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{{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 See [[Chemical recipes]] for simplified step-by-step instructions on how to make complicated chemicals (sometimes outdated), and for info about using the dispenser's ''recipe recording'' function. If you don't have a [[#Chemistry_Dispensers|chem dispenser]], see the [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]]. == 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. === [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers === [[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]]. '''Available chemicals''': <div class="toccolours mw-collapsible mw-collapsed"> Click expand to see what chemicals are available: <div class="mw-collapsible-content"> '''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 </div> </div> '''Upgradeable parts''': <div class="toccolours mw-collapsible mw-collapsed"> Click expand to see upgrades: <div class="mw-collapsible-content"> * '''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. <s>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</s> </div> </div> === [[File:Chemical_Heater.png|Chemical Heater]] Chemical Heater === Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature. This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. <br><br>'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''<br><br> Upgrading the laser will increase the heating/cooling speed. === [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 === Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.<br> Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. <br> 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 === Grinds, crushes, liquefies and extracts reagents from materials placed into it.<br> If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.<br> For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice. === [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine === Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.<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, and the required parts being assembled first.<br> '''Upgradeable parts''': <div class="toccolours mw-collapsible mw-collapsed"> Click expand to see upgrades: <div class="mw-collapsible-content"> * '''Manipulator''': Unlocks the higher range settings. * '''Matter bin''': Increases maximum capacity. * '''Capacitor''': Increases efficiency. </div> </div> ==Metabolism== When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds (these are called "life ticks", and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are "simplemobs" which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this. ==Active Pure Chemicals== A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire. *'''Chlorine''': Causes 1 brute damage per tick to a random body part. *'''Copper''': Can be splashed on metal sheets to create bronze sheets. *{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic "beverage", with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2. *'''Fluorine''': Causes 1 toxin damage per tick. *'''Iron''': Slowly restores blood volume. *'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight. *'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight. *'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing. *'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled. *'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8. *'''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]]. *'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled. *'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on. == Components == These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.<br> Hover a chemical component to see tooltips. On Firefox-based browsers the tooltips might block clickable links. There is no solution available, but ask in the [https://tgstation13.org/phpBB/viewforum.php?f=60 discord] wiki-general for a temporary workaround. Also do drop a comment there if you find an incorrect recipe. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description |- !style='background-color:#FFEE88;'|{{anchor|Ash}}Ash <span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Ash}} |Ingredient in [[#Lye|Lye]], [[#Charcoal|Charcoal]] and [[#Plastic Sheets|Plastic Sheets]]. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper. |- !style='background-color:#FFEE88;'|{{anchor|Oil}}Oil <span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Oil}} |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;'|{{anchor|Acetone}}Acetone <span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Acetone}} |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> |{{RecursiveChem/Diethylamine}} |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> |{{RecursiveChem/Phenol}} |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> |{{RecursiveChem/Ammonia}} |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> |{{RecursiveChem/Saltpetre}} |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|Sodium Chloride}}Sodium Chloride<span style="color:#FFFFFF;background-color:white">▮</span> |{{RecursiveChem/Sodium Chloride}} |Commonly known as table salt, Sodium Chloride is often used to season food.<br> Exotic uses include messing with [[Revenant|Revenants]] - they can't jaunt through salt piles. |- !style='background-color:#FFEE88;'|{{anchor|Lye}}Lye<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Lye}} |Ingredient in [[#Soap|Soap]]. |- !style='background-color:#FFEE88;'|Lye (Alternate Recipe)<span style="color:#FFFFD6;background-color:white">▮</span> |{{RecursiveChem/Lye_Alt}} |Ingredient in [[#Soap|Soap]]. (Results in 2 units instead of 3) |- |} == Medicines{{anchor|Medicines}} == "''And that's how I lost my medical license!''" Don't be this guy. Make these. Lots of these. See [[guide to medicine|Guide to Medicine]] for more information on what to use when. ===Core Healing Medicines=== These healing drugs may be considered to be "core" drugs, commonly used to heal most forms of damage. 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;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe ! scope="col" style='background-color:#FFDD66;'|Treatment for ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold |- !style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Silver Sulfadiazine}} |Burn |On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 burn damage. Deals minor burn and toxin damage when overdosed. |0.4 units per tick |45u |- !style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder<span style="color:#FF9696;background-color:white">▮</span> |{{RecursiveChem/Styptic Powder}} |Brute |On touch, instantly heals 1 brute damage per unit, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.<br>On ingestion also deals minor toxin damage.<br>1u heals roughly 6 brute damage. Deals minor brute and toxin damage when overdosed. |0.4 units per tick |45u |- !style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution<span style="color:#DCDCDC;background-color:white">▮</span> |{{RecursiveChem/Saline-Glucose Solution}} |Brute, burn |Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. |0.2 units per tick |60u |- !style='background-color:#FFEE88;'|{{anchor|Ferveatium}}Ferveatium<span style="color:#00FFFF;background-color:white">▮</span> |{{RecursiveChem/Ferveatium}} |Toxin |An inferior emergency medicine for treating toxin damage. Only works when [[#Inject|injected]]. Heals 1 toxin and has a 2% chance per tick of making you fat. This fatness disappears when the chem is gone from the system. If overdosed multiplies its metabolism rate by 2 and deals 3 burn per tick. |0.2 units per tick |25u |- !style='background-color:#FFEE88;'|{{anchor|Frogenite}}Frogenite<span style="color:#00FFFF;background-color:white">▮</span> |{{RecursiveChem/Frogenite}} |Burn |An inferior emergency medicine for treating burn damage. Only works when [[#Inject|injected]]. Heals 1 burn and has a 2% chance per tick of making you blind. This blindness disappears when the chem is gone from the system. If overdosed multiplies its metabolism rate by 2 and deals 3 suffocation per tick. |0.2 units per tick |25u |- !style='background-color:#FFEE88;'|{{anchor|Sanguiose}}Sanguiose<span style="color:#FF6464;background-color:white">▮</span> |{{RecursiveChem/Sanguiose}} |Brute |An inferior emergency medicine for treating brute damage. Only works when [[#Inject|injected]]. Heals 1 brute and has a 2% chance per tick of rendering the patient deaf. This deafness disappears when the chem is gone from the system. If overdosed deals 3 suffocation and drains 2 blood. |0.2 units per tick |25u |- !style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh<span style="color:#FFEBEB;background-color:white">▮</span> |{{RecursiveChem/Synthflesh}} |Brute, burn |Instantly heals 1.25 brute and burn damage per unit of the chemical applied. