Guide to chemistry: Difference between revisions

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This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. If you don't have a chem dispenser, see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]].  
{{Speech
|name=Tippo Felangus, the Chemist
|text=Hey mate, welcome to Chemistry. This is one of the few jobs where you can make a man heal back up to full health one second and make him explode the next.
<i>Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so...</i>
|image=[[File:Chemist action.png|64px|right]]
}}
 
 
This guide will primarily be useful for [[Chemist|chemists]] but may come in handy to any player and especially [[Traitor|traitors]]. See [[Chemical recipes]] for dispenser macros and simplified versions on how to make complicated chemicals. If you don't have a chem dispenser, see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]].  


== Machinery ==
== Machinery ==
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|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.
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|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.
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.




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


[[Chem Dispenser|Chem dispensers]] produce different chemicals depending on the manipulator installed.
[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and replace the power cell. Or you can charge the machine with an [[inducer]].  
 
Roundstart chem dispensers come with T3 chemicals and can be upgraded to unlock special properties.
 
Certain space and lavaland ruins also come with their own, special dispensers.


'''Available chemicals''':
'''Available chemicals''':
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* Silver
* Silver
* Stable_plasma
* Stable_plasma
'''Upgraded (tier 4 matter manipulator)''':
* Acetone
* Ammonia
* Ash
* Diethylamine
* Oil
* Saltpetre


'''Emagged''':
'''Emagged''':
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* '''Better capacitor:''' faster recharging speed.
* '''Better capacitor:''' faster recharging speed.
* '''Better power cell:'''  larger maximum power capacity.
* '''Better power cell:'''  larger maximum power capacity.
* '''Better manipulator:''' 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.
* '''Better manipulator:''' unlocks more chemicals at tier 4. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4.
</div>
</div>
</div>
</div>
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Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]].<br>
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]].<br>
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature.<br>
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this.<br>
If you don't risk making the chemical explode by overheating it (such as [[#Methamphetamine|Meth]]) you can just set it to a very high temperature to avoid this.<br>
Upgrading the laser will increase the heating/cooling speed.
Upgrading the laser will increase the heating/cooling speed.


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Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br>
Maximum size for dispensed bottles is 30u, pills/patches are 50u max.<br>
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u.<br>
Pill bottles can be loaded to directly dispense pills/patches into them.
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.
 


=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===
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Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<br>
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<br>
A great alternative to [[#Smoke|smoke]] grenades, but easily incites lynch mobs. Did you know you can grind any food and smoke the nutriment?<br>
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.<br>
Can only be obtained through the circuit board being printed or a shiny brand new one located on tech storage. Don't forget the stock parts to assemble the machine.<br>
Can only be obtained through the circuit board being printed, and the required parts being assembled first.<br>


'''Upgradeable parts''':
'''Upgradeable parts''':
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*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes brain damage, twitching, drooling, moaning and not being able to walk straight.
*'''Mercury''': Causes brain damage, twitching, drooling, moaning and not being able to walk straight.
*'''Radium''': Causes irradiation.
*'''Radium''': Causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.  
*'''Sugar''': Gives nutrition.
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u).  
*'''Sulphuric Acid''': Causes minor toxin damage and instant brute damage to one body part when ingested. Destroys head-wear and causes burn damage when sprayed on someone.
*'''Sulphuric Acid''': Causes minor toxin damage and instant brute damage to one body part when ingested, and 50% more damage when ''injected''. Destroys head-wear and causes burn damage when sprayed on someone.
*'''[[Plasma]]''': Causes major toxin damage.
*'''[[Plasma]]''': Causes major toxin damage. Not to be confused with Stable Plasma.  
*'''Uranium''': Causes slight irradiation.
*'''Uranium''': Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.


== Components ==
== Components ==
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>Temperature 480K
|1 part [[#Oil|Oil]]<br>Temperature 480K
|Ingredient in {{Tooltip|[[#Lye|Lye]]|{{RecursiveChem/Lye}}}}, {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}} and {{Tooltip|[[#PlaticSheets|Plastic Sheets]]|{{RecursiveChem/PlasticSheets}}}}.  
|Ingredient in [[#Lye|Lye]], [[#Charcoal|Charcoal]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker.
|-
!style='background-color:#FFEE88;'|Ash (Alternate Recipe) <span style="color:#C8A5DC;background-color:white">▮</span>
|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.
|Ingredient in {{Tooltip|[[#Lye|Lye]]|{{RecursiveChem/Lye}}}}, {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}} and {{Tooltip|[[#PlaticSheets|Plastic Sheets]]|{{RecursiveChem/PlasticSheets}}}}. 
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Welding Fuel<br>1 part Carbon<br>1 part Hydrogen
|1 part Welding Fuel<br>1 part Carbon<br>1 part Hydrogen
|Burns in a small smoky fire. Can be heated into {{Tooltip|[[#Ash|Ash]]|{{RecursiveChem/Ash}}}}.
|Burns in a small smoky fire. Can be heated into [[#Ash|Ash]]. Also ingredient in [[#Phenol|Phenol]], [[#Acetone|Acetone]], [[#Perfluorodecalin|Perfluorodecalin]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Miner's Salve|Miner's Salve]], [[#Haloperidol|Haloperidol]], [[#Napalm|Napalm]], [[#Plastic Sheets|Plastic Sheets]], [[#Spray Tan|Spray Tan]] and [[#Cyanide|Cyanide]]. Can be scooped up from destroyed cyborgs and such.
|-
!style='background-color:#FFEE88;'|Oil (Alternate Recipe) <span style="color:#C8A5DC;background-color:white">▮</span>
|Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.
|Burns in a small smoky fire. Can be heated into {{Tooltip|[[#Ash|Ash]]|{{RecursiveChem/Ash}}}}.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Welding Fuel<br>1 part Oxygen
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Oxygen
|N/A
|Ingredient in [[#Cryoxadone|Cryoxadone]], [[#Atropine|Atropine]], [[#Mutadone|Mutadone]], [[#Epinephrine|Epinephrine]], [[#Smart Foaming Agent|Smart Foaming Agent]], [[#Sulfonal|Sulfonal]], [[#Modafinil|Modafinil]] and [[#Neurine|Neurine]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine <span style="color:#604030;background-color:white">▮</span>
|1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Ethanol
|1 part [[#Ammonia|Ammonia]]<br>1 part Ethanol
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}, heals the plant AND kills pests.
|A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than [[#Ammonia|Ammonia]], heals the plant AND kills pests. Also ingredient in [[#Atropine|Atropine]], [[#Ephedrine|Ephedrine]], [[#Diphenhydramine|Diphenhydramine]], [[#Epinephrine|Epinephrine]], [[#Modafinil|Modafinil]], [[#Meth Explosion|Meth Explosion]] and [[#Lipolicide|Lipolicide]].  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Chlorine<br>1 part Water
|1 part [[#Oil|Oil]]<br>1 part Chlorine<br>1 part Water
|N/A
|Ingredient in [[#Salicyclic Acid|Salicyclic Acid]], [[#Oxandrolone|Oxandrolone]], [[#Atropine|Atropine]], [[#Epinephrine|Epinephrine]], [[#Corazone|Corazone]] and [[#Modafinil|Modafinil]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia<span style="color:#404030;background-color:white">▮</span>
|3 parts Hydrogen<br>1 part Nitrogen
|3 parts Hydrogen<br>1 part Nitrogen
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}. Results in 3 units instead of 4 when made.
|An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as [[#Diethylamine|Diethylamine]]. Ingredient in [[#Diethylamine|Diethylamine]], [[#Silver Sulfadiazine|Silver Sulfadiazine]], [[#Salbutamol|Salbutamol]], [[#Pentetic Acid|Pentetic Acid]], [[#Crank|Crank]], [[#Modafinil|Modafinil]], [[#Nitrous Oxide|Nitrous Oxide]], [[#Space Cleaner|Space Cleaner]], [[#Cyanide|Cyanide]], [[#Itching Powder|Itching Powder]] and [[#Weed Killer|Weed Killer]]. (Results in 3 units instead of 4)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre<span style="color:#60A584;background-color:white">▮</span>
|3 parts Oxygen<br>1 part Potassium<br>1 part Nitrogen
|3 parts Oxygen<br>1 part Potassium<br>1 part Nitrogen
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Results in 3 units instead of 5 when made.
|Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in [[#Bath Salts|Bath Salts]] and [[#Black Powder|Black Powder]]. (Results in 3 units instead of 5)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Sodium<br>1 part Hydrogen<br>1 part Oxygen
|1 part Sodium<br>1 part Hydrogen<br>1 part Oxygen
|N/A
|Ingredient in [[#Soap|Soap]].
|-
|-
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span>
|1 part {{Tooltip|[[#Ash|Ash]]|{{RecursiveChem/Ash}}}}<br>1 part Water<br>1 part Carbon
|1 part [[#Ash|Ash]]<br>1 part Water<br>1 part Carbon
|Results in 2 units instead of 3 when made.
|Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3)
|-
|-
|}
|}
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===Core Healing Medicines===
===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.
These healing drugs form the "core" drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.
 
Many reagents can be overdosed and/or cause addiction, leading to a negative outcome. Be sure to monitor how many units someone is injected with. If an overdose occurs, the negative effects will keep being applied every tick until that chemical is completely out of the system. If an addiction occurs, the negative effects will only start occuring some time ''after'' the chemical is out of the system, and can be negated by keeping taking it. You can usually only remove an addiction by waiting it out (or by dying and getting cloned).  


