Guide to Chemistry

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Revision as of 05:53, 17 May 2021 by Dimmadunk (talk | contribs) (Corrects certain recipes, adds Carthatoline, adds useful tips.)

Note from Server Maintainers

Your PDA and Tablet has access to a program called "SIRC" which has every chemical recipe. You should use that as your main refrence and come to this page if something isn't working.

Chemicals

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

Acetone Aluminum
Ammonia Carbon
Copper Ethanol
Hydrazine Hydrochloric Acid
Iron Lithium
Mercury Phosphorus
Potassium Radium
Silicon Sodium
Sugar Sulfur
Sulphuric Acid Tungsten
Water

Formulas

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

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

Medicine

Name Recipe Description Metabolism Rate Overdose Threshold
Addictol 2 parts Impedrezene
2 pars Mercury
2 parts Purger
When administered at a dose greater than 10 units, will permenantly treats the patient's addictions, until they get addicted again. 0.1/t N/A
Alkysine 1 part Ammonia
1 part Dylovene
1 part Hydrochloric Acid
Treats brain damage. Extremely weak painkiller. 0.05/t 30u
Aminazine 1 part Alkysine
1 part Purger
Suppresses the effects of withdrawal, allowing the patient to be more functional during recovery.

Does not eliminate the cravings.

0.1/t N/A
Arithrazine 1 part Hydrazine
1 part Hyronalin
Removes radiation from patient's body more quickly and efficiently than Hyronalin.

Has a chance to cause minor brute damage to patient per tick. Does not treat toxin damage. Does not treat genetic (clone) damage. In most cases, should be administered with Dylovene.

0.05/t 30u
Bicaridine 1 part Carbon
1 part Inaprovaline
Treats brute damage at a moderate rate. Will eventually stop external bleeding. 0.2/t 30u
Carthatoline 1 part [[#Dylovene|Dylovene]
2 parts Carbon
0.1 parts Toxin
Treats toxin damage at an accelerated rate, while healing damage to the Liver. Does not purge any kind of toxins from the body, use Dylovene for that instead. Works for healing Cht'mant. 0.2/t N/A
Citalopram 1 part Carbon
1 part Mindbreaker Toxin
Mild antidepressant. Helps stabilise the mind. (Pure RP effect) 0.01/t N/A
Cronexadone 1 part Cryoxadone
1 part Sodium
0.1 parts Radium
5 parts Plasma (catalyst)
More effective than Cryoxadone, same effects.

Requires temperatures below 170K to function. Does not work when ingested. Works perfectly in tandem with Cryoxadone, their effects stacking.

0.1/t N/A
Cryoxadone 1 part Acetone
1 part Dexalin
1 part Water
Used in beakers inside cryogenic cells. Treats brute, burn, oxygen deprivation and toxin damage, as well as genetic (clone) damage, even if the patient is dead.

Requires temperatures below 170K to function. Does not work if ingested.

0.1/t N/A
Dermaline 1 part Acetone
1 part Kelotane
1 part Phosphorous
Treats burn damage. Prevents infection. Works for healing Cht'mant.

More effective than Kelotane in every respect. Has a low overdose threshold. Can be combined with Kelotane in equal parts (commonly known as KeloDerm) to reduce danger of overdose, their effects stacking.

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

Do not administer in tandem with healing chemicals or they'll be lost!

0.1/t 15u
Hyronalin 1 part Dylovene
1 part Radium
Removes radiation from the patient's system.

Does not treat toxin damage. Does not treat genetic (clone) damage.

0.05/t 30u
Imidazoline 1 part Carbon
1 part Dylovene
1 part Hydrazine
Treats damage to the eyes, removing blindness and/or blurring.

Does not cure blindness from genetic mutations. (Results in 2u instead of 3u)

0.2/t 30u
Inaprovaline 1 part Acetone
1 part Carbon
1 part Sugar
Very weak painkiller. Stabilizes pulse (purely cosmetic effect, has no inference on a player's life until a proper pulse code is implemented. Don't administer this at all unless it's to combine Tricordazine) 0.1/t 60u
Kelotane 1 part Carbon
1 part Silicon
Treats burn damage. Prevents infection. Does not work on Cht'mant, use Seligitilin instead. 0.2/t 30u
Kyphotorin 1 part Peridaxon
1 part Clonexadone
1 part Unstable Mutagen
Regenerates missing limbs and deals light brute damage occasionally. Regenerating limbs is extremely painful. ONLY works in a cryo pod and at temperatures below 170K. Use just 2u at a time in a beaker (DO NOT COMBINE WITH CRYO/CRONE, JUST 2U KYPHOTORIN) and wait until the brute damage gets healed, then dyalisis the rest. Chem gets tripled inside a cryotube and using more than 2u will result in a fatal overdose that causes cellular (clone) damage. 0.2/t 19.8u
Leporazine 1 part Copper
1 part Silicon
5 parts Plasma (Catalyst)
Rapidly stabilises body temperature. Treats fevers caused by infections. (Purely cosmetic effect) 0.2/t N/A
Meralyne 2 parts Blattedin
1 part Hyperzine
1 part Tramadol
Treats brute damage at an exceptionally fast rate. Will eventually stop external bleeding by clotting wounds.