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn). <br>Touch and [[#Smoke|smoke]] application only. Does nothing while inside a mob's bloodstream. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal<span style="color:#000000;background-color:white">▮</span> |{{RecursiveChem/Charcoal}} |Toxin |Heals toxin damage at a rate of 2 per tick, while also removing 1u of any other chemicals. Only works when [[#Ingest|ingested]]. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol<span style="color:#00FFFF;background-color:white">▮</span> |{{RecursiveChem/Salbutamol}} |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 |- !style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly<span style="color:#91D865;background-color:white">▮</span> |{{RecursiveChem/Regenerative Jelly}} |All types |Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging [[Guide_to_races#Jellypeople|jellypeople]]. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone<span style="color:#0000C8;background-color:white">▮</span> |{{RecursiveChem/Cryoxadone}} |All types |Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals [[Guide_to_medicine#Suffocation|suffocation]] 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]] every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]], despite being cold. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone<span style="color:#f7832a;background-color:white">▮</span> |{{RecursiveChem/Pyroxadone}} |All types |Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]]. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone<span style="color:#0000C8;background-color:white">▮</span> |{{RecursiveChem/Clonexadone}} |Clone |Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. |0.6 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol<span style="color:#DCDCFF;background-color:white">▮</span> |{{RecursiveChem/Mannitol}} |Brain |Heals 2 brain damage per tick. Often used in cryo alongside [[#Cryoxadone|Cryoxadone]]. Does not heal [[Guide_to_Traumas#Mild|traumas]]. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine<span style="color:#DCDCFF;background-color:white">▮</span> |{{RecursiveChem/Neurine}} |Minor brain traumas |Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]]. |0.4 units per tick |N/A |- |} ===Superior Healing Medicines=== These healing drugs are harder to make than the core healing medicines, however they often heal faster. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe ! scope="col" style='background-color:#FFDD66;'|Treatment for ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold |- !style='background-color:#FFEE88;'|{{anchor|Trophazole}}Trophazole<span style="color:#FFFF6B;background-color:white">▮</span> |{{RecursiveChem/Trophazole}} |Brute |Heals 1.5 brute per tick. But if ingested by mouth it creates a special [[#Mitogen_Metabolism_Factor|enzyme]] in your system (1.25u per 5u ingested), which turns any [[Guide_to_food_and_drinks#Food|food]] you eat into [[Guide_to_food_and_drinks#Peptides|healing peptides]]. These peptides heal an additional 3 brute and 1 burn (not per tick, but every few seconds at least). If overdosed deals 1.5 brute per tick. |0.4 units per tick |20 Units |- !style='background-color:#FFEE88;'|{{anchor|Rhigoxane}}Rhigoxane<span style="color:#B6D2F2;background-color:white">▮</span> |{{RecursiveChem/Rhigoxane}} |Burn |Heals 2 burn per tick. If applied with [[#Vapor|vapor]], such as with a [[General_items#Space_Cleaner|spray bottle]] [[File:Cleaner.png]] it also cools you down (if above body temperature), and extinguishes if burning. |0.4 units per tick |25 Units |- !style='background-color:#FFEE88;'|{{anchor|Thializid}}Thializid<span style="color:#8CDF24;background-color:white">▮</span> |{{RecursiveChem/Thializid}} |Toxin |Heals 1 toxin per tick while purging 1u [[#Toxins|toxin reagents]] and damaging liver, but if applied using an IV drip it can heal more and safer. Heals more and purges more toxins if injected over time with an IV drip. Should be diluted for safety if used in an IV. If at least 0.6u is [[#Inject|injected]] (syringe or IV-drip), a large portion of this chem is transformed into the much safer [[#Oxalizid|Oxalizid]]. An IV drip with a 40% solution of thializid will heal about 5 toxin per cycle and purge 2u [[#Toxins|toxin reagents]], but is unsafe since it makes [[#Oxalizid|Oxalizid]] overdose very likely. A 20% solution is pretty safe. The more damaged liver the patient has, the lower amount will be turned into [[#Oxalizid|Oxalizid]] when injected. This means a damaged liver will take more damage than a healthy one. If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]]. |0.3 units per tick |6 Units |- !style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid<span style="color:#D2D2D2;background-color:white">▮</span> |{{RecursiveChem/Salicyclic Acid}} |Brute |If you have more than 25 brute damage, heals 4 brute. If you have equal to or less than 25 brute damage, heals 0.5. Overdosing will deal more brute damage. |0.2 units per tick |25 Units |- !style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone<span style="color:#F7FFA5;background-color:white">▮</span> |{{RecursiveChem/Oxandrolone}} |Burn |If you have more than 25 burn damage, heals 4 burn. If you have equal to or less than 25 burn damage, heals 0.5. Overdosing will deal more burn damage. |0.2 units per tick |25 Units |- !style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid<span style="color:#E6FFF0;background-color:white">▮</span> |{{RecursiveChem/Pentetic Acid}} |Radiation, toxin |Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin<span style="color:#FF6464;background-color:white">▮</span> |{{RecursiveChem/Perfluorodecalin}} |Suffocation |Quickly converts suffocation damage into toxin damage, with a 5:2 ratio. Each tick will heal suffocation damage equal to 2.5 times current cycle. This means you will take 2 toxin damage for every 5 suffocation damage healed. You will always take at least 0.2 toxin damage per tick, even if you don't heal any suffocation. If overdosed each tick will deal toxin damage equal to 1 times current cycle, regardless of suffocation damage healed. |0.1 units per tick |35 Units |- !style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine<span style="color:#000000;background-color:white">▮</span> |{{RecursiveChem/Atropine}} |Brute, burn and suffocation |If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]], which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.<br>If overdosed it will deal toxin damage and cause extra [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Dizziness|dizziness]]. |0.1 units per tick |35 Units |- !style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel<span style="color:#19C832;background-color:white">▮</span> |{{RecursiveChem/Calomel}} |Purge |Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone<span style="color:#5096C8;background-color:white">▮</span> |{{RecursiveChem/Mutadone}} |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. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe ! scope="col" 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|Potassium Iodide}}Potassium Iodide<span style="color:#14FF3C;background-color:white">▮</span> |{{RecursiveChem/Potassium Iodide}} |Radiation |Reduces low radiation damage very effectively. |0.8 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine<span style="color:#D2FFFA;background-color:white">▮</span> |{{RecursiveChem/Ephedrine}} |Stun |Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items. <br>If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term [[Status_Effects#Jitteriness|jitteriness]]. |0.2 units per tick |30 Units |25 Units |- !style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine<span style="color:#64FFE6;background-color:white">▮</span> |{{RecursiveChem/Diphenhydramine}} |Histamine Overdose |Purges body of lethal [[#Histamine|Histamine]] and reduces [[Status_Effects#Jitteriness|jitteriness]] while causing minor [[Status_Effects#Drowsiness|drowsiness]]. |0.2 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine<span style="color:#FFFFFF;background-color:white">▮</span> |{{RecursiveChem/Oculine}} |Eye |Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] blindness, which needs [[#Mutadone|Mutadone]]. For blindness caused by brain damage you will need [[Surgery#Brain_Surgery|surgery]] or [[Disease#Symptoms_Table|other means]]. |0.1 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate<span style="color:#6600FF;background-color:white">▮</span> |{{RecursiveChem/Inacusiate}} |Ear |Instantly removes all ear damage. Does not work against [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic]] deafness, which needs [[#Mutadone|Mutadone]]. (Results in 2 units instead of 3) |0.4 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine<span style="color:#D2FFFA;background-color:white">▮</span> |{{RecursiveChem/Epinephrine}} |Stun + Brute, burn, suffocation and toxin |Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.