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Silver<br>1 part Sulfur<br>1 part Oxygen<br>1 part Chlorine
|1 part [[#Ammonia|Ammonia]]<br>1 part Silver<br>1 part Sulfur<br>1 part Oxygen<br>1 part Chlorine
|Burn
|Burn
|On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion, deals minor toxin damage.
|On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|1 part Aluminium<br>1 part Hydrogen<br>1 part Oxygen<br>1 part Sulphuric Acid
|1 part Aluminium<br>1 part Hydrogen<br>1 part Oxygen<br>1 part Sulphuric Acid
|Brute
|Brute
|On touch, instantly heals brute damage, then heals over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion, deals minor toxin damage.
|On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Sodium Chloride|Sodium Chloride]]|{{RecursiveChem/Sodium Chloride}}}}<br>1 part Water<br>1 part Sugar
|1 part [[#Sodium Chloride|Sodium Chloride]]<br>1 part Water<br>1 part Sugar
|Brute, burn
|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, it will have a 33% chance to deal brute and burn damage and a small chance to become salt or sugar each metabolism cycle.  
|Has a 33% chance per metabolism cycle to heal 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 salt or sugar each metabolism cycle.  
|0.2 units per tick
|0.2 units per tick
|60u
|60u
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span>
|1 part {{Tooltip|[[#Styptic Powder|Styptic Powder]]|{{RecursiveChem/Styptic Powder}}}}<br>1 part Blood<br>1 part Carbon
|1 part [[#Styptic Powder|Styptic Powder]]<br>1 part Blood<br>1 part Carbon
|Brute, burn
|Brute, burn
|Instantly heals 1 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream.
|Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span>
|1 part {{Tooltip|[[#Sodium Chloride|Sodium Chloride]]|{{RecursiveChem/Sodium Chloride}}}}<br>1 part {{Tooltip|[[#Ash|Ash]]|{{RecursiveChem/Ash}}}}<br>Temperature 480K  
|1 part [[#Sodium Chloride|Sodium Chloride]]<br>1 part [[#Ash|Ash]]<br>Temperature 480K  
|Toxin
|Toxin
|Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals. Ash usually stays hot enough to heat this reaction.
|Heals toxin damage at a rate of 2 per tick, and will also slowly remove any other chemicals.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span>
|1 part {{Tooltip|[[#Salicyclic Acid|Salicyclic Acid]]|{{RecursiveChem/Salicyclic Acid}}}}<br>1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Aluminium<br>1 part Bromine<br>1 part Lithium
|1 part [[#Salicyclic Acid|Salicyclic Acid]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Aluminium<br>1 part Bromine<br>1 part Lithium
|Suffocation
|Suffocation
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Kelotane|Kelotane]]|{{RecursiveChem/Kelotane}}}}<br>1 part {{Tooltip|[[#Bicaridine|Bicaridine]]|{{RecursiveChem/Bicaridine}}}}<br>1 part {{Tooltip|[[#Anti-Toxin|Anti-Toxin]]|{{RecursiveChem/Anti-Toxin}}}}<br>
|1 part [[#Kelotane|Kelotane]]<br>1 part [[#Bicaridine|Bicaridine]]<br>1 part [[#Anti-Toxin|Anti-Toxin]]<br>
|Brute/Burn/Toxin
|All types
|Heals 1 of each damage type per tick. If overdosed deals 2 damage of every type per tick.
|Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick.
|0.4 units per tick
|0.4 units per tick
|30u
|30u
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span>
|1 part {{Tooltip|[[#Tricordrazine|Tricordrazine]]|{{RecursiveChem/Tricordrazine}}}}<br>1 part {{Tooltip|[[#SlimeJelly|Slime Jelly]]|{{RecursiveChem/SlimeJelly}}}}
|1 part [[#Tricordrazine|Tricordrazine]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|All types
|All types
|An improved variation of {{Tooltip|[[#Tricordrazine|Tricordrazine]]|{{RecursiveChem/Tricordrazine}}}} that heals 50% faster without the risk of overdose or damaging jellypeople.
|An improved variation of [[#Tricordrazine|Tricordrazine]] that heals 50% faster without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]].
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}<br>1 part Stable Plasma
|1 part [[#Acetone|Acetone]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part Stable Plasma
|All types
|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.  
|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.  
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span>
|1 part {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}}<br>1 part {{Tooltip|[[#SlimeJelly|Slime Jelly]]|{{RecursiveChem/SlimeJelly}}}}
|1 part [[#Cryoxadone|Cryoxadone]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|All types
|All types
|Inverse {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}} that heals faster the hotter the patient is. Bonus if they're on fire!
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. Bonus if they're on fire!
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}}<br>1 part Sodium<br>5 units Plasma (catalyst)
|1 part [[#Cryoxadone|Cryoxadone]]<br>1 part Sodium<br>5 units Plasma (catalyst)
|Clone
|Clone
|Quickly heals clone damage, but only when in a cold environment.
|Quickly heals clone damage, but only when in a cold environment.
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|1 part Hydrogen<br>1 part Water<br>1 part Sugar
|1 part Hydrogen<br>1 part Water<br>1 part Sugar
|Brain
|Brain
|Quickly heals brain damage - best used in cryo alongside {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}}, but will still heal if taken via other means.
|Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal traumas.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#DCDCFF;background-color:white">▮</span>
|1 part [[#Acetone|Acetone]]<br>1 part [[#Mannitol|Mannitol]]<br>1 part Oxygen
|Minor brain traumas
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor traumas. More severe traumas require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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===Superior Healing Medicines===  
===Superior Healing Medicines===  
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.
These healing drugs are harder to make than the core healing medicines, however they often heal faster.
 
