lye

10 parts Liquid Gibs Temperature 374K

Creates a bar of soap, slightly faster cleaning than what you get on the station. Sodium Chloride▮ 1 part Chlorine 1 part Sodium 1 part Water

Commonly known as table salt, Sodium Chloride is often used to season food. Space Cleaner▮ 1 part Ammonia

1 part Water

This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills. Spray Tan▮ 1 part Orange Juice 1 part Oil

OR 1 part Corn Oil Darkens the skin when sprayed or applied. Do not swallow! Space Lube▮ 1 part Oxygen 1 part Silicon 1 part Water

Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3). 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. Synthmeat 1 part Cryoxadone

5 parts Blood

Creates a slab of synthetic meat. Cryogenic Tyrosene▮ 5 parts Methane

1 part Welding fuel Temperature 40K

A high performance cryogenic fuel used in most small fighter craft. Will explode when heated above 130K. Unstable Mutagen▮ 1 part Chlorine 1 part Phosphorus 1 part Radium

Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology. Virology Recipes These chemicals are used to mutate viruses, and have few uses beyond that.

Name Formula Description Virus Food▮ 5 parts Water 5 parts Milk

A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10) Mutagenic Agar▮ 1 part Unstable Mutagen

1 part Virus Food Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2) Sucrose Agar▮ 1 part Mutagenic Agar

1 part Sugar

Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only. Virus Plasma▮ 1 part Virus Food

1 part Plasma

Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2) Weakened Virus Plasma▮ 1 part Virus Plasma

1 part Synaptizine

Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only. Virus Rations▮ 1 part Virus Food

1 part Synaptizine

Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2) Decaying Uranium Gel▮ 1 part Virus Food

1 part Uranium

Powerful viral mutagen. Only useful to Virology. It is 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

2 parts Uranium

Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 3) Stable Uranium Gel▮ 5 part Plasma 5 part Uranium 5 part Silver OR Gold

Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21) Advanced Virus Food Base▮ 1u is available in virology at round start used to make Advanced Virus Food Advanced Virus Food▮ 1 part Viral Base 20 parts Uranium

Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21) Anomalous Virus Food▮ 1 part Virus Food

5 parts Laughter Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6) Mutation Toxins Obtainable through xenobiology, these chemicals transform humaniods in other humanoid races.

Name Formula Description Mutation Toxin▮ Use Plasma on a green slime Mutagenic chemical that transforms into a slimeperson. Unstable Mutation Toxin▮ Use Radium on a green slime Mutagenic chemical that transforms into a random, safe race. Stable Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Blood

Mutagenic chemical that transforms into a human. Lizard Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Liquid Gibs}}

Mutagenic chemical that transforms into a lizardperson. Felinid Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Fentanyl

10 part Impedrezene

Mutagenic chemical that transforms into a felinid. Moth Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Lipolicide

Mutagenic chemical that transforms into a moth. Squid Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Sodium Chloride

20 part Water

Mutagenic chemical that transforms into a squid. Apid Mutation Toxin▮ 5 part Unstable Mutation Toxin 20 part Honey Mutagenic chemical that transforms into an Apid. Ethereal Mutation Toxin▮ 5 part Unstable Mutation Toxin 20 part Liquid Electricity

Mutagenic chemical that transforms into a Ethereals. Fly Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Unstable Mutagen

Mutagenic chemical that transforms into a flyperson. Pod Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part EZ Nutrient

Mutagenic chemical that transforms into a podperson. Golem Mutation Toxin▮ 5 part Unstable Mutation Toxin 20 part Liquid Adamantine (grind an Adamantine bar)

Mutagenic chemical that transforms into a golem. Abductor Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Morphine

10 part Mute Toxin

Mutagenic chemical that transforms into an abductor. IPC Mutation Toxin▮ 5 part Unstable Mutation Toxin 20 part Teslium

Mutagenic chemical that transforms into an IPC. Oozeling Mutation Toxin▮ 5 part Unstable Mutation Toxin 10 part Calomel

30 part Food Poisoning 5 part Stable Plasma

Mutagenic chemical that transforms into an Oozeling. Advanced Mutation Toxin▮ Use Plasma on a black slime Mutagenic chemical that slowly morphs the victim into a slime. Skeleton Mutation Toxin▮ 5 part Advanced Mutation Toxin 30 part Fluorosulfuric acid

30 part Milk

Mutagenic chemical that transforms into a skeleton. Zombie Mutation Toxin▮ 5 part Advanced Mutation Toxin 10 part Krokodil

10 part Food Poisoning

Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie. Ash Mutation Toxin▮ 5 part Advanced Mutation Toxin 1 part Lizard Mutation Toxin

5 part Entropic Polypnium

Mutagenic chemical that transforms into an Ash Walker. Shadow Mutation Toxin▮ 5 part Advanced Mutation Toxin 30 part Liquid Dark Matter

(to use it here you may need to stabilize it with Stabilizing Agent

) 10 part Holy Water

Mutagenic chemical that transforms into a shadowperson. Plasma Mutation Toxin▮ 5 part Advanced Mutation Toxin 20 part Uranium 60 part Plasma

Mutagenic chemical that transforms into a plasmaman. 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.