<br> Worse than [[#Atropine|Atropine]] at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation. |0.1 units per tick |30 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol<span style="color:#00B4C8;background-color:white">▮</span> |{{RecursiveChem/Antihol}} |Alcohol |Purges 3u alcoholic drinks from someone's body per tick, as well as eliminating drunkenness, [[Status_Effects#Drowsiness|drowsiness]], slurring, [[Status_Effects#Dizziness|dizziness]] and [[Status_Effects#Confusion|confusion]]. Heals 0.2 toxin per tick. |0.4 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin<span style="color:#FFFFF0;background-color:white">▮</span> |Found in NanoMed Plus |Sugar Dependency |Increases sugar depletion. |0.2 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent<span style="color:#A0E85E;background-color:white">▮</span> |{{RecursiveChem/Strange Reagent}} |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.<br>If used on a living person each tick will deal 0.5 Brute and Burn damage. Reviving someone with this reagent heals all the [[Guide_to_medicine#Organ_damage|organs]] of the patient. |0.4 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Life}}Life<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Life}} |Life |Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) |N/A |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Life (Friendly)}}Life (Friendly)<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Life (Friendly)}} |Life |Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) |N/A |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine<span style="color:#FF00FF;background-color:white">▮</span> |{{RecursiveChem/Synaptizine}} |Hallucination Decrease |Reduces stun times by typically around 30% (depends). Helps [[Status_Effects#Drowsiness|drowsiness]] and [[Status_Effects#Hallucinations|hallucinations]] go away much faster. Also purges [[#Mindbreaker_Toxin|Mindbreaker Toxin]] at 5u per tick. 30% chance per tick to cause 1 toxin damage. |0.4 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone<span style="color:#669900;background-color:white">▮</span> |{{RecursiveChem/Rezadone}} |Cellular Damage Healing |Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Jitteriness|jittery]]. Very good for treating genetic damage on the spot. |0.4 units per tick |30 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Spaceacillin}} |Infections |An all-purpose antiviral agent. Prevents you from spreading any [[Infections|virus]] in your body. Metabolises very slowly. |0.04 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve<span style="color:#6D6374;background-color:white">▮</span> |{{RecursiveChem/Miner's Salve}} |Improvised Patch Healing Chem |Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases [[Surgery|surgery]] success chance by 10%. <br>1u heals roughly 1.5 burn+brute. |0.16 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol<span style="color:#27870a;background-color:white">▮</span> |{{RecursiveChem/Haloperidol}} |Anti-Drug and Light Sedative |Helps fight against the effects of most drugs, while purging them. Reduces [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Hallucinations|hallucinations]], However each tick also causes [[Status_Effects#Drowsiness|drowsiness]], 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). |0.16 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine <span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Leporazine}} |Body temperature |This keeps a patient's body temperature stable. <s>High doses can allow short periods of unprotected EVA.</s> Not viable for unprotected EVA anymore ever since space brute damage was tripled. |0.4 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone<span style="color:#F5F5F5;background-color:white">▮</span> |{{RecursiveChem/Corazone}} |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 |- !style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine<span style="color:#F5F5F5;background-color:white">▮</span> |{{RecursiveChem/Psicodine}} |Phobias and Mood |Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick. |0.1 units per tick |30 units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly<span style="color:#CAFF43;background-color:white">▮</span> |{{RecursiveChem/Energized Jelly}} |Stun |Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked. |0.4 units per tick |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" class="unsortable" style='width:150px; background-color:#FFDD66;'|How to get ! scope="col" style='background-color:#FFDD66;'|Treatment for ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold ! scope="col" style='background-color:#FFDD66;'|Addiction Threshold |- !style='background-color:#FFEE88;'|{{anchor|Changeling Adrenaline}}Changeling Adrenaline<span style="color:#C8A5DC;background-color:white">▮</span> |[[Changeling|Changelings]] |Stun |Reduces stun times by typically around 30% (depends) and regenerates 1 stamina per tick. <br>If overdosed it will deal 1 toxin damage per tick. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 10u of this. |0.4 units per tick |30 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Changeling Haste}}Changeling Haste<span style="color:#C8A5DC;background-color:white">▮</span> ||[[Changeling|Changelings]] |Speed |Increases your speed to the maximum possible in most cases. A changeling using the [[Changeling#Adrenaline_Sacs|Adrenaline Sacs]] ability will inject 2u of this. Deals 2 toxin damage per tick. |1 unit per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin<span style="color:#C8A5DC;background-color:white">▮</span> |[[Cyborg#Medical|Medical cyborg]] hypospray and other sources |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|Bicaridine}}<s>Bicaridine</s><span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Bicaridine}} |<s>Brute</s> |<s>Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick.</s> |<s>0.4 units per tick</s> |<s>30u</s> |<s>N/A</s> |- !style='background-color:#FFEE88;'|{{anchor|Kelotane}}<s>Kelotane</s><span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Kelotane}} |<s>Burn</s> |<s>Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick.</s> |<s>0.4 units per tick</s> |<s>30u</s> |<s>N/A</s> |- !style='background-color:#FFEE88;'|{{anchor|Anti-Toxin}}<s>Anti-Toxin</s><span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Anti-Toxin}} |<s>Toxin</s> |<s>Heals 2 toxin damage and removes 1u [[#Toxins|toxin reagents]] per tick. If overdosed deals 2 toxin damage per tick.</s> |<s>0.4 units per tick</s> |<s>30u</s> |<s>N/A</s> |- !style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}<s>Tricordrazine</s><span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Tricordrazine}} |<s>All types</s> |<s>Has 80% chance to heal 1 each of the four basic damage types per tick. If overdosed deals an average of 1.2 damage of every type per tick.