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.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span>
|1 part {{Tooltip|[[#Phenol|Phenol]]|{{RecursiveChem/Phenol}}}}<br>1 part Sodium<br>1 part Carbon<br>1 part Oxygen<br>1 part Sulphuric Acid
|1 part [[#Phenol|Phenol]]<br>1 part Sodium<br>1 part Carbon<br>1 part Oxygen<br>1 part Sulphuric Acid
|Brute
|Brute
|If you have more than 50 brute damage, heals 4 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will deal more brute damage.
|If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage.
|0.2 units per tick
|0.2 units per tick
|25 Units
|25 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span>
|3 parts Carbon<br>1 part {{Tooltip|[[#Phenol|Phenol]]|{{RecursiveChem/Phenol}}}}<br>1 part Hydrogen<br>1 part Oxygen
|3 parts Carbon<br>1 part [[#Phenol|Phenol]]<br>1 part Hydrogen<br>1 part Oxygen
|Burn
|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 deal more burn damage.
|If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage.
|0.2 units per tick
|0.2 units per tick
|25 Units
|25 Units
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|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets
|Brute, burn, toxin and suffocation
|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.
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick.
|0.1 units per tick
|0.1 units per tick
|30 Units
|30 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span>
|Beekeeping
|[[Beekeeping]]
|Brute, burn, toxin and suffocation
|Brute, burn, toxin and suffocation
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
|55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system.
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|Grown from Ambrosia Gaia
|Grown from Ambrosia Gaia
|All damage types
|All damage types
|Very quickly heals all damage types (almost as fast as {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}}), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|Very quickly heals all damage types (almost as fast as [[#Cryoxadone|Cryoxadone]]), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.
|0.4 units per tick
|0.4 units per tick
|25 Units
|25 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span>
|1 part {{Tooltip|[[#Cyanide|Cyanide]]|{{RecursiveChem/Cyanide}}}}<br>1 part {{Tooltip|[[#Formaldehyde|Formaldehyde]]|{{RecursiveChem/Formaldehyde}}}}<br>1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Welding Fuel<br>1 part Sodium<br>1 part Chlorine
|1 part [[#Cyanide|Cyanide]]<br>1 part [[#Formaldehyde|Formaldehyde]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Welding Fuel<br>1 part Sodium<br>1 part Chlorine
|Radiation, toxin
|Radiation, toxin
|Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body.
|Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Fluorine<br>1 part Hydrogen<br>Temperature 370K
|1 part [[#Oil|Oil]]<br>1 part Fluorine<br>1 part Hydrogen<br>Temperature 370K
|Suffocation
|Suffocation
|Heals suffocation damage so quickly that you could have a spacewalk, but it mutes your voice. Has a 33% chance of healing brute and burn damage per cycle as well.
|Every tick heals 12 suffocation and deals 0.3 toxin damage.  
|0.1 units per tick
|0.1 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span>
|1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part {{Tooltip|[[#Phenol|Phenol]]|{{RecursiveChem/Phenol}}}}<br>1 part Ethanol<br>1 part Sulphuric Acid
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part Ethanol<br>1 part Sulphuric Acid
|Brute, burn and suffocation
|Brute, burn and suffocation
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes dizziness and jitter, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra jitter and dizziness.  
|If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra jitter and dizziness.  
|0.1 units per tick
|0.1 units per tick
|35 Units
|35 Units
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|1 part Mercury<br>1 part Chlorine<br>Temperature 374K
|1 part Mercury<br>1 part Chlorine<br>Temperature 374K
|Purge
|Purge
|Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt.
|Quickly purges the body of all chemicals. If your health is above 20, 2.5 toxin damage is dealt.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}<br>1 part Bromine
|1 part [[#Acetone|Acetone]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part Bromine
|Genetic
|Genetic
|Heals your genetic mutations. Hulks hate it!
|Instantly removes your genetic mutations. Hulks hate it!
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span>
|1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Hydrogen<br>1 part Sugar
|1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Oil|Oil]]<br>1 part Hydrogen<br>1 part Sugar
|Stun
|Stun
|Reduces stun times, increases run speed, and stabilizes crit.<br>If overdosed it will deal toxin and oxyloss damage.
|Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.  
|0.2 units per tick
|0.2 units per tick
|45 Units
|30 Units
|30 Units
|25 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span>
|1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Bromine<br>1 part Carbon<br>1 part Ethanol
|1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Oil|Oil]]<br>1 part Bromine<br>1 part Carbon<br>1 part Ethanol
|Histamine Overdose
|Histamine Overdose
|Purges body of lethal {{Tooltip|[[#Histamine|Histamine]]|{{RecursiveChem/Histamine}}}} and reduces jitteriness while causing minor drowsiness.
|Purges body of lethal [[#Histamine|Histamine]] and reduces jitteriness while causing minor drowsiness.
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part Carbon<br>1 part Hydrogen
|1 part [[#Charcoal|Charcoal]]<br>1 part Carbon<br>1 part Hydrogen
|Eye
|Eye
|Quickly heals eye damage and reverts blindness.
|Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]].  
|0.1 units per tick
|0.1 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part Carbon<br>1 part Water
|1 part [[#Charcoal|Charcoal]]<br>1 part Carbon<br>1 part Water
|Ear
|Ear
|Instantly removes all ear damage. (Results in 2 units instead of 3)
|Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span>
|1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part {{Tooltip|[[#Phenol|Phenol]]|{{RecursiveChem/Phenol}}}}<br>1 part Chlorine<br>1 part Hydrogen<br>1 part Oxygen
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part Chlorine<br>1 part Hydrogen<br>1 part Oxygen
|Stun + Brute, burn, suffocation and toxin
|Stun + Brute, burn, suffocation and toxin
|Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn. 20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff.<br> Worse than {{Tooltip|[[#Atropine|Atropine]]|{{RecursiveChem/Atropine}}}} at saving critical patients, but better for mid combat use. If overdosed will deal toxin and stamina damage, and cause suffocation.
|Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.
|0.1 units per tick
|0.1 units per tick
|30 Units
|30 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part Copper<br>1 part Ethanol
|1 part [[#Charcoal|Charcoal]]<br>1 part Copper<br>1 part Ethanol
|Alcohol  
|Alcohol  
|Helps remove Alcohol from someone's body, as well as eliminating its side effects.
|Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span>
|Traitor Adrenals or Stimpack
|Traitor/Changeling Adrenals or Stimpack
|Stun
|Stun
|Increases run speed and eliminates stuns, can heal minor damage.<br>If overdosed it will deal toxin damage and stun.
|Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.<br>If overdosed it will hurt stamina and deal minor toxin damage.
|0.2 units per tick
|0.2 units per tick
|60 Units
|60 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span>
|1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}<br>1 part {{Tooltip|[[#Omnizine|Omnizine]]|{{RecursiveChem/Omnizine}}}}<br>1 part Holy Water
|1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[#Omnizine|Omnizine]]<br>1 part Holy Water
|Death
|Death
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.<br>If used on a living person it will deal Brute and Burn damage.  
|A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.<br>If used on a living person it will deal Brute and Burn damage.  
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Strange Reagent|Strange Reagent]]|{{RecursiveChem/Strange Reagent}}}}<br>1 part {{Tooltip|[[#Synthflesh|Synthflesh]]|{{RecursiveChem/Synthflesh}}}}<br>1 part Blood<br>Temperature 375K
|1 part [[#Strange Reagent|Strange Reagent]]<br>1 part [[#Synthflesh|Synthflesh]]<br>1 part Blood<br>Temperature 375K
|Life
|Life
|Can create a life form, however it's not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3)
|Creates one or multiple lifeforms, however they're not guaranteed to be friendly. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3)
|N/A
|N/A
|N/A
|N/A
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|1 part Sugar<br>1 part Lithium<br>1 part Water
|1 part Sugar<br>1 part Lithium<br>1 part Water
|Hallucination Decrease
|Hallucination Decrease
|Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges {{Tooltip|[[#Mindbreaker Toxin|Mindbreaker Toxin]]|{{RecursiveChem/Mindbreaker Toxin}}}} very quickly. Mildly toxic.
|Reduces stun times by typically around 30% (depends). Helps Hallucinations go away much faster. Also Purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] very quickly. Mildly toxic.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span>
|1 part {{Tooltip|[[#Carpotoxin|Carpotoxin]]|{{RecursiveChem/Carpotoxin}}}}<br>1 part {{Tooltip|[[#Cryptobiolin|Cryptobiolin]]|{{RecursiveChem/Cryptobiolin}}}}<br>1 part Copper
|1 part [[#Carpotoxin|Carpotoxin]]<br>1 part [[#Cryptobiolin|Cryptobiolin]]<br>1 part Copper
|Cellular Damage Healing
|Cellular Damage Healing
|Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for treating genetic damage on the spot.
|Instantly heals all cellular damage, while healing brute and burn damage over time. If overdosed deals toxin damage. Very good for treating genetic damage on the spot.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Epinephrine|Epinephrine]]|{{RecursiveChem/Epinephrine}}}}<br>1 part {{Tooltip|[[#Cryptobiolin|Cryptobiolin]]|{{RecursiveChem/Cryptobiolin}}}}
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Cryptobiolin|Cryptobiolin]]
|Infections
|Infections
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly.  
|An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly.  
|0.04 units per tick
|0.04 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span>
|1 Part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Iron<br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|1 Part [[#Oil|Oil]]<br>1 part Iron<br>1 Part Water <br>OR grind a twinkie, a sheet of metal and a sheet of plasma
|Improvised Patch Healing Chem
|Improvised Patch Healing Chem
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.<br>1u heals roughly 1.5 burn+brute.
|0.16 units per tick
|0.16 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part {{Tooltip|[[#Potassium Iodide|Potassium Iodide]]|{{RecursiveChem/Potassium Iodide}}}}<br>1 part Aluminium<br>1 part Chlorine<br>1 part Fluorine
|1 part [[#Oil|Oil]]<br>1 part [[#Potassium Iodide|Potassium Iodide]]<br>1 part Aluminium<br>1 part Chlorine<br>1 part Fluorine
|Anti-Drug and Light Sedative
|Anti-Drug and Light Sedative
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span>
|2 parts {{Tooltip|[[#Phenol|Phenol]]|{{RecursiveChem/Phenol}}}}<br>1 part Lithium
|2 parts [[#Phenol|Phenol]]<br>1 part Lithium
|Heart attack
|Heart attack
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span>
|2 parts [[#Mannitol|Mannitol]]<br>1 part [[#Impedrezene|Impedrezene]]<br>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
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span>
|1 part {{Tooltip|[[#Teslium|Teslium]]|{{RecursiveChem/Teslium}}}}<br>1 part {{Tooltip|[[#Slime Jelly|Slime Jelly]]|{{RecursiveChem/Slime Jelly}}}}
|1 part [[#Teslium|Teslium]]<br>1 part [[Guide_to_chemistry#Slime_Jelly|Slime Jelly]]
|Stun
|Stun
|An anti-stun chemical for jellypeople that also speeds up Luminescents' cooldowns. Non-jelly lifeforms will just get shocked.
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|N/A
|-
|}
===Non-craftable Medicines===
These healing drugs are used in some situations, but are otherwise uncraftable.
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#FFDD66;'|Name
! scope="col" style='background-color:#FFDD66;'|Treatment for
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate
! scope="col" style='background-color:#FFDD66;'|Overdose Threshold
! scope="col" style='background-color:#FFDD66;'|Addiction Threshold
|-
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span>
|Suffocation
|Heals 2 oxygen damage per tick (slower than [[#Salbutamol|Salbutamol]]). If overdosed deals 2 oxygen damage per tick. Used by medibots.
|0.4 units per tick
|30 Units
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#FFEBEB;background-color:white">▮</span>
|Brute, burn
|Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.
|0.4 units per tick
|3 Units
|N/A
|N/A
|-
|-
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== Narcotics ==
== 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.
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.
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.
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!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span>
|Grown in tobacco or found in cigarettes.
|Grown in tobacco or found in cigarettes.
|Slightly reduces stun times.
|Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly.  
|0.2 units per tick
|0.05 units per tick
|N/A
|15 Units
|30 Units
|10 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span>
|1 part {{Tooltip|[[#Diphenhydramine|Diphenhydramine]]|{{RecursiveChem/Diphenhydramine}}}}<br>1 part {{Tooltip|[[#Morphine|Morphine]]|{{RecursiveChem/Morphine}}}}<br>1 part {{Tooltip|[[#Space Cleaner|Space Cleaner]]|{{RecursiveChem/Space Cleaner}}}}<br>1 part Phosphorus<br>1 part Potassium<br>1 part Welding Fuel<br>Temperature 390K
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Morphine|Morphine]]<br>1 part [[#Space Cleaner|Space Cleaner]]<br>1 part Phosphorus<br>1 part Potassium<br>1 part Welding Fuel<br>Temperature 390K
|Provides messages of calmness and protection.<br>If overdosed it will deal significant Brain and Toxin damage.<br>If addicted too it will begin to deal fatal amounts of Brute damage as the addict's skin falls off.
|Provides messages of calmness and protection.<br>If overdosed it will deal significant Brain and Toxin damage.<br>If addicted it will begin to deal fatal amounts of Brute damage as the addict's skin falls off.  
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Diphenhydramine|Diphenhydramine]]|{{RecursiveChem/Diphenhydramine}}}}<br>1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Lithium<br>1 part Sulphuric Acid<br>1 part Welding Fuel<br>Temperature 390K
|1 part [[#Diphenhydramine|Diphenhydramine]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Lithium<br>1 part Sulphuric Acid<br>1 part Welding Fuel<br>Temperature 390K
|Reduces stun times by about 200%.<br>If overdosed or addicted, it will deal significant Toxin, Brute and Brain damage.
|Reduces stun times by typically around 30% (depends). <br>If overdosed or addicted, it will deal significant Toxin, Brute and Brain damage.
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part {{Tooltip|[[#Ephedrine|Ephedrine]]|{{RecursiveChem/Ephedrine}}}}<br>1 part Hydrogen<br>1 part Iodine<br>1 part Phosphorus<br>Temperature 374K
|1 part [[#Ephedrine|Ephedrine]]<br>1 part Hydrogen<br>1 part Iodine<br>1 part Phosphorus<br>Temperature 374K
|Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.<br>If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.  
|Reduces stun times by around 60% (depends), gives a large speed boost, and recovers stamina while dealing Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.<br>If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body.  
|0.3 units per tick
|0.3 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part {{Tooltip|[[#Saltpetre|Saltpetre]]|{{RecursiveChem/Saltpetre}}}}<br>1 part {{Tooltip|[[#Space Cleaner|Space Cleaner]]|{{RecursiveChem/Space Cleaner}}}}<br>1 part Bad Food<br>1 part Enzyme<br>1 part Nutriment<br> 1 part Tea<br>1 part Mercury<br>Temperature 374K
|1 part [[#Saltpetre|Saltpetre]]<br>1 part [[#Space Cleaner|Space Cleaner]]<br>1 part Bad Food<br>1 part Enzyme<br>1 part Nutriment<br> 1 part Tea<br>1 part Mercury<br>Temperature 374K
|Makes the subject impervious to stuns and grants a stamina regeneration buff, however the subject will suffer Brain damage, constant hallucinations and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and drop items in their hand.<br>If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.
|Makes the subject immune to sleep and stuns, and grants a stamina regeneration buff. However the subject will suffer Brain damage, constant hallucinations and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and drop items in their hand.<br>If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.
|0.2 units per tick
|0.2 units per tick
|20 Units
|20 Units
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span>
|1 part {{Tooltip|[[#Epinephrine|Epinephrine]]|{{RecursiveChem/Epinephrine}}}}<br>1 part {{Tooltip|[[#Atropine|Atropine]]|{{RecursiveChem/Atropine}}}}<br>1 part {{Tooltip|[[#Morphine|Morphine]]|{{RecursiveChem/Morphine}}}}