Name Recipe Damage dealt Description Metabolism Rate Toxin▮ Hacked NanoMed vendors, Emagged Chem Dispenser Toxin Will deal toxin damage over time. 0.4 units per tick Food Poisoning▮ Result of poorly made food Toxin Will deal a minor amount of Toxin damage. 0.1 units per tick Chloral Hydrate▮ 3 parts Chlorine 1 part Ethanol 1 part Water

Stun, Toxin A powerful sedative which stuns after a bit, and becomes deadly if left in the system too long (results in 1 units instead of 5). 0.6 units per tick Bone Hurting Juice▮ 3 parts Itching Powder

1 part Unstable Mutagen

1 part Milk

Stamina A strange substance that looks a lot like water. Drinking it is oddly tempting. Oof ouch. Overdose at 50u. 0.4 units per tick 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”. (Results in 5 units instead of 3) 0.4 units per tick 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. Causes massive brain damage (results in 2 units instead of 3). 0.4 units per tick Mute Toxin▮ 2 parts Uranium 1 part Water 1 part Carbon

Speech Makes the subject unable to speak for some time. 0.4 units per tick Mulligan Toxin▮ 1 part Unstable Mutagen

1 part Stable Mutation Toxin

Also found in the Traitor Uplink.

Identity Randomizes the subject's appearance. Infinite Lexorin▮ 1 part Sulfonal

1 part Hydrogen 1 part Oxygen 1 part Plasma

Suffocation Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly. 0.4 units per tick Initropidril▮ Traitor Uplink Cardiac Arrest Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method. 0.2 units per tick Tirizene▮ Traitor Sleepypen, Emagged Soda Dispenser Stamina Damage Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. 0.4 units per tick Tiring Solution▮ Peacekeeper Cyborgs Stamina Damage Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage. 0.6 units per tick Polonium▮ Traitor Uplink Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick Pancuronium▮ Traitor Uplink Paralysis and Suffocation Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath. 0.1 units per tick Sodium Thiopental▮ Traitor Uplink Knockout and Stamina Knocks you out after 11 seconds, and destroys your stamina. 0.3 units per tick Sulfonal▮ 1 part Perfluorodecalin

1 part Diethylamine

1 part Sulfur

Knockout and Toxin 1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout. 0.05 units per tick Amanitin▮ Traitor Uplink 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. 0.2 units per tick Lipolicide▮ 1 part Ephedrine

1 part Diethylamine

1 part Mercury

Weight Loss Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving. 0.2 units per tick Coniine▮ Traitor Uplink Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization. 0.024 units per tick Curare▮ Traitor Uplink Knockout, Oxygen, and Toxin Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly. 0.05 units per tick Histamine▮ Traitor Uplink Brute, toxin, oxyloss and eyesight Has a chance each tick to cause small amounts of brute damage or blur vision. If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick. 0.1 units per tick Formaldehyde▮ 1 part Ethanol 1 part Oxygen 1 part Silver Temperature 420K

Toxin Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine. 0.2 units per tick Venom▮ Traitor Uplink Brute, toxin Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine. 0.1 units per tick Fentanyl▮ 1 part Space Drugs

Temperature 647K

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 Cyanide▮ 1 part Oil

1 part Ammonia

1 part Oxygen Temperature 380K

Toxin, oxyloss Deals random amounts of toxin damage while slowly suffocating its target. Metabolizes slowly. Often extremely lethal. 0.05 units per tick Carpotoxin▮ Space Carp, Koibeans, Emagged Chem Dispenser Toxin Deals constant toxin damage over time. 0.4 units per tick Zombie Powder▮ 5 parts Morphine

5 parts Carpotoxin 5 parts Copper

Fake death, stun Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15) 0.4 units per tick 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 slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of histamine. 0.16 units per tick Mint Toxin▮ Grind the mint in the kitchen Conditional death Instantly gibs fat people when ingested. 0.4 units per tick Slime Jelly▮ Grind an unused slime extract Toxin Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage. 0.4 units per tick Slime Ooze▮ Oozelings Toxin Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage. 0.4 units per tick Mime's Bane▮ 1 part Mute Toxin

1 part Nothing 1 part Radium

Emote Mute A nonlethal neurotoxin that interferes with the victim's ability to gesture 0.4 units per tick 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. 0.08 units per tick Teslium▮ 1 part Black Powder

1 part Silver 1 part Stable Plasma Temperature 400K

Random Shocks Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. 0.2 units per tick Rotatium▮ 1 part Teslium

1 part Mindbreaker Toxin

1 part Fentanyl

Toxin Causes the victim's screen to display a rocking motion and deals moderate toxin damage. 0.24 units per tick Anacea▮ 1 part Haloperidol

1 part Impedrezene

1 part Radium

Toxin and Purges Medicines Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage. 0.032 units per tick Weed Killer▮ 4 parts Ammonia

1 part Toxin Toxin Kills weeds, causes minor toxin damage to humans. 0.4 units per tick Pest Killer▮ 1 part Toxin 4 parts Ethanol

Toxin Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people. 0.4 units per tick. 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 minor toxin damage to humans. Deals heavy toxin damage to pod people. 0.4 units per tick Mushroom Chemicals Found primarily in Lavaland flora.

Name Type Description Metabolism Rate Entropic Polypnium▮ Poison Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well. 0.4 units per tick Tinea Luxor▮ Other Makes the consumer glow. 0.4 units per tick Vitrium Froth▮ 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.

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 vs others. Ingest Ingest and inject both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.

Inject Works the same as ingest, where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.

Vapor 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 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 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 below, with examples.

Patch 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 These are the major practical differences between pills, syringes, patches, cigarettes, smoke, foam, splash and spray. Pills Pills can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. Holds up to 50u. Syringes 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. Golems are completely immune to syringes (even piercing syringes), but patches do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. Patches Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u 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 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 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 20u of the medicine, making it enter their bloodstream (which does nothing in this case). Smoke example: 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 (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 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.

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.