</s> |<s>0.4 units per tick</s> |<s>30u</s> |<s>N/A</s> |- !style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine<span style="color:#DCDCDC;background-color:white">▮</span> |{{RecursiveChem/Omnizine}} |Brute, burn, toxin and suffocation |Heals 0.5 of each damage type per tick. If overdosed it will deal 1 damage of each type per tick. |0.1 units per tick |30 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Honey}}Honey<span style="color:#A98307;background-color:white">▮</span> |{{RecursiveChem/Honey}} |Brute, burn, toxin and suffocation |55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. |1 unit per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Earthsblood}}Earthsblood<span style="color:#DCDCDC;background-color:white">▮</span> |{{RecursiveChem/Earthsblood}} |All damage types |Each tick heals 3 brute/burn/toxin, 15 suffocation, 1 cellular and 30 stamina. Also causes 2 brain damage (up to max 150), [[Status_Effects#Jitteriness|jitteriness]] and [[Status_Effects#Drugginess|drugginess]]. Overdosing causes [[Status_Effects#Hallucinations|hallucinations]] and 2 toxin damage per tick. |0.4 units per tick |25 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Lavaland Extract}}Lavaland Extract<span style="color:#FFEBEB;background-color:white">▮</span> |Survival medipens |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 |- !style='background-color:#FFEE88;'|{{anchor|Mitogen_Metabolism_Factor}}Mitogen Metabolism Factor<span style="color:#DC605D;background-color:white">▮</span> |Ingesting [[#Trophazole|Trophazole]] by mouth |Brute |If this enzyme exists as a catalyst in your body (at least 0.5u), any [[Guide_to_food_and_drinks#Food|food]] you eat turns into [[Guide_to_food_and_drinks#Peptides|healing peptides]], which heal brute and some burn. If overdosed the metabolism changes to 2 units per tick and makes you vomit. |0.025 units per tick |10 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Oxalizid}}Oxalizid<span style="color:#DFD54E;background-color:white">▮</span> |Injecting [[#Thializid|Thializid]] |Toxin |Heals 1 toxin per tick while purging 1u [[#Toxins|toxin reagents]] and dealing minor liver damage (1/8 as much as liver damage as [[#Thializid|Thializid]]). If overdosed causes muscle weakness, high liver damage and [[Status_Effects#Disgust|disgust]]. |0.1 units per tick |25u |N/A |- !style='background-color:#FFEE88;'|{{anchor|Muscle Stimulant}}Muscle Stimulant<span style="color:#C8A5DC;background-color:white">▮</span> |Strange seeds |Slowdown |Makes you ignore slowdowns from being hurt. |0.4 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants<span style="color:#78008C;background-color:white">▮</span> |[[Syndicate_Items#Stimpack|Syndicate uplink]] |Stun |Increases movement speed as much as [[#Methamphetamine|methamphetamine]]. Reduces stun times by around 90% or less (depends). Recovers 5 stamina per tick. Will heal 1 of each damage type if health is between 0 and 50. If overdosed has 33% chance per tick to deal 2.5 stamina damage, 1 toxin damage and cause loss of breath. Can be bought with [[Syndicate_Items#Stimpack|syndicate uplink]] |0.2 units per tick |60 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Syndicate Nanites}}{{anchor|Restorative Nanites}}Restorative Nanites<span style="color:#78008C;background-color:white">▮</span> |[[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]] |All damage types |Each tick heals 5 brute/burn/toxin, 15 suffocation, 15 brain and 3 cellular. If overdosed this very quickly purges itself and causes random vomiting. Only available to [[Syndicate_items#Syndicate_Cyborg|Syndicate medical cyborgs]]. This is just a chemical, so don't confuse with the programmable [[Guide_to_Nanites|Nanites]]. |0.4 units per tick |30 Units |N/A |- |} == 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. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe ! scope="col" class="unsortable" style='background-color:#FFDD66;'|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|Nicotine}}Nicotine<span style="color:#60A584;background-color:white">▮</span> |Grown in tobacco or found in cigarettes. |Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolizes slowly. |0.05 units per tick |15 Units |10 Units |- !style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil<span style="color:#0064B4;background-color:white">▮</span> |{{RecursiveChem/Krokodil}} |Provides messages of calmness and protection.<br>If overdosed it will deal 0.25 Brain and Toxin damage per tick.<br>If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie. |0.2 units per tick |20 Units |15 Units |- !style='background-color:#FFEE88;'|{{anchor|Crank}}Crank<span style="color:#FA00C8;background-color:white">▮</span> |{{RecursiveChem/Crank}} |Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, at the beginning of withdrawal every tick will deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. |0.2 units per tick |20 Units |10 Units |- !style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine<span style="color:#FAFAFA;background-color:white">▮</span> |{{RecursiveChem/Methamphetamine}} |Reduces stun times by around 60% (depends), gives a large speed boost, makes you [[Status_Effects#Jitteriness|jittery]] and recovers 2 stamina while dealing 1 to 4 Brain damage.<br>If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.<br>If addicted the subject will constantly [[Status_Effects#Jitteriness|jitter]] and drool, before becoming [[Status_Effects#Dizziness|dizzy]] and lose motor control and eventually suffer 5 Toxin damage per tick.<br>A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body. |0.3 units per tick |20 Units |10 Units |- !style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts<span style="color:#FAFAFA;background-color:white">▮</span> |{{RecursiveChem/Bath Salts}} |Makes the subject immune to [[Status_Effects#Sleep|sleep]] and [[Status_Effects#Disables|stuns]], grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant [[Status_Effects#Hallucinations|hallucinations]] and will lose some motor control.<br>If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.<br>If addicted the subject will [[Status_Effects#Jitteriness|jitter]], suffer 10 Brain damage (per tick), severe [[Status_Effects#Hallucinations|hallucinations]], [[Status_Effects#Dizziness|dizziness]], yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain. |0.2 units per tick |20 Units |10 Units |- !style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp<span style="color:#78FFF0;background-color:white">▮</span> |{{RecursiveChem/Aranesp}} |The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. |0.2 units per tick |N/A |N/A |- !style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness<span style="color:#0000C8;background-color:white">▮</span> |{{RecursiveChem/Happiness}} |Suppresses phobias and fills you with ecstasic emotional numbness. Removes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. Causes 0.2 brain damage per tick. Highly addictive. If overdosed causes sudden mood swings and an additional 0.5 brain damage per tick. If addicted it will slowly drive your mood to "insane". |0.2 units per tick |20 Units |10 Units |- !style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil<span style="color:#BEF7D8;background-color:white">▮</span> |{{RecursiveChem/Modafinil}} |Slowly-metabolizing medicine. Heals [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Drowsiness|drowsiness]], [[Status_Effects#Sleep|sleep]] and heats you up if frozen, similarly to [[Guide_to_food_and_drinks#Coffee Latte|Coffee Latte]]. Reduces stun times slightly. If overdosed causes [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Stuttering|stuttering]], [[Status_Effects#Dizziness|dizziness]] (later), 50% chance to choke. After 41 cycles 20% chance to [[Status_Effects#Paralyze|stun]] you. On cycle 82 puts you into endless [[Status_Effects#Sleep|sleep]] while constantly taking 1.5 stamina and oxygen damage.<br>No chance for addiction but very finicky OD. |0.02-0.08 units per tick |Random, initially 20 but goes up or down 0.1 each tick. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs<span style="color:#60A584;background-color:white">▮</span> |{{RecursiveChem/Space Drugs}} |An illegal compound which induces [[Status_Effects#Drugginess|drugginess]], randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes [[Status_Effects#Hallucinations|hallucinations]]. |0.2 units per tick |30 Units |N/A |- !style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine<span style="color:#A9FBFB;background-color:white">▮</span> |{{RecursiveChem/Morphine}} |Will allow you to run at full speed, even when hurt or in a [[Clothing_and_Accessories#Hardsuits|hardsuit]], but you'll get [[Status_Effects#Drowsiness|drowsy]] after 12 cycles, and fall [[Status_Effects#Sleep|asleep]] if it's in your system for 24 cycles. You will not wake up until it's out of your system.<br> <br>If overdosed or addicted it will cause [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]] and force the victim to drop items in their hands. If addicted it will also eventually deal 1, 2 and later 3 toxin damage per tick. Can be ordered from [[Supply_crates#Medical_Supplies_Crate|Cargo]], be grown at [[Guide_to_hydroponics#Reishi|Botany]] or be found in a [[Vendor#NanoMed_Plus|NanoMed Plus]]. (Results in 3 units instead of 6) |0.2 units per tick |30 Units |25 Units |- |} ==Pyrotechnics== The manipulation of fire and matter. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate |- !style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent<span style="color:#FFFF00;background-color:white">▮</span> |{{RecursiveChem/Stabilizing Agent}} |When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!''' |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant<span style="color:#9E6B38;background-color:white">▮</span> |{{RecursiveChem/Fluorosurfactant}} |Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any floors, objects, people or animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's system. Foam is slippery! Can not react in a body. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Smoke}} |This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into [[#Smoke_Powder|Smoke Powder]] with [[#Stabilizing Agent|Stabilizing Agent]]. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Smoke Powder}}Smoke Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Smoke Powder}} |The stabilized version of [[#Smoke|Smoke]] - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Flash Powder}} |Flashes in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston<span style="color:#FA00AF;background-color:white">▮</span> |{{RecursiveChem/Phlogiston}} |Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm<span style="color:#FA00AF;background-color:white">▮</span> |{{RecursiveChem/Napalm}} |A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Sonic Powder}} |Deafens in a radius that scales up with the amount detonated. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 374K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium<span style="color:#64FAC8;background-color:white">▮</span> |{{RecursiveChem/Pyrosium}} |When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. |0.2 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane<span style="color:#0000DC;background-color:white">▮</span> |{{RecursiveChem/Cryostylane}} |When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. |0.2 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride<span style="color:#FFC8C8;background-color:white">▮</span> |{{RecursiveChem/Chlorine Trifluoride}} |When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. |4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium<span style="color:#5A64C8;background-color:white">▮</span> |{{RecursiveChem/Sorium}} |When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter<span style="color:#210021;background-color:white">▮</span> |{{RecursiveChem/Liquid Dark Matter}} |When detonated it will suck in any movable object or person. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Meth Explosion}}Meth Explosion<span style="color:#FAFAFA;background-color:white">▮</span> |{{RecursiveChem/Meth Explosion}} |Reagents are 300K (room temperature) by default, so if you are making [[#Methamphetamine|Methamphetamine]] and mixing the [[#Ephedrine|Ephedrine]] last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. 100u explodes with about half the strength of 100u exploding [[#Methamphetamine|Meth]]. Can not explode in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder<span style="color:#000000;background-color:white">▮</span> |{{RecursiveChem/Black Powder}} |When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes [[Status_Effects#Hallucinations|hallucinations]] in plasmamen. |0.05 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/Nitroglycerin}} |A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with [[#Stabilizing Agent|Stabilizing Agent]]. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion |{{RecursiveChem/Explosion}} |This explodes immediately on mixing, which may knock you over or even kill you. Useful in [[Grenade|grenade]] production. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion |{{RecursiveChem/Holy Explosion}} |This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion. Much more efficient if less Potassium is used. |N/A |- !style='background-color:#FFEE88;'|{{anchor|EMP}}EMP |{{RecursiveChem/EMP}} |This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. Has different effects on different things. Turns off [[Clothing_and_Accessories#Earpieces|headsets]], stuns [[Cyborg|cyborgs]], disables [[Guide_to_construction#Security_Camera|security cameras]], messes with [[Surgery#Cybernetic_Implants|Cybernetics]], randomizes suit sensor settings and randomly pulses [[Hacking#Hackables|wires]]. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Bee Explosion}}Bee Explosion (Beesplosion) |{{RecursiveChem/Bee Explosion}} |Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Teslium}}Teslium<span style="color:#20324D;background-color:white">▮</span> |{{RecursiveChem/Teslium}} |Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection because the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a [[#Tesla Shock|Tesla Shock]] |0.2 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock |{{RecursiveChem/Tesla Shock}} |This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite<span style="color:#550000;background-color:white">▮</span> |{{RecursiveChem/Thermite}} |A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. A normal wall requires 5u. A reinforced wall requires 20u. Takes 10 seconds to burn regardless of amount used. The fire is cold. Does not work on doors or windows. Causes 1 burn damage per tick to humans when ingested. |0.4 units per tick |} ==Other Reagents== {{anchor|Other Recipes}}These are other chemicals that usually have non-medicinal uses. Many of these are useful in the manufacturing of [[Grenade|grenades]], but some can be quite dangerous. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate |- !style='background-color:#FFEE88;'|{{anchor|Barbers Aid}}Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Barber's Aid}} |If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Bluespace Dust}}Bluespace Dust<span style="color:#0000CC;background-color:white">▮</span> |{{RecursiveChem/Bluespace_Dust}} |Occasionally causes random short distance teleportation if ingested. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|BZ Metabolites}}BZ Metabolites<span style="color:#FAFF00;background-color:white">▮</span> |Breathe [[Guide_to_Atmospherics#BZ|BZ gas]] |Does nothing unless you're a [[Changeling|changeling]]. Slowly drains a [[Changeling|changeling's]] chemical storage, and makes them unable to communicate on the changeling hivemind channel. |0.08 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Concentrated Barber's Aid}} |If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Candle}}Candle |{{RecursiveChem/Candle}} |Creates a red candle for use in decoration or rituals. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide<span style="color:#B0B0B0;background-color:white">▮</span> |{{RecursiveChem/Carbon Dioxide}} |Creates [[Guide to Atmospherics#The Gases and Their Functions|CO2]] in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet <span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Carpet}} |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]]. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Colorful Reagent}} |Randomly colors floor, items and people. Keep away from the clown. Add this to your [[#Smoke|smoke]] [[Grenade|grenade]] for a "rainbow bomb". |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin<span style="color:#B31008;background-color:white">▮</span> |{{RecursiveChem/Condensed Capsaicin}} |A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. Found in pepper spray refillers. (Results in 5 units instead of 6) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium |{{RecursiveChem/Corgium}} |Creates your own Corgi! |N/A |- !style='background-color:#FFEE88;'|{{anchor|Crayon Powder}}Crayon Powder |Grind a [[General_items#Crayon|crayon]] |Colors floor, items and people. There are several different crayon powder colors. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Cryptobiolin}} |Causes [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Dizziness|dizziness]]. This is essential to make [[#Spaceacillin|Spaceacillin]]. |0.6 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent<span style="color:#A70FFF;background-color:white">▮</span> |{{RecursiveChem/Drying Agent}} |Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent<span style="color:#664B63;background-color:white">▮</span> |{{RecursiveChem/Foaming Agent}} |Used in [[#Metal Foam|Metal Foam]] production. Creates 1 unit instead of 2. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Firefighting Foam}}Firefighting Foam<span style="color:#A6FAFF55;background-color:white">▮</span> |{{RecursiveChem/Firefighting Foam}} |When used in a spray or with [[#Smoke|smoke]] it creates a non-slippery [[#Fluorosurfactant|foam]] which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Glitter}}Glitter<span style="color:#FFFFFF;background-color:white">▮</span> |Prize from [[Computers#Arcade_Machines|arcade machines]] |White glitter, blue glitter and pink glitter are three different chems which when touching floors turn into fake [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|gasses]]. Used for pranks. Can be cleaned up with the ordinary [[Janitor#Equipment|cleaning tools]]. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/Glycerol}} |Requires blended corn, so thus help from the botanist. Used to make [[#Nitroglycerin|Nitroglycerin]] or [[Research_items#Unloaded Technological Shell|FRAG-12 shotgun slugs]]. Slippery like water. (Results in 1 unit instead of 4) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Growth Serum}}Growth Serum<span style="color:#ff0000;background-color:white">▮</span> |{{RecursiveChem/Growth_Serum}} |Makes you larger as long as it's in your systems. The more you have the bigger you become. Maximum size is achievable by having at least 200 units in your body. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Impedrezene}}Impedrezene<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Impedrezene}} |A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause [[Status_Effects#Drowsiness|drowsiness]]. (Results in 2 units instead of 3) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Quantum Hair Dye}}Quantum Hair Dye<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Quantum Hair Dye}} |If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter<span style="color:#FF4DD2;background-color:white">▮</span> |1 part Sugar<br>1 part Banana Juice |Causes you to laugh. (Results in 10 units instead of 2) |instant |- !style='background-color:#FFEE88;'|{{anchor|Magillitis}}Magillitis<span style="color:#00f041;background-color:white">▮</span> |[[Syndicate_Items#Magillitis_Serum_Autoinjector|Syndicate uplink]] |Turns monkeys and humans into gorillas after 10 cycles. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product |10 parts Liquid Gibs<br> 10 parts Nutriment<br> 10 parts Carbon |Creates a slab of chemically processed meat. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam |{{RecursiveChem/Metal Foam}} |Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.<br> Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Nanomachines}}Nanomachines<span style="color:#535E66;background-color:white">▮</span> |Roburgers from [[Guide_to_xenobiology#Silver_Slime|silver slime extracts]] |Inflicts a [[Infections#Simple_Diseases|disease]] which turns the victim into a [[Cyborg|cyborg]] with [[Asimov#Core_AI_Modules|Asimov laws]]. The disease can be cured with an injection of copper. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent<span style="color:#664B63;background-color:white">▮</span> |{{RecursiveChem/Smart Foaming Agent}} |Required to make [[Guide_to_chemistry#Smart_Metal_Foam|smart metal foam]]. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam |{{RecursiveChem/Smart Metal Foam}} |A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide<span style="color:#808080;background-color:white">▮</span> |{{RecursiveChem/Nitrous Oxide}} |Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form. Explodes when heated to 575K. Will cause [[Status_Effects#Drowsiness|drowsiness]] on touch. When consumed or injected it also causes anemia (blood loss), [[Status_Effects#Confusion|confusion]] and loss of breath. Spilling this will release gas form N2O into the atmosphere. |0.6 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification |{{RecursiveChem/Gold Solidification}} |Solidifies a large amount of liquid Gold into a bar. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification |{{RecursiveChem/Plasma Solidification}} |Solidifies a large amount of liquid [[Plasma]] into a bar. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets |{{RecursiveChem/Plastic Sheets}} |Creates Plastic sheets at a rate of 10u per Plastic sheet. Can be used in hand to craft [[Medical_items#Large_Water_Bottle|plastic bottles]] [[File:large_water_bottle.png]]. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Romerol}}Romerol<span style="color:#123524;background-color:white">▮</span> |[[Syndicate_Items#Romerol|Syndicate uplink]] |Romerol adds a zombie infection tumor (festering ooze) to the victims' heads. When those victims die, they will revive as [[Zombie#Romerol_Zombies|zombies]] who can infect other people by clawing them. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]]. Can be applied with both [[#Touch|touch]] and [[#Ingest|ingestion]]. The tumor can be removed with [[Surgery#Romerol_Tumor|surgery]]. |instant |- !style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly<span style="color:#00FF80;background-color:white">▮</span> |{{RecursiveChem/Royal Bee Jelly}} |Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Serotrotium}}Serotrotium<span style="color:#202040;background-color:white">▮</span> |[[Guide_to_hydroponics#Strange_Seeds|Strange seeds]] |Makes you randomly twitch, drool, moan and gasp. |0.1 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Soap}}Soap |{{RecursiveChem/Soap}} |Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner<span style="color:#A5F0EE;background-color:white">▮</span> |{{RecursiveChem/Space Cleaner}} |This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan<span style="color:#FFC080;background-color:white">▮</span> |{{RecursiveChem/Spray Tan}} |Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube<span style="color:#009CA8;background-color:white">▮</span> |{{RecursiveChem/Space Lube}} |Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine<span style="color:#C8A5DC;background-color:white">▮</span> |{{RecursiveChem/Sterilizine}} |When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat |{{RecursiveChem/Synthmeat}} |Creates a slab of synthetic meat. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Organic Slurry}}Organic Slurry<span style="color:#545000;background-color:white">▮</span> |{{RecursiveChem/Organic_Slurry}} |A mixture of various differently colored fluids. Randomly induces vomiting and short [[Status_Effects#Stun|stuns]]. Results in 4 units instead of 3. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Pax}}Pax<span style="color:#AAAAAA55;background-color:white">▮</span> |{{RecursiveChem/Pax}} |Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as [[Security_items#Disabler|disablers]] still work. |0.1 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Synthpax}}Synthpax<span style="color:#AAAAAA55;background-color:white">▮</span> |[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]] ||Same as [[#Pax|Pax]] but metabolises much faster. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]. |0.6 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Dizzying_Solution}}Dizzying Solution |[[Cyborg#Peacekeeper|Peacekeeper Cyborgs]] ||Makes the target [[Status_Effects#Dizziness|dizzy]] and [[Status_Effects#Confusion|confused]]. Can only be used by [[Cyborg#Peacekeeper|Peacekeeper Cyborgs]]. |0.6 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Tranquility}}Tranquility<span style="color:#9A6750;background-color:white">▮</span> |Gondola Meat |Induces a [[Infections|virus]] that creates [[#Pax|Pax]] within the victims body and slowly turns the victim into a Gondola. Can be cured with [[#Condensed_Capsaicin|Condensed Capsaicin]]. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity<span style="color:#97ee63;background-color:white">▮</span> |Ethereal blood, certain foods |Periodically electrocutes any non-Ethereals that have this in their system. |0.4 units per tick |} ===Virology Recipes=== 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;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula ! 