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Atropine|Atropine]]<br>1 part [[#Morphine|Morphine]]
|The subject will think they are "amped" and regenerate stamina at an incredible rate, however the drug typically causes the subject to suffocate to death.
|The subject will think they are "amped" and regenerate stamina at an incredible rate.  However the drug randomly causes the subject to suffocate about half the time, while also dealing 0.5 toxin damage per tick.  
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span>
|2 parts [[#Nitrous Oxide|Nitrous Oxide]]<br>1 part [[#Epinephrine|Epinephrine]]<br>1 part Ethanol<br>5 units Plasma (catalyst)
|Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane".
|0.2 units per tick
|20 Units
|10 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part {{Tooltip|[[#Diphenhydramine|Diphenhydramine]]|{{RecursiveChem/Diphenhydramine}}}}<br>1 part {{Tooltip|[[#Phenol|Phenol]]|{{RecursiveChem/Phenol}}}}<br>1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Sulphuric acid<br>1 unit Bromine (catalyst)
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part [[#Phenol|Phenol]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Sulphuric acid<br>1 unit Bromine (catalyst)
|Slowly-metabolizing compound. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. If overdosed causes jitteriness, stuttering, rapid oxygen damage and eventually puts you to a lethal sleep.<br>No chance for addiction but very finicky OD.
|Slowly-metabolizing compound. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, rapid oxygen damage and eventually puts you to a lethal sleep.<br>No chance for addiction but very finicky OD.
|0.02-0.08 units per tick
|0.02-0.08 units per tick
|Random, initially 20 but goes up or down 0.1 each tick.
|Random, initially 20 but goes up or down 0.1 each tick.
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!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with {{Tooltip|[[#Stabilizing Agent|stabilizing agent]]|{{RecursiveChem/Stabilizing Agent}}}}.  
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]].  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar<br>1 part {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}} (catalyst)
|1 part Phosphorous<br>1 part Potassium<br>1 part Sugar<br>1 part [[#Stabilizing Agent|Stabilizing Agent]] (catalyst)
|The stabilized version of {{Tooltip|[[#Smoke|smoke]]|{{RecursiveChem/Smoke}}}} - only one third as effective as the unstabilized chemical reaction.Heat to 374K to activate. Can not react in a body.  
|The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part Aluminium<br>1 part Potassium<br>1 part Sulfur
|1 part Aluminium<br>1 part Potassium<br>1 part Sulfur
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}. If stabilized, heat to 374K to activate.
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span>
|1 part Phosphorus<br>1 part Sulphuric Acid<br>1 part Stable Plasma
|1 part Phosphorus<br>1 part Sulphuric Acid<br>1 part Stable Plasma
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}. Does not react immediately.
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]].  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part Welding Fuel<br>1 part Ethanol
|1 part [[#Oil|Oil]]<br>1 part Welding Fuel<br>1 part Ethanol
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part Oxygen<br>1 part Cola<br>1 part Phosphorus
|1 part Oxygen<br>1 part Cola<br>1 part Phosphorus
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}. If stabilized, heat to 374K to activate.
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span>
|1 part Stable Plasma<br>1 part Radium<br>1 part Phosphorus
|1 part Stable Plasma<br>1 part Radium<br>1 part Phosphorus
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not be created in a body.  
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span>
|1 part Water<br>1 part Stable Plasma<br>1 part Nitrogen
|1 part Water<br>1 part Stable Plasma<br>1 part Nitrogen
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not be created in a body.  
|When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span>
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!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span>
|1 part Mercury<br>1 part Oxygen<br>1 part Nitrogen<br>1 part Carbon
|1 part Mercury<br>1 part Oxygen<br>1 part Nitrogen<br>1 part Carbon
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}. If stabilized, heat to 474K to activate.
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span>
|1 part Stable Plasma<br>1 part Radium<br>1 part Carbon
|1 part Stable Plasma<br>1 part Radium<br>1 part Carbon
|When detonated it will suck in any movable object or person. Can be stabilized with {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}. If stabilized, heat to 474K to activate.
|When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span>
|1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part Iodine<br>1 part Phosphorus<br>1 part Hydrogen<br>Temperature 380K<br>
|1 part [[#Diethylamine|Diethylamine]]<br>1 part Iodine<br>1 part Phosphorus<br>1 part Hydrogen<br>Temperature 300K<br>
|If you are making {{Tooltip|[[#Methamphetamine|methamphetamine]]|{{RecursiveChem/Methamphetamine}}}} and mixing the {{Tooltip|[[#Ephedrine|ephedrine]]|{{RecursiveChem/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 {{Tooltip|[[#Black Powder|black powder]]|{{RecursiveChem/Black Powder}}}}. Can not explode in a body.  
|Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as [[#Black Powder|Black Powder]]. Can not explode in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part {{Tooltip|[[#Saltpetre|Saltpetre]]|{{RecursiveChem/Saltpetre}}}}<br>1 part Sulfur
|1 part [[#Charcoal|Charcoal]]<br>1 part [[#Saltpetre|Saltpetre]]<br>1 part Sulfur
|Sparks, and then creates a violent explosion when heated to 474K. Causes hallucinations in plasmamen.
|When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span>
|1 part {{Tooltip|[[#Glycerol|Glycerol]]|{{RecursiveChem/Glycerol}}}}<br>1 part {{Tooltip|[[#Fluorosulfuric Acid|Fluorosulfuric Acid]]|{{RecursiveChem/Fluorosulfuric Acid}}}}<br>1 part Sulphuric Acid
|1 part [[#Glycerol|Glycerol]]<br>1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]<br>1 part Sulphuric Acid
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion
|1 part Potassium<br>1 part Water
|1 part Potassium<br>1 part Water
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in [[Grenade|grenade]] production.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion
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|1 part Iron<br>1 part Uranium
|1 part Iron<br>1 part Uranium
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.
|-
!style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion)
|1 part [[#Honey|Honey]]<br>1 part [[#Strange Reagent|Strange Reagent]]<br>1 part Radium
|Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock
|1 part {{Tooltip|[[#Teslium|Teslium]]|{{RecursiveChem/Teslium}}}}<br>1 part Water<br>Or heating {{Tooltip|[[#Teslium|Teslium]]|{{RecursiveChem/Teslium}}}} to 474K
|1 part [[#Teslium|Teslium]]<br>1 part Water<br>Or heating [[#Teslium|Teslium]] to 474K
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.
|This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span>
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==Other Recipes==
==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.
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of [[Grenade|grenades]], but many can be quite dangerous.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Carpet|Carpet]]|{{RecursiveChem/Carpet}}}}<br>1 part {{Tooltip|[[#Space Drugs|Space Drugs]]|{{RecursiveChem/Space Drugs}}}}<br>1 part Radium
|1 part [[#Carpet|Carpet]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)
|-
|-
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Barber's Aid|Barber's Aid]]|{{RecursiveChem/Barber's Aid}}}}<br>1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}
|1 part [[#Barber's Aid|Barber's Aid]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]
|Grows your hair very long!
|Grows your hair very long!
|-
|-
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Space Drugs|Space Drugs]]|{{RecursiveChem/Space Drugs}}}}<br>1 part Blood
|1 part [[#Space Drugs|Space Drugs]]<br>1 part Blood
|Creates a carpet on the floor. Best used in a {{Tooltip|[[#Smoke|smoke]]|{{RecursiveChem/Smoke}}}} machine/grenade or spray bottle. Ingredient in {{Tooltip|[[#Barber's Aid|Barber's Aid]]|{{RecursiveChem/Barber's Aid}}}}.  
|Creates a carpet on the floor. Best used in a [[#Smoke|smoke]] machine/[[Grenade|grenade]] or spray bottle. Ingredient in [[#Barber's Aid|Barber's Aid]].  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part [[Guide to food and drinks#Triple Citrus|Triple Citrus]]<br>1 part {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}}<br>1 part {{Tooltip|[[#Space Drugs|Space Drugs]]|{{RecursiveChem/Space Drugs}}}}<br>1 part Radium<br>1 part Stable Plasma
|1 part [[Guide to food and drinks#Triple Citrus|Triple Citrus]]<br>1 part [[#Cryoxadone|Cryoxadone]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium<br>1 part Stable Plasma
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your {{Tooltip|[[#Smoke|smoke]]|{{RecursiveChem/Smoke}}}} grenades.
|Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your [[#Smoke|smoke]] [[Grenade|grenades]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span>
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium
|1 part {{Tooltip|[[#Colorful Reagent|Colorful Reagent]]|{{RecursiveChem/Colorful Reagent}}}}<br>1 part {{Tooltip|[[#Strange Reagent|Strange Reagent]]|{{RecursiveChem/Strange Reagent}}}}<br>1 part Nutriment<br>1 part Blood<br>Temperature 374K
|1 part [[#Colorful Reagent|Colorful Reagent]]<br>1 part [[#Strange Reagent|Strange Reagent]]<br>1 part Nutriment<br>1 part Blood<br>Temperature 374K
|Creates your own Corgi!
|Creates your own Corgi!
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part Oxygen<br>1 part Potassium<br>1 part Sugar
|1 part Oxygen<br>1 part Potassium<br>1 part Sugar
|Causes confusion and dizziness. This is essential to make {{Tooltip|[[#Spaceacillin|spaceacillin]]|{{RecursiveChem/Spaceacillin}}}}.
|Causes confusion and dizziness. This is essential to make [[#Spaceacillin|Spaceacillin]].
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span>
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!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span>
|1 part Lithium<br>1 part Hydrogen
|1 part Lithium<br>1 part Hydrogen
|Used in {{Tooltip|[[#Metal Foam|metal Foam]]|{{RecursiveChem/Metal Foam}}}} production. Creates 1 unit instead of 2.
|Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span>
|1 part {{Tooltip|[[#Stabilizing Agent|Stabilizing Agent]]|{{RecursiveChem/Stabilizing Agent}}}}<br>1 part {{Tooltip|[[#Fluorosurfactant|Fluorosurfactant]]|{{RecursiveChem/Fluorosurfactant}}}}<br>1 part Carbon<br>Temperature 200K
|1 part [[#Stabilizing Agent|Stabilizing Agent]]<br>1 part [[#Fluorosurfactant|Fluorosurfactant]]<br>1 part Carbon<br>Temperature 200K
|When used in a spray or with {{Tooltip|[[#Smoke|smoke]]|{{RecursiveChem/Smoke}}}} it creates a non-slippery {{Tooltip|[[#Fluorosurfactant|foam]]|{{RecursiveChem/Fluorosurfactant}}}} which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span>
|1 part Fluorine<br>1 part Hydrogen<br>1 part Potassium<br>1 part Sulphuric Acid<br>Temperature 380K
|1 part Fluorine<br>1 part Hydrogen<br>1 part Potassium<br>1 part Sulphuric Acid<br>Temperature 380K
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.
|A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals damage if splashed on people. Deals toxin and constantly increasing burn damage if ingested.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span>
|3 parts Corn Oil<br>1 part Sulphuric Acid
|3 parts Corn Oil<br>1 part Sulphuric Acid
|Requires blended corn, so thus help from the botanist. Used to make {{Tooltip|[[#Nitroglycerin|nitroglycerin]]|{{RecursiveChem/Nitroglycerin}}}} or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)
|Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Colorful Reagent|Colorful Reagent]]|{{RecursiveChem/Colorful Reagent}}}}<br>1 part {{Tooltip|[[#Space Drugs|Space Drugs]]|{{RecursiveChem/Space Drugs}}}}<br>1 part Radium
|1 part [[#Colorful Reagent|Colorful Reagent]]<br>1 part [[#Space Drugs|Space Drugs]]<br>1 part Radium
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)
|-
|-
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam
|3 parts Iron/Aluminium<br>1 part {{Tooltip|[[#Foaming Agent|Foaming Agent]]|{{RecursiveChem/Foaming Agent}}}}<br>1 part {{Tooltip|[[#Fluorosulfuric Acid|Fluorosulfuric Acid]]|{{RecursiveChem/Fluorosulfuric Acid}}}}
|3 parts Iron/Aluminium<br>1 part [[#Foaming Agent|Foaming Agent]]<br>1 part [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
|Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br>
Can be made with either iron or aluminium. Can not react in a body.  
Can be made with either iron or aluminium. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent
|3 parts {{Tooltip|[[#Foaming Agent|Foaming Agent]]|{{RecursiveChem/Foaming Agent}}}}<br>1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part Iron
|3 parts [[#Foaming Agent|Foaming Agent]]<br>1 part [[#Acetone|Acetone]]<br>1 part Iron
|Required to make smart metal foam.  
|Required to make smart metal foam.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam
|3 parts Aluminium<br>1 part {{Tooltip|[[#Smart Foaming Agent|Smart Foaming Agent]]|{{RecursiveChem/Smart Foaming Agent}}}}<br>1 parts {{Tooltip|[[#Fluorosulfuric Acid|Fluorosulfuric Acid]]|{{RecursiveChem/Fluorosulfuric Acid}}}}
|3 parts Aluminium<br>1 part [[#Smart Foaming Agent|Smart Foaming Agent]]<br>1 parts [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. Can not react in a body.  
|A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide
|2 parts {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>2 parts Oxygen<br>1 part Nitrogen<br>Temperature 525K
|2 parts [[#Ammonia|Ammonia]]<br>2 parts Oxygen<br>1 part Nitrogen<br>Temperature 525K
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.  
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification
|20 parts Gold<br>5 parts Frost Oil<br>1 part Iron
|20 parts Gold<br>5 parts [[#Frost Oil|Frost Oil]]<br>1 part Iron
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.  
|Solidifies a large amount of liquid Gold into a bar. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification
|20 parts [[Plasma]]<br>5 parts Iron<br>5 parts Frost Oil
|20 parts [[Plasma]]<br>5 parts Iron<br>5 parts [[#Frost Oil|Frost Oil]]
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.  
|Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets
|5 parts {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>3 parts {{Tooltip|[[#Ash|Ash]]|{{RecursiveChem/Ash}}}}<br>2 parts Sulphuric Acid<br>Temperature 374K
|5 parts [[#Oil|Oil]]<br>3 parts [[#Ash|Ash]]<br>2 parts Sulphuric Acid<br>Temperature 374K
|Creates Plastic sheets at a rate of 10u per Plastic sheet.  
|Creates Plastic sheets at a rate of 10u per Plastic sheet.  
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span>
|40 parts Honey<br>10 parts {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}
|40 parts Honey<br>10 parts [[#Unstable Mutagen|Unstable Mutagen]]
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap
|10 parts {{Tooltip|[[#Lye|Lye]]|{{RecursiveChem/Lye}}}}<br>10 parts Liquid Gibs<br>Temperature 374K
|10 parts [[#Lye|Lye]]<br>10 parts Liquid Gibs<br>Temperature 374K
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.  
|Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body.  
|-
|-
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span>
|1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Water
|1 part [[#Ammonia|Ammonia]]<br>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.
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span>
|1 part Orange Juice<br>1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}} OR 1 Part Corn Oil
|1 part Orange Juice<br>1 part [[#Oil|Oil]] OR 1 Part Corn Oil
|Darkens the skin when sprayed or applied. Ingesting more than 10u causes side effects!
|Darkens the skin when sprayed or applied. Ingesting more than 10u causes side effects!
|-
|-
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part Chlorine<br>1 part Ethanol
|1 part [[#Charcoal|Charcoal]]<br>1 part Chlorine<br>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.
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat
|5 parts Blood<br>1 part {{Tooltip|[[#Cryoxadone|Cryoxadone]]|{{RecursiveChem/Cryoxadone}}}}
|5 parts Blood<br>1 part [[#Cryoxadone|Cryoxadone]]
|Creates a slab of synthetic meat.
|Creates a slab of synthetic meat.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span>
|1 part Chlorine<br>1 part Phosphorus<br>1 part Radium
|1 part Chlorine<br>1 part Phosphorus<br>1 part Radium
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Also useful for Virology.
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form.  
|}
|}
===Virology Recipes===
===Virology Recipes===
These chemicals are used to mutate viruses, and have few uses beyond that.
These chemicals are used to mutate [[Infections|viruses]], and have few uses beyond that.