More effective than bicardine in every respect.

0.2/t 30u
Methylphenidate 1 part Hydrazine
1 part Mindbreaker Toxin
Aids with concentration and focus. General anti-anxiety medicine for ADHD and other mental ailments. Has no mechanical effects (pure RP) 0.01/t N/A
Negative Paragenetic Marker 1 part Carbon
1 part Ryetalyn
Temperature required: 400K-INFINITY
A chemical that, when heated to 700K and combined in equal parts with a blood sample, will react to form Positive Paragenetic Marker if the blood comes from a Carrion. 0.2/t N/A
Noexcutite 1 part Dylovene
1 part Oxycodone
Stops convulsions and jittering. If overdosed, will cause paralysis. 0.2/t 30u
Ossisine 1 part Bicaridine
1 part Clonexadone
1 part Soporific
Repairs bones quickly, but paralyses the patient while processing. It does not set bones in place (unless overdosed). For that, do surgery instead. Overdosing causes fatal cellular (clone) damage. 0.2/t 15u
Oxycodone 1 part Ethanol
1 part Tramadol
5 parts Plasma (catalyst)
Most powerful painkiller. Useful when you run out of Anesthesics and need to keep a patient out of pain during surgery, or if near fatally hurt. Makes the user feel druggy. Overdosing causes hallucinations, drugginess, slurring, and slowed movement, it also stuns if you're not Tough enough. 0.02/t 19.8u
Paracetamol 1 part Inaprovaline
1 part Ethanol
1 part Acetone
Weak painkiller. Can be administered in a sleeper. 0.02/t 60u
Paroxetine 1 part Acetone
1 part Inaprovaline
1 part Mindbreaker Toxin
Strongest antidepressant available that greatly stabilizes the mind. Has a chance of destabilizing the mind, causing severe hallucinations. 0.01/t N/A
Peridaxon 2 parts Bicaridine
0.1 parts Clonexadone
5 parts Plasma (catalyst)
Treats damage to organs, healing them. Does not treat brain damage nor heal bones. Will not work for Cht'mant, use Fuhrerole instead. 0.2/t 10u
Polystem 1 part Iron
1 part Polytrinic acid
3 parts Potassium
Temperature required:124K-168K
Heals both brute and burn damage, albeit slowly. Minor blood clotting.

Can be combined with other medications for faster treatment.

0.1/t 20u
Positive Paragenetic Marker 1 part (Carrion) Blood
1 part Negative Paragenetic Marker
Temperature required:700K-INFINITY
The result of heating up Negative Paragenetic Marker in the prescence of Carrion blood. If you manage to obtain this, report the person to Marshals immediately (and discretely). 0.2/t N/A
Purger 3 parts Dylovene
1 part Mindbreaker Toxin
Temperature required: 363K-INFINITY
Temporarily suppresses the craving effects of addictions, allowing the patient to recover from addictions easier. Also slightly heals both Kidneys inside the body.

Does not remove the effects of withdrawal.

0.1/t N/A
Quickclot 1 part Clonexadone
1 part Kelotane
1 part Plasma (Catalyst)
An extremely fast-acting clotting agent that stops external bleeding. Heals Blood Vessels (the organ) inside the body. Overdosing merely clots wounds faster. 0.1/t 15u
Rezadone 1 part Clonexadone
1 part Copper
1 part Cryptobiolin
Treats genetic degradation (clone damage) very quickly, without the need of a cryotube or low temperature.

Causes facial disfigurement if administered in doses higher than 3u.

0.2/t 30u
Ryetalyn 1 part Arithrazine
1 part Carbon
Just injecting one unit is enough to eliminate all mutations and disabilities permanently, including beneficial ones. Works on dead people, allowing them to unhusk them if they died with over 400 burn damage. 0.2/t 30u
Spaceacillin 1 part Cryptobiolin
1 part Inaprovaline
A theta-lactam antibiotic. Slows progression of diseases. Treats infections as long as 5 units or more are present on the body. 0.2/t 30u
Sterilizine 1part Dylovene
1 part Ethanol
1 part Hydrochloric Acid
Kills germs and cleans up bloodstains more effectively than space cleaner. Useful in surgery to prevent or reduce infection levels, specially when treating septic infections 0.2/t N/A
Synaptizine 1 part Lithium
1 part Sugar
1 part Water
Treats hallucinations, paralysis and purges Mindbreaker Toxin off the bloodstream. Functions as a stimulant, counteracting stuns and acting as a mild painkiller.

Moderately toxic. Recommended dosage at