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> |{{RecursiveChem/Virus Rations}} |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> |{{RecursiveChem/Virus Food}} |Allows viruses and bacteria to quickly grow. Used to get a [[Infections|virus]] symptom of level 1 or 2. The [[Virologist|virologist]] has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10) |- !style='background-color:#FFEE88;'|{{anchor|Mutagenic Agar}} Mutagenic Agar<span style="color:#A3C00F;background-color:white">▮</span> |{{RecursiveChem/Mutagenic Agar}} |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> |{{RecursiveChem/Sucrose 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> |{{RecursiveChem/Weakened Virus Plasma}} |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> |{{RecursiveChem/Virus 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> |{{RecursiveChem/Decaying Uranium Gel}} |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> |{{RecursiveChem/Unstable Uranium Gel}} |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> |{{RecursiveChem/Stable Uranium Gel}} |Powerful viral mutagen. Used to get a [[Infections|virus]] symptom of level 8. (Results in 1 unit instead of 21) |} There are also chemicals that do nothing, which can be found in [[Guide_to_hydroponics#Strange_Seeds|Strange seeds]]. Example: Plastic Polymers{{anchor|Plastic Polymers}}. ===Mutation Toxins=== Obtainable through [[Guide_to_xenobiology|xenobiology]], these chemicals transform humanoids into other [[Guide_to_races|races]]. It only takes 1u to start the transformation. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Formula ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description |- !style='background-color:#FFEE88;'|{{anchor|Slime Mutation Toxin}} Slime Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span> |[[Guide_to_xenobiology#Green_Slime|Green slimes]] |Mutagenic chemical that transforms you into a [[Slimepeople|slimeperson]]. |- !style='background-color:#FFEE88;'|{{anchor|Unstable Mutation Toxin}} Lizard Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span> |[[Guide_to_xenobiology#Green_Slime|Green slimes]] |Transforms you into a [[Guide_to_races#Lizardpeople|lizardperson]]. |- !style='background-color:#FFEE88;'|{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin<span style="color:#5EFF3B;background-color:white">▮</span> |[[Guide_to_xenobiology#Green_Slime|Green slimes]] |Transforms you into a [[Guide_to_races#Human|human]]. |- !style='background-color:#FFEE88;'|{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin<span style="color:#13BC5E;background-color:white">▮</span> |[[Guide_to_xenobiology#Black_Slime|Black slimes]] |Slowly morphs the victim into a [[slime]]. The transformation can be stopped with [[Guide_to_food_and_drinks#Frost_Oil|Frost Oil]]. |} == Toxins{{anchor|Toxins}} == The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Recipe ! scope="col" style='background-color:#FFDD66;'|Damage dealt ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate ! scope="col" style='background-color:#FFDD66;'|Overdose Threshold |- !style='background-color:#FFEE88;'|{{anchor|Toxin}}Toxin<span style="color:#CF3600;background-color:white">▮</span> |{{RecursiveChem/Toxin}} |Toxin |Will deal 1.5 toxin damage per tick. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Bad Food}}Bad Food<span style="color:#D6D6D8;background-color:white">▮</span> |From eating poorly made food |Toxin |Will deal 0.5 toxin damage per tick. |0.1 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Chloral Hydrate}}Chloral Hydrate<span style="color:#000067;background-color:white">▮</span> |{{RecursiveChem/Chloral Hydrate}} |Stun, Toxin |A powerful sedative which first [[Status_Effects#Confusion|confuses]] and makes you [[Status_Effects#Drowsiness|drowsy]], and then after 10 cycles puts the victim to [[Status_Effects#Sleep|sleep]]. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) |0.6 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin<span style="color:#B31008;background-color:white">▮</span> |{{RecursiveChem/Mindbreaker Toxin}} |Hallucinations |A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".<br> For people with the Reality Dissociation Syndrome trait, this will instead suppress [[Status_Effects#Hallucinations|hallucinations]]. (Results in 5 units instead of 3) |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Mute Toxin}}Mute Toxin<span style="color:#F0F8FF;background-color:white">▮</span> |{{RecursiveChem/Mute Toxin}} |Speech |Makes the subject unable to speak for some time. (Results in 2 units instead of 4) |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Mime's Bane}}Mime's Bane<span style="color:#F0F8FF;background-color:white">▮</span> |{{RecursiveChem/Mime's Bane}} |Gestures |Makes the subject unable to gesticulate. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Bone Hurting Juice}}Bone Hurting Juice<span style="color:#F0F8FF;background-color:white">▮</span> |{{RecursiveChem/Bone Hurting Juice}} |Stamina Damage and Delimbing Skeletons |Does 7.5 [[Health#Stamina|stamina]] damage per tick. On overdose, it has a 4% chance of causing a spike of 200 [[Health#Stamina|stamina]] damage to a random limb, temporarily disabling it. If you're a [[Guide_to_races#Skeletons|skeleton]] or a [[Guide_to_races#Plasmaman|plasmaman]], it will deal 7.5 [[Health#Stamina|stamina]] and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. |0.4 units per tick |50 Units |- !style='background-color:#FFEE88;'|{{anchor|Mulligan Toxin}}Mulligan Toxin<span style="color:#5EFF3B;background-color:white">▮</span> |{{RecursiveChem/Mulligan Toxin}} |Identity |Randomizes the subject's appearance. |Infinite |N/A |- !style='background-color:#FFEE88;'|{{anchor|Lexorin}}Lexorin<span style="color:#7DC3A0;background-color:white">▮</span> |{{RecursiveChem/Lexorin}} |Suffocation |Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Initropidril}}Initropidril<span style="color:#7F10C0;background-color:white">▮</span> |[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]] |Cardiac Arrest |Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Tirizene}}Tirizene<span style="color:#6E2828;background-color:white">▮</span> |Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries |Stamina Damage |Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Tiring Solution}}Tiring Solution<span style="color:#6E2828;background-color:white">▮</span> |Peacekeeper Cyborgs |Stamina Damage |Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. |0.6 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Polonium}}Polonium<span style="color:#787878;background-color:white">▮</span> |[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]] |Radiation |Cause significant radiation damage over time (4 per tick). It's metabolized very slowly. |0.05 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Pancuronium}}Pancuronium<span style="color:#195096;background-color:white">▮</span> |[[Syndicate_Items#Poison_Kit|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 |- !style='background-color:#FFEE88;'|{{anchor|Sodium Thiopental}}Sodium Thiopental<span style="color:#6496FA;background-color:white">▮</span> |Emagged Borg Hypo, [[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]]/Syringe/Dart, Emagged [[Medibot]] |Knockout and Stamina |Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[#Chloral Hydrate|Chloral Hydrate]] but longer lasting and can't kill you. |0.3 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Sulfonal}}Sulfonal<span style="color:#7DC3A0;background-color:white">▮</span> |{{RecursiveChem/Sulfonal}} |Knockout and Toxin |0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. |0.05 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Amanitin}}Amanitin<span style="color:#FFFFFF;background-color:white">▮</span> |[[Guide_to_hydroponics#Plant_reference_chart|Destroying Angel]] |Delayed Toxin Damage |On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Amatoxin}}Amatoxin<span style="color:#FFFFFF;background-color:white">▮</span> |[[Guide_to_hydroponics#Plant_reference_chart|Fly Amanita]] |Toxin Damage |Deals 2.5 toxin damage per tick. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Unstable Mutagen}}Unstable Mutagen<span style="color:#00FF00;background-color:white">▮</span> |{{RecursiveChem/Unstable Mutagen}} |Mutations |Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your [[Surgery##Organ_Manipulation|liver]]. Also useful for [[Infections|Virology]]. The [[Botanist|botanist]] wants this in liquid form. Turns into blood if mixed with blood. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Lipolicide}}Lipolicide<span style="color:#F0FFF0;background-color:white">▮</span> |{{RecursiveChem/Lipolicide}} |Weight Loss |Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Coniine}}Coniine<span style="color:#7DC3A0;background-color:white">▮</span> |Death Berries, [[Syndicate_Items#Biohazardous_Chemical_Sprayer|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|Lexorin]]. |0.024 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Curare}}Curare<span style="color:#191919;background-color:white">▮</span> |[[Syndicate_Items#Poison_Kit|Poison Kit]] |Paralyzation, Oxygen, and Toxin |[[Status_Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. |0.05 units per tick |N/A |- !