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
|1 part [[#Virus Food|Virus food]]<br>1 part [[#Synaptizine|Synaptizine]]
|Depleted virus food. Used to get a [[Infections|virus]] symptom of level 1. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Virus Food}} Virus Food<span style="color:#899613;background-color:white">▮</span>
|5 parts Water<br>5 parts Milk
|5 parts Water<br>5 parts Milk
|Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 2. (Results in 15 units instead of 10)
|Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Rations}} Virus Rations<span style="color:#D18AA5;background-color:white">▮</span>
|1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}<br>1 part {{Tooltip|[[#Synaptizine|Synaptizine]]|{{RecursiveChem/Synaptizine}}}}
|Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span>
|1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}<br>1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}
|1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[#Virus Food|Virus food]]
|Extremely similar to {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
|Extremely similar to [[#Unstable Mutagen|Unstable Mutagen]]. Used to get a [[Infections|virus]] symptom of level 3. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sucrose Agar}} Sucrose Agar<span style="color:#41B0C0;background-color:white">▮</span>
|1 part {{Tooltip|[[#Mutagenic Agar|Mutagenic Agar]]|{{RecursiveChem/Mutagenic Agar}}}}<br>1 part Sugar
|1 part [[#Mutagenic Agar|Mutagenic agar]]<br>1 part Sugar
|Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
|Extremely similar to Mutagenic Agar. Used to get a [[Infections|virus]] symptom of level 4.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma<span style="color:#CEC3C6;background-color:white">▮</span>
|1 part {{Tooltip|[[#Virus Plasma|Virus Plasma]]|{{RecursiveChem/Virus Plasma}}}}<br>1 part {{Tooltip|[[#Synaptizine|Synaptizine]]|{{RecursiveChem/Synaptizine}}}}
|1 part [[#Virus Plasma|Virus plasma]]<br>1 part [[#Synaptizine|Synaptizine]]
|Weakened variety of virus plasma. Used to get a virus symptom of level 5.
|Weakened variety of virus plasma. Used to get a [[Infections|virus]] symptom of level 5.
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Virus Plasma}} Virus Plasma<span style="color:#A69DA9;background-color:white">▮</span>
|1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}<br>1 part [[Plasma]]
|1 part [[#Virus Food|Virus food]]<br>1 part [[Plasma]]
|Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
|Extremely similar to Plasma. Used to get a [[Infections|virus]] symptom of level 6. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}<br>1 part Uranium
|1 part [[#Virus Food|Virus food]]<br>1 part Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 6 or 7. (Results in 1 unit instead of 2)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|1 part {{Tooltip|[[#Virus Plasma|Virus Plasma]]|{{RecursiveChem/Virus Plasma}}}}<br>5 parts Uranium
|1 part [[#Virus Plasma|Virus Plasma]]<br>5 parts Uranium
|Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 7. (Results in 1 unit instead of 6)
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Stable Uranium Gel}} Stable Uranium Gel<span style="color:#D18AA5;background-color:white">▮</span>
|1 part Plasma<br>10 parts Uranium<br>10 parts Silver OR Gold
|1 part Plasma<br>10 parts Uranium<br>10 parts Silver OR Gold
|Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
|Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21)
|}
|}


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!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span>
|Use Plasma on a black slime
|Use Plasma on a black slime
|Slowly morphs the victim into a [[slime]]. The transformation can be stopped with Frost Oil.
|Slowly morphs the victim into a [[slime]]. The transformation can be stopped with [[#Frost Oil|Frost Oil]].
|}
|}


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


{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;"
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part Hydrogen<br>1 part Silicon
|1 part [[#Charcoal|Charcoal]]<br>1 part Hydrogen<br>1 part Silicon
|Hallucinations
|Hallucinations
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
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|2 parts Uranium<br>1 part Water<br>1 part Carbon
|2 parts Uranium<br>1 part Water<br>1 part Carbon
|Speech
|Speech
|Makes the subject unable to speak for some time.
|Makes the subject unable to speak for some time. (Results in 2 units instead of 4)
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span>
|1 part {{Tooltip|[[#Mute Toxin|Mute Toxin]]|{{RecursiveChem/Mute Toxin}}}}<br>1 part [[Guide to food and drinks#Nothing|Nothing]]<br>1 part Radium
|1 part [[#Mute Toxin|Mute Toxin]]<br>1 part [[Guide to food and drinks#Nothing|Nothing]]<br>1 part Radium
|Gestures
|Gestures
|Makes the subject unable to gesticulate.
|Makes the subject unable to gesticulate.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span>
|3 parts [[#Itching_Powder|Itching Powder]]<br>1 part [[#Unstable Mutagen|Unstable Mutagen]]<br>1 part [[Guide_to_food_and_drinks#Milk|Milk]]
|Stamina Damage and Delimbing Skeletons
|Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina.
|0.4 units per tick
|50 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span>
|1 part {{Tooltip|[[#Slime Mutation Toxin|Slime Mutation Toxin]]|{{RecursiveChem/Slime Mutation Toxin}}}}<br>1 Part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}<br>Found in the [[Syndicate Items|Traitor Uplink]].
|1 part [[#Slime Mutation Toxin|Slime Mutation Toxin]]<br>1 Part [[#Unstable Mutagen|Unstable Mutagen]]<br>Found in the [[Syndicate Items|Traitor Uplink]].
|Identity
|Identity
|Randomizes the subject's appearance.
|Randomizes the subject's appearance.
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!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]], Emagged [[Medibot]]
|[[Syndicate_Items#Poison_Kit|Poison Kit]], Emagged [[Medibot]]
|Paralysis and Suffocation
|Stun and Suffocation
|After 10 seconds, knocks you out with no warning. Causes high oxyloss damage; lethal in small doses.
|After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death.  
|0.1 units per tick
|0.1 units per tick
|N/A
|N/A
Line 1,048: Line 1,108:
|Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart, Emagged [[Medibot]]  
|Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart, Emagged [[Medibot]]  
|Knockout and Stamina
|Knockout and Stamina
|Knocks you out after 11 seconds, and destroys your stamina. A more powerful version of [[#Chloral Hydrate|Chloral Hydrate]].
|Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you.
|0.3 units per tick
|0.3 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span>
|1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}<br>1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part Sulfur
|1 part [[#Acetone|Acetone]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part Sulfur
|Knockout and Toxin
|Knockout and Toxin
|1 toxin damage every 2 cycles, knocks you out after 22 seconds. Metabolized very slowly: two units are enough to trigger the knockout.
|1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly.
|0.05 units per tick
|0.05 units per tick
|N/A
|N/A
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span>
|1 part {{Tooltip|[[#Ephedrine|Ephedrine]]|{{RecursiveChem/Ephedrine}}}}<br>1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}<br>1 part Mercury
|1 part [[#Ephedrine|Ephedrine]]<br>1 part [[#Diethylamine|Diethylamine]]<br>1 part Mercury
|Weight Loss
|Weight Loss
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.  
|Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving.  
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|Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe
|Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe
|Toxin and breath loss
|Toxin and breath loss
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to {{Tooltip|[[#Lexorin|Lexorin]]|{{RecursiveChem/Lexorin}}}}.
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to [[#Lexorin|Lexorin]].
|0.024 units per tick
|0.024 units per tick
|N/A
|N/A
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!style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span>
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|[[Syndicate_Items#Poison_Kit|Poison Kit]]
|Knockout, Oxygen, and Toxin
|Paralyzation, Oxygen, and Toxin
|Paralyzes you after 11 seconds, while dealing oxyloss and toxic damage. Metabolizes slowly; very lethal.
|Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal.
|0.05 units per tick
|0.05 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Histamine}}Histamine<span style="color:#FA6464;background-color:white">▮</span>
|[[Guide_to_hydroponics#Plant_reference_chart|Omega Weed]], [[Syndicate_Items#Poison_Kit|Poison Kit]], {{Tooltip|[[#Formaldehyde|Formaldehyde]]|{{RecursiveChem/Formaldehyde}}}}, {{Tooltip|[[#Venom|Venom]]|{{RecursiveChem/Venom}}}}, {{Tooltip|[[#Itching Powder|Itching Powder]]|{{RecursiveChem/Itching Powder}}}}
|[[Guide_to_hydroponics#Plant_reference_chart|Omega Weed]], [[Syndicate_Items#Poison_Kit|Poison Kit]], [[#Formaldehyde|Formaldehyde]], [[#Venom|Venom]], [[#Itching Powder|Itching Powder]]
|Brute, toxin, oxyloss and eyesight
|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.
|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.
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|1 part Ethanol<br>1 part Oxygen<br>1 part Silver<br>Temperature 420K
|1 part Ethanol<br>1 part Oxygen<br>1 part Silver<br>Temperature 420K
|Toxin
|Toxin
|Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of [[#Histamine|Histamine]].
|Causes a small amount of Toxin damage over time. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]].
|0.2 units per tick
|0.2 units per tick
|N/A
|N/A
Line 1,116: Line 1,176:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span>
|1 part {{Tooltip|[[#Space Drugs|Space Drugs]]|{{RecursiveChem/Space Drugs}}}}<br>Temperature 674K
|1 part [[#Space Drugs|Space Drugs]]<br>Temperature 674K
|Toxin, brain
|Toxin, brain
|Will deal up to 60 points of Toxin damage, while also dealing heavy brain damage. If the drug is not removed before 18 cycles it will knock the user unconscious.
|Will deal 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
|0.2 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span>
|1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}<br>1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Oxygen<br>Temperature 380K
|1 part [[#Oil|Oil]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Oxygen<br>Temperature 380K
|Toxin, oxyloss
|Toxin, oxyloss
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
|Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly.
Line 1,137: Line 1,197:
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span>
|5 parts {{Tooltip|[[#Morphine|Morphine]]|{{RecursiveChem/Morphine}}}}<br>5 parts {{Tooltip|[[#Carpotoxin|Carpotoxin]]|{{RecursiveChem/Carpotoxin}}}}<br>5 parts Copper
|5 parts [[#Morphine|Morphine]]<br>5 parts [[#Carpotoxin|Carpotoxin]]<br>5 parts Copper
|Fake death, stun
|Fake death, stun
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span>
|1 part [[#Epinephrine|Epinephrine]]<br>1 part [[#Zombie Powder|Zombie Powder]]
|Fake death
|Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals minor toxin damage.
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Charcoal|Charcoal]]|{{RecursiveChem/Charcoal}}}}<br>1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}<br>1 part Welding Fuel
|1 part [[#Charcoal|Charcoal]]<br>1 part [[#Ammonia|Ammonia]]<br>1 part Welding Fuel
|Brute, annoyance
|Brute, annoyance
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of {{Tooltip|[[#Histamine|Histamine]]|{{RecursiveChem/Histamine}}}}.
|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|Histamine]].
|0.16 units per tick
|0.16 units per tick
|N/A
|N/A
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|Toxin
|Toxin
|The base reagent for slime based chemicals. Grinding extracts yields 20u jelly per use left. Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage.
|The base reagent for slime based chemicals. Grinding extracts yields 20u jelly per use left. Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Frost Oil}}Frost Oil<span style="color:#801E28;background-color:white">▮</span>
|[[Guide_to_xenobiology#Blue_Slime|Blue Slimes]] or from grinding [[Guide_to_hydroponics#Ice_Pepper|Ice Pepper]]
|Burn
|A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. [[Changeling]] [[Changeling#Cryogenic_Sting|cryo sting]] injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and [[Guide_to_races#Jellypeople|slimepeople]].
|0.4 units per tick
|0.4 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span>
|1 part {{Tooltip|[[#Formaldehyde|Formaldehyde]]|{{RecursiveChem/Formaldehyde}}}}<br>1 Part Sodium<br>1 Part Chlorine<br>1 Part Lithium
|1 part [[#Formaldehyde|Formaldehyde]]<br>1 Part Sodium<br>1 Part Chlorine<br>1 Part Lithium
|Brute, Bleeding
|Brute, Bleeding
|Causes bleeding constantly while in the system of the victim.
|Causes bleeding constantly while in the system of the victim.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span>
|1 Part {{Tooltip|[[#Black Powder|Black Powder]]|{{RecursiveChem/Black Powder}}}}<br>1 Part Silver<br>1 Part Stable Plasma<br>Temperature 400K<br>
|1 Part [[#Black Powder|Black Powder]]<br>1 Part Silver<br>1 Part Stable Plasma<br>Temperature 400K<br>
|Random Shocks
|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. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
|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. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]]
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span>
|1 Part {{Tooltip|[[#Teslium|Teslium]]|{{RecursiveChem/Teslium}}}}<br>1 Part {{Tooltip|[[#Mindbreaker Toxin|Mindbreaker Toxin]]|{{RecursiveChem/Mindbreaker Toxin}}}}<br>1 Part {{Tooltip|[[#Fentanyl|Fentanyl]]|{{RecursiveChem/Fentanyl}}}}
|1 Part [[#Teslium|Teslium]]<br>1 Part [[#Mindbreaker Toxin|Mindbreaker Toxin]]<br>1 Part [[#Fentanyl|Fentanyl]]
|Toxin
|Toxin
|Causes the victim's screen to display a rocking motion and deals moderate toxin damage.
|Causes the victim's screen to display a rocking motion and deals moderate toxin damage.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span>
|2 Parts {{Tooltip|[[#Rotatium|Rotatium]]|{{RecursiveChem/Rotatium}}}}<br>2 Parts [[Plasma]]<br>1 Part Sulphuric Acid
|2 Parts [[#Rotatium|Rotatium]]<br>2 Parts [[Plasma]]<br>1 Part Sulphuric Acid
|Toxin
|Toxin
|Causes heavy skewing of the victim's screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically unable to fight.
|Causes heavy skewing of the victim's screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically unable to fight.
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|Toxin
|Toxin
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 ticks, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 ticks, there is a chance to eject an organ each tick if overdosing. Requires very high doses.
|0.32 units per tick
|0.4 units per tick
|29 Units
|29 Units
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span>
|1 Part {{Tooltip|[[#Haloperidol|Haloperidol]]|{{RecursiveChem/Haloperidol}}}}<br>1 Part {{Tooltip|[[#Impedrezene|Impedrezene]]|{{RecursiveChem/Impedrezene}}}}<br>1 Part Radium
|1 Part [[#Haloperidol|Haloperidol]]<br>1 Part [[#Impedrezene|Impedrezene]]<br>1 Part Radium
|Toxin and Purges Medicines
|Toxin and Purges Medicines
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage.
|Metabolizes very slowly and quickly purges medicines from the victim while dealing light toxin damage.
|0.032 units per tick
|0.032 units per tick
|N/A
|N/A
|-
|-
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span>
|1 part {{Tooltip|[[#Toxin|Toxin]]|{{RecursiveChem/Toxin}}}}<br>4 parts {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}
|1 part [[#Toxin|Toxin]]<br>4 parts [[#Ammonia|Ammonia]]
|Toxin
|Toxin
|Kills weeds, causes minor toxin damage to humans.
|Kills weeds, causes minor toxin damage to humans.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span>
|1 part {{Tooltip|[[#Toxin|Toxin]]|{{RecursiveChem/Toxin}}}}<br>4 parts Ethanol
|1 part [[#Toxin|Toxin]]<br>4 parts Ethanol
|Toxin
|Toxin
|Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people.
|Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span>
|1 part {{Tooltip|[[#Toxin|Toxin]]|{{RecursiveChem/Toxin}}}}<br>4 parts Water
|1 part [[#Toxin|Toxin]]<br>4 parts Water
|Toxin
|Toxin
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people.
|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.
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span>
|1 part {{Tooltip|[[#Mindbreaker Toxin|Mindbreaker Toxin]]|{{RecursiveChem/Mindbreaker Toxin}}}}<br>1 part {{Tooltip|[[#Synaptizine|Synaptizine]]|{{RecursiveChem/Synaptizine}}}}<br>1 part Water
|1 part [[#Mindbreaker Toxin|Mindbreaker Toxin]]<br>1 part [[#Synaptizine|Synaptizine]]<br>1 part Water
|Special
|Suppresses violence by preventing the victim from using harm intent and only letting them use passive grabs.
|0.1 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
|Special
||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution<span style="color:#AAAAAA55;background-color:white">▮</span>
|[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]
|Special
|Special
|Suppresses violence by preventing the victim from using anything but the help intent and passive grabs.
||Makes the target dizzy and confused. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]].
|0.25 units per tick
|0.6 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span>
|Gondola Meat
|Special
|Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola.
|0.4 units per tick
|N/A
|-
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97EE63;background-color:white">▮</span>
|Ethereal blood, certain foods
|Special
|Periodically electrocutes any non-Ethereals that have this in their system.
|0.4 units per tick
|N/A
|N/A
|}
|}
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|-
|-
!style='background-color:#FFEE88;'|{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span>
!style='background-color:#FFEE88;'|{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span>
|Mushroom Cap (Inocybe)
|Mushroom Cap (Inocybe), from tall mushrooms
|Poison
|Poison
|Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.
|20% chance each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles.  
|0.4 units per tick
|0.4 units per tick
|-
|-
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|-
|-
|}
|}
==Reagent Delivery{{anchor|Reagent Delivery}}==
There are different ways you can apply chemicals to a person or the environment.
===Under the hood===
First of all, there are actually 5 different ways of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br>
*'''Ingest'''{{anchor|Ingest}} and '''inject'''{{anchor|Inject}} both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.
*'''Vapor'''{{anchor|Vapor}} is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.
*'''Touch'''{{Anchor|Touch}} is used by [[#Smoke|smoke]] and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of [[#Styptic Powder|Styptic Powder]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.
*'''Patch'''{{anchor|Patch}} is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all  "patch" components are also "touch" components.
When a reagent enters a bloodstream, it will then "tick" about every 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the metabolism-column of this guide.
===Smoke vs foam vs others{{anchor|Smoke_vs_foam}}===
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br>
*'''Pills'''{{anchor|Pills}}: Can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br>
*'''Syringes''': Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like [[Golem]]s or [[Plasmaman|Plasmamen]]), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u. <br>
*'''Patches''': Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Styptic Powder|Styptic Powder]] will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. <br>
*'''Cigarettes''': Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. <br>
*'''[[#Smoke|Smoke]]''': When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. <br>
'''Smoke example 1:''' Smoke containing 20u [[#Styptic Powder|Styptic Powder]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 20 brute (and scream in pain), if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream and start healing them over time. But since this particular medicine will deal toxin damage if not applied via [[#Touch|touch]]/[[#Patch|patch]], those who inhale it will also start taking toxin damage. <br>
'''Smoke example 2:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. <br>
*'''[[#Fluorosurfactant|Foam]]''': When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. <br>
'''Foam example 1:''' 250u foam containing 10u blood with a [[Infections|virus]]. The floor will be dirtied by blood, but none of those touched by the foam will have their bloodstreams affected, since the blood was too diluted. <br>
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. <br>
*'''Splashing''': Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u [[#Silver_Sulfadiazine|Silver Sulfadiazine]] at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. <br>
*'''Spraying''': Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. <br><br>
A final note: Many mobs are "simplemobs" which means they don't have a bloodstream and can thus not be poisoned/sedated. Monkeys and most playable humanoids are the exceptions to this.