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]], [[#Formaldehyde|Formaldehyde]], [[#Venom|Venom]], [[#Itching Powder|Itching Powder]] |Brute, toxin, oxyloss and eyesight |Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. |0.1 units per tick |30 Units |- !style='background-color:#FFEE88;'|{{anchor|Formaldehyde}}Formaldehyde<span style="color:#B4004B;background-color:white">▮</span> |{{RecursiveChem/Formaldehyde}} |Toxin |Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[#Histamine|Histamine]]. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Venom}}Venom<span style="color:#F0FFF0;background-color:white">▮</span> |[[Syndicate_Items#Poison_Kit|Poison Kit]], [[Syndicate_Items#Biohazardous_Chemical_Sprayer|Bioterror Spray]], [[Critters#Giant_Spider|Giant Spider]] bites |Brute, toxin |Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[#Histamine|Histamine]]. |0.1 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Fake Beer}}Fake Beer<span style="color:#664300;background-color:white">▮</span> |{{RecursiveChem/Fake_Beer}} |Knockout |Instantly puts the victim to [[Status_Effects#Sleep|sleep]]. Cycle 51 and onwards it will also deal (current cycle - 50) toxin damage. |0.6 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Fentanyl}}Fentanyl<span style="color:#64916E;background-color:white">▮</span> |{{RecursiveChem/Fentanyl}} |Toxin, brain |Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Cyanide}}Cyanide<span style="color:#00B4FF;background-color:white">▮</span> |{{RecursiveChem/Cyanide}} |Toxin, oxyloss |Deals 1.25 toxin damage per tick, with 8% chance to [[Status_Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. |0.05 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Carpotoxin}}Carpotoxin<span style="color:#003333;background-color:white">▮</span> |{{RecursiveChem/Carpotoxin}} |Toxin |Deals 2 toxin damage per tick. No special effects, but can be used to make [[#Rezadone|Rezadone]] and [[Guide_to_food_and_drinks#Seafood|imitation carpmeat]]. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Zombie Powder}}Zombie Powder<span style="color:#669900;background-color:white">▮</span> |{{RecursiveChem/Zombie Powder}} |Fake death, stun |Instantly [[Status_Effects#Unconscious|knocks people out]], and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Ghoul Powder}}Ghoul Powder<span style="color:#669900;background-color:white">▮</span> |{{RecursiveChem/Ghoul Powder}} |Fake death |Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Itching Powder}}Itching Powder<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Itching Powder}} |Brute, annoyance |Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from [[#Under the hood|touch]], such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of [[#Histamine|Histamine]]. |0.2 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Mint Toxin}}Mint Toxin<span style="color:#CF3600;background-color:white">▮</span> |Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) |Conditional death |Instantly gibs fat people when ingested. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Slime Jelly}}Slime Jelly<span style="color:#801E28;background-color:white">▮</span> |{{RecursiveChem/Slime Jelly}} |Toxin |The base reagent for slime based chemicals. Grinding [[Guide_to_xenobiology#Formulas|slime extracts]] yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Heparin}}Heparin<span style="color:#C8C8C8;background-color:white">▮</span> |{{RecursiveChem/Heparin}} |Brute, Bleeding |Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. |0.08 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Rotatium}}Rotatium<span style="color:#AC88CA;background-color:white">▮</span> |{{RecursiveChem/Rotatium}} |Toxin |After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. |0.24 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Skewium}}Skewium<span style="color:#ADBDCD;background-color:white">▮</span> |{{RecursiveChem/Skewium}} |Toxin |After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. |0.32 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Spewium}}Spewium<span style="color:#2F6617;background-color:white">▮</span> |[[Syndicate_Items#Poison_Kit|Poison Kit]] |Toxin |After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses. |0.4 units per tick |29 Units |- !style='background-color:#FFEE88;'|{{anchor|Anacea}}Anacea<span style="color:#3C5133;background-color:white">▮</span> |{{RecursiveChem/Anacea}} |Toxin and Purges Medicines |Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has [[#Pentetic_Acid|Pentetic Acid]] or [[#Calomel|Calomel]], the purging is slowed down to 0.5u per tick. |0.032 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid<span style="color:#5050FF;background-color:white">▮</span> |{{RecursiveChem/Fluorosulfuric Acid}} |Corrosion |A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Weed Killer}} Weed Killer<span style="color:#4B004B;background-color:white">▮</span> |{{RecursiveChem/Weed Killer}} |Toxin |Kills weeds and causes 1 toxin damage per tick to humans. |0.4 units per tick |N/A |- !style='background-color:#FFEE88;'|{{anchor|Pest Killer}}Pest Killer<span style="color:#4B004B;background-color:white">▮</span> |{{RecursiveChem/Pest Killer}} |Toxin |Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to [[Guide_to_races#Flypeople|fly people]], each tick. |0.4 units per tick. |N/A |- !style='background-color:#FFEE88;'|{{anchor|Plant-B-Gone}}Plant-B-Gone<span style="color:#49002E;background-color:white">▮</span> |{{RecursiveChem/Plant-B-Gone}} |Toxin |A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to [[Guide_to_races#Podpeople|pod people]], each tick. |0.4 units per tick |N/A |} == Lavaland Chemicals == Found primarily in Lavaland flora. {| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;" ! scope="col" style='width:150px; background-color:#FFDD66;'|Name ! scope="col" class="unsortable" style='width:150px; background-color:#FFDD66;'|Found in ! scope="col" style='background-color:#FFDD66;'|Type ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Description ! scope="col" class="unsortable" style='background-color:#FFDD66;'|Metabolism Rate |- !style='background-color:#FFEE88;'|{{anchor|Entropic Polypnium}}Entropic Polypnium<span style="color:#1D043D;background-color:white">▮</span> |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 |- !style='background-color:#FFEE88;'|{{anchor|Tinea Luxor}}Tinea Luxor<span style="color:#B5A213;background-color:white">▮</span> |Mushroom Stem (Embershroom) |Other |Makes the consumer glow. |0.4 units per tick |- !style='background-color:#FFEE88;'|{{anchor|Vitrium Froth}}Vitrium Froth<span style="color:#D3A308;background-color:white">▮</span> |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{{anchor|Reagent Delivery}}== {{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment. ===Delivery types=== First of all, there are actually 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. <br> ====Ingest==== Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly. [[#Trophazole|Trophazole]] works best when ingested. ====Inject==== Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips. [[#Thializid|Thializid]] works best if injected. ====Vapor==== 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. [[#Rhigoxane|Rhigoxane]] works best as vapor. ====Touch==== 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==== Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components. ===Smoke vs foam vs others=== These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. <br> ====Pills==== Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. <br> ====Syringes==== Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. <br> ====Patches==== Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#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 [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. <br> '''Foam example 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> == Beyond the Dispenser == Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! [[Guide_to_food_and_drinks#Drinks|Drinks]], [[Guide_to_xenobiology|slime cores]] and plenty of other things can provide limitless fun for an enterprising and curious chemist. [[Category:Guides]]
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