== Beyond the Dispenser ==
== Beyond the Dispenser ==

Revision as of 18:54, 1 April 2019

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

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


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

Machinery

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


Chem Dispenser Chemistry Dispensers

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

Available chemicals:

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 at tier 4. Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4.

Chemical Heater Chemical Heater

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

ChemMaster 3000 ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u.
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.

Active Pure Chemicals

A.K.A. what happens when you eat or splash these. Chemicals unmentioned don't have any effect.

  • Chlorine: Causes minor physical damage to various body parts.
  • 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.
  • Fluorine: Causes minor toxin damage.
  • Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
  • Mercury: Causes brain damage, twitching, drooling, moaning and not being able to walk straight.
  • Radium: Causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
  • Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u).
  • Sulphuric Acid: Causes minor toxin damage and instant brute damage to one body part when ingested, and 50% more damage when injected. Destroys head-wear and causes burn damage when sprayed on someone.
  • Plasma: Causes major toxin damage. Not to be confused with Stable Plasma.
  • Uranium: Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.

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
Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker.
Oil 1 part Welding Fuel
1 part Carbon
1 part Hydrogen
Burns in a small smoky fire. Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
Acetone 1 part Oil
1 part Welding Fuel
1 part Oxygen
Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
Diethylamine 1 part Ammonia
1 part Ethanol
A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
Phenol 1 part Oil
1 part Chlorine
1 part Water
Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
Ammonia 3 parts Hydrogen
1 part Nitrogen
An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
Saltpetre 3 parts Oxygen
1 part Potassium
1 part Nitrogen
Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
Lye 1 part Sodium
1 part Hydrogen
1 part Oxygen
Ingredient in Soap.
Lye (Alternate Recipe) 1 part Ash
1 part Water
1 part Carbon
Ingredient in Soap. (Results in 2 units instead of 3)

Medicines

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

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

Core Healing Medicines

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

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

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold
Silver Sulfadiazine 1 part Ammonia
1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine
Burn On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage.
0.4 units per tick N/A
Styptic Powder 1 part Aluminium
1 part Hydrogen
1 part Oxygen
1 part Sulphuric Acid
Brute On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage.
0.4 units per tick 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 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 salt or sugar each metabolism cycle. 0.2 units per tick 60u
Synthflesh 1 part Styptic Powder
1 part Blood
1 part Carbon
Brute, burn Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).
Touch and smoke application only. Does nothing while inside a mob's bloodstream.
0.4 units per tick N/A
Charcoal 1 part Sodium Chloride
1 part Ash
Temperature 480K
Toxin Heals toxin damage at a rate of 2 per tick, and will also slowly remove any other chemicals. 0.2 units per tick 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! 0.1 units per tick N/A
Bicaridine 1 part Carbon
1 part Oxygen
1 part Sugar
Brute Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 0.4 units per tick 30u
Kelotane 1 part Carbon
1 part Silicon
Burn Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 0.4 units per tick 30u
Anti-Toxin 1 part Nitrogen
1 part Silicon
1 part Potassium
Toxin Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. 0.4 units per tick 30u
Tricordrazine 1 part Kelotane
1 part Bicaridine
1 part Anti-Toxin
All types Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. 0.4 units per tick 30u
Regenerative Jelly 1 part Tricordrazine
1 part Slime Jelly
All types An improved variation of Tricordrazine that heals 50% faster without the risk of overdose or damaging jellypeople. 0.4 units per tick 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
Pyroxadone 1 part Cryoxadone
1 part Slime Jelly
All types Inverse Cryoxadone that heals faster the hotter the patient is. Bonus if they're on fire! 0.4 units per tick 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
Mannitol 1 part Hydrogen
1 part Water
1 part Sugar
Brain Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas. 0.4 units per tick N/A
Neurine 1 part Acetone
1 part Mannitol
1 part Oxygen
Minor brain traumas Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor traumas. More severe traumas require surgery. Quickly purges Neurotoxin. 0.4 units per tick N/A

Superior Healing Medicines

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

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

Unique Healing Medicines

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

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

Non-craftable Medicines

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

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

Narcotics

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

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

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

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold
Nicotine Grown in tobacco or found in cigarettes. Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly. 0.05 units per tick 15 Units 10 Units
Krokodil 1 part Diphenhydramine
1 part Morphine
1 part Space Cleaner
1 part Phosphorus
1 part Potassium
1 part Welding Fuel
Temperature 390K
Provides messages of calmness and protection.
If overdosed it will deal significant Brain and Toxin damage.
If addicted it will begin to deal fatal amounts of Brute damage as the addict's skin falls off.
0.2 units per tick 20 Units 15 Units
Crank 1 part Diphenhydramine
1 part Ammonia
1 part Lithium
1 part Sulphuric Acid
1 part Welding Fuel
Temperature 390K
Reduces stun times by typically around 30% (depends).
If overdosed or addicted, it will deal significant Toxin, Brute and Brain damage.
0.2 units per tick 20 Units 10 Units
Methamphetamine 1 part Ephedrine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K
Reduces stun times by around 60% (depends), gives a large speed boost, and recovers stamina while dealing 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 380K. Can not explode in a body.
0.3 units per tick 20 Units 10 Units
Bath Salts 1 part Saltpetre
1 part Space Cleaner
1 part Bad Food
1 part Enzyme
1 part Nutriment
1 part Tea
1 part Mercury
Temperature 374K
Makes the subject immune to sleep and stuns, and grants a stamina regeneration buff. However the subject will suffer Brain damage, constant hallucinations and will lose some 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.
0.2 units per tick 20 Units 10 Units
Aranesp 1 part Epinephrine
1 part Atropine
1 part Morphine
The subject will think they are "amped" and regenerate stamina at an incredible rate. However the drug randomly causes the subject to suffocate about half the time, while also dealing 0.5 toxin damage per tick. 0.2 units per tick N/A N/A
Happiness 2 parts Nitrous Oxide
1 part Epinephrine
1 part Ethanol
5 units Plasma (catalyst)
Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". 0.2 units per tick 20 Units 10 Units
Modafinil 1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ammonia
1 part Sulphuric acid
1 unit Bromine (catalyst)
Slowly-metabolizing compound. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, rapid oxygen damage and eventually puts you to a lethal sleep.
No chance for addiction but very finicky OD.
0.02-0.08 units per tick Random, initially 20 but goes up or down 0.1 each tick. N/A
Space Drugs 1 part Lithium
1 part Mercury
1 part Sugar
An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations. 0.2 units per tick 30 Units N/A
Morphine 2 parts Carbon
2 parts Hydrogen
1 part Ethanol
1 part Oxygen
Temperature 480K
Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll fall asleep if it's in your system for 24 cycles.


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 toxin damage. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)

0.2 units per tick 30 Units 25 Units

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description
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!
Fluorosurfactant 2 parts Carbon
2 parts Fluorine
1 part Sulphuric Acid
Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any 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). The less foam used, the more reagent will be delivered into a person's bloodstream. Foam is slippery! Can not react in a body.
Smoke 1 part Phosphorous
1 part Potassium
1 part Sugar
This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with Stabilizing Agent.
Smoke Powder 1 part Phosphorous
1 part Potassium
1 part Sugar
1 part Stabilizing Agent (catalyst)
The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body.
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.
Phlogiston 1 part Phosphorus
1 part Sulphuric Acid
1 part Stable Plasma
Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent.
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.
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.
Pyrosium 1 part Stable Plasma
1 part Radium
1 part Phosphorus
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body.
Cryostylane 1 part Water
1 part Stable Plasma
1 part Nitrogen
When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body.
Chlorine Trifluoride 3 parts Fluorine
1 part Chlorine
Temperature 424K
When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.
Sorium 1 part Mercury
1 part Oxygen
1 part Nitrogen
1 part Carbon
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.
Liquid Dark Matter 1 part Stable Plasma
1 part Radium
1 part Carbon
When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate.
Meth Explosion 1 part Diethylamine
1 part Iodine
1 part Phosphorus
1 part Hydrogen
Temperature 300K
Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body.
Black Powder 1 part Charcoal
1 part Saltpetre
1 part Sulfur
When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen.
Nitroglycerin 1 part Glycerol
1 part Fluorosulfuric Acid
1 part Sulphuric Acid
A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3)
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. Much more efficient if less Potassium is used.
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.
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.
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.
Thermite 1 part Aluminium
1 part Iron
1 part Oxygen
A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes 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)
Bluespace Dust Grind a bluespace crystal Occasionally causes random short distance teleportation if ingested.
Concentrated Barber's Aid 1 part Barber's Aid
1 part Unstable Mutagen
Grows your hair very long!
Candle 10 parts Liquid Gibs
10 parts Oxygen
Temperature 374K
Creates a red candle for use in decoration or rituals. Can not react in a body.
Carbon Dioxide 2 parts Oxygen
1 part Carbon
Temperature 777K
Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects.
Carpet 1 part Space Drugs
1 part Blood
Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid.
Colorful Reagent 1 part Triple Citrus
1 part Cryoxadone
1 part Space Drugs
1 part Radium
1 part Stable Plasma
Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades.
Condensed Capsaicin 5 parts Ethanol
1 part Capsaicin Oil
A chemical agent used for self-defense and in police work. Stuns when sprayed into unprotected eyes. (Results in 5 units instead of 6)
Corgium 1 part Colorful Reagent
1 part Strange Reagent
1 part Nutriment
1 part Blood
Temperature 374K
Creates your own Corgi!
Cryptobiolin 1 part Oxygen
1 part Potassium
1 part Sugar
Causes confusion and dizziness. This is essential to make Spaceacillin.
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.
Firefighting Foam 1 part Stabilizing Agent
1 part Fluorosurfactant
1 part Carbon
Temperature 200K
When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation.
Fluorosulfuric Acid 1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid
Temperature 380K
A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals damage if splashed on people. Deals toxin and constantly increasing burn damage if ingested.
Glycerol 3 parts Corn Oil
1 part Sulphuric Acid
Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4)
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)
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. Can not react in a body.
Metal Foam 3 parts Iron/Aluminium
1 part Foaming Agent
1 part Fluorosulfuric Acid
Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.

Can be made with either iron or aluminium. Can not react in a body.

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

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

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. Ingesting more than 10u causes side effects!
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 5 parts Blood
1 part Cryoxadone
Creates a slab of synthetic meat.
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. Also useful for Virology. The botanist wants this in liquid form.

Virology Recipes

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

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

Mutation Toxins

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

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

Toxins

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

Name Recipe Damage dealt Description Metabolism Rate Overdose Threshold
Toxin Medbay Vendors, Emagged Chem Dispenser Toxin Will deal toxin damage over time. 0.4 units per tick N/A
Bad Food From eating poorly made food Toxin Will deal a minor amount of Toxin damage. 0.1 units per tick N/A
Chloral Hydrate 3 parts Chlorine
1 part Ethanol
1 part Water
Stun, Toxin A powerful sedative which first dizzies and confuses, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 0.6 units per tick N/A
Mindbreaker Toxin 1 part Charcoal
1 part Hydrogen
1 part Silicon
Hallucinations A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3)
0.4 units per tick N/A
Impedrezene 1 part Mercury
1 part Oxygen
1 part Sugar
Brain A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage. (Results in 2 units instead of 3) 0.4 units per tick N/A
Mute Toxin 2 parts Uranium
1 part Water
1 part Carbon
Speech Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 0.4 units per tick N/A
Mime's Bane 1 part Mute Toxin
1 part Nothing
1 part Radium
Gestures Makes the subject unable to gesticulate. 0.4 units per tick N/A
Bone Hurting Juice 3 parts Itching Powder
1 part Unstable Mutagen
1 part Milk
Stamina Damage and Delimbing Skeletons Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. 0.4 units per tick 50 Units
Mulligan Toxin 1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.
Identity Randomizes the subject's appearance. Infinite N/A
Lexorin 1 part Plasma
1 part Hydrogen
1 part Oxygen
Suffocation Temporarily stops respiration and causes oxyloss damage. Large doses are fatal, and will cause people to pass out quickly. 0.4 units per tick N/A
Initropidril Poison Kit, Bioterror Spray Cardiac Arrest Deals heavy toxin damage, with a 25% chance each cycle to cause one of the following: long stun, high oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 0.2 units per tick N/A
Tirizene Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries Stamina Damage Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless. 0.4 units per tick N/A
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 N/A
Polonium Poison Kit, Bioterror Spray Radiation Cause significant Radiation damage over time. It's metabolized very slowly. 0.05 units per tick N/A
Pancuronium Poison Kit, Emagged Medibot Stun and Suffocation After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 0.1 units per tick N/A
Sodium Thiopental Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot Knockout and Stamina Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 0.3 units per tick N/A
Sulfonal 1 part Acetone
1 part Diethylamine
1 part Sulfur
Knockout and Toxin 1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly. 0.05 units per tick N/A
Amanitin Destroying Angel Delayed Toxin Damage On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. 0.2 units per tick N/A
Amatoxin Fly Amanita Toxin Damage Deals 2.5 toxin damage per tick. 0.4 units per tick N/A
Lipolicide 1 part Ephedrine
1 part Diethylamine
1 part Mercury
Weight Loss Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 0.2 units per tick N/A
Coniine Death Berries, Bioterror Spray/Syringe Toxin and breath loss 1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 0.024 units per tick N/A
Curare Poison Kit Paralyzation, Oxygen, and Toxin Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 0.05 units per tick N/A
Histamine Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder Brute, toxin, oxyloss and eyesight Has a 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 N/A
Formaldehyde 1 part Ethanol
1 part Oxygen
1 part Silver
Temperature 420K
Toxin Causes a small amount of Toxin damage over time. Has a 5% chance to turn into 5 to 15 units of Histamine. 0.2 units per tick N/A
Venom Poison Kit, Bioterror Spray, Giant Spider bites Brute, toxin 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 N/A
Fentanyl 1 part Space Drugs
Temperature 674K
Toxin, brain Will deal up to 60 points of Toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. 0.2 units per tick N/A
Cyanide 1 part Oil
1 part Ammonia
1 part Oxygen
Temperature 380K
Toxin, oxyloss Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. 0.05 units per tick N/A
Carpotoxin Space Carp, Koi Beans, Emagged Chem Dispenser Toxin Deals constant toxin damage over time. No special effects, but can be used to make Rezadone and imitation carpmeat. 0.4 units per tick N/A
Zombie Powder 5 parts Morphine
5 parts Carpotoxin
5 parts Copper
Fake death, stun Paralyses people, and makes them appear dead to the most rudimentary of tests. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15) 0.4 units per tick N/A
Ghoul Powder 1 part Epinephrine
1 part Zombie Powder
Fake death Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals minor toxin damage. 0.4 units per tick N/A
Itching Powder 1 part Charcoal
1 part Ammonia
1 part Welding Fuel
Brute, annoyance Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of Histamine. 0.16 units per tick N/A
Mint Toxin Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) Conditional death Instantly gibs fat people when ingested. 0.4 units per tick N/A
Slime Jelly Grinding an unused slime extract Toxin The base reagent for slime based chemicals. Grinding extracts yields 20u jelly per use left. Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage. 0.4 units per tick N/A
Frost Oil Blue Slimes or from grinding Ice Pepper Burn A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople. 0.4 units per tick N/A
Heparin 1 part Formaldehyde
1 Part Sodium
1 Part Chlorine
1 Part Lithium
Brute, Bleeding Causes bleeding constantly while in the system of the victim. 0.08 units per tick N/A
Teslium 1 Part Black Powder
1 Part Silver
1 Part Stable Plasma
Temperature 400K
Random Shocks Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock 0.2 units per tick N/A
Rotatium 1 Part Teslium
1 Part Mindbreaker Toxin
1 Part Fentanyl
Toxin Causes the victim's screen to display a rocking motion and deals moderate toxin damage. 0.24 units per tick N/A
Skewium 2 Parts Rotatium
2 Parts Plasma
1 Part Sulphuric Acid
Toxin Causes heavy skewing of the victim's screen every tick, swinging fucking every where, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals minor toxin damage. If you are wanting to fight someone, inject them with this and they will be practically unable to fight. 0.32 units per tick N/A
Spewium Poison Kit Toxin After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 ticks, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 0.4 units per tick 29 Units
Anacea 1 Part Haloperidol
1 Part Impedrezene
1 Part Radium
Toxin and Purges Medicines Metabolizes very slowly and quickly purges medicines from the victim while dealing light toxin damage. 0.032 units per tick N/A
Weed Killer 1 part Toxin
4 parts Ammonia
Toxin Kills weeds, causes minor toxin damage to humans. 0.4 units per tick N/A
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. N/A
Plant-B-Gone 1 part Toxin
4 parts Water
Toxin A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people. 0.4 units per tick N/A
Pax 1 part Mindbreaker Toxin
1 part Synaptizine
1 part Water
Special Suppresses violence by preventing the victim from using harm intent and only letting them use passive grabs. 0.1 units per tick N/A
Synthpax Peacekeeper Cyborgs Special Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick N/A
Dizzying Solution Peacekeeper Cyborgs Special Makes the target dizzy and confused. Can only be used by Peacekeeper Cyborgs. 0.6 units per tick N/A
Tranquility Gondola Meat Special Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. 0.4 units per tick N/A
Liquid Electricity Ethereal blood, certain foods Special Periodically electrocutes any non-Ethereals that have this in their system. 0.4 units per tick N/A

Lavaland Chemicals

Found primarily in Lavaland flora.

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

Reagent Delivery

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

Under the hood

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

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

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

Smoke vs foam vs others

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

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

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

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

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

Foam example 1: 250u foam containing 10u blood with a virus. The floor will be dirtied by blood, but none of those touched by the foam will have their bloodstreams affected, since the blood was too diluted.

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

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

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

Beyond the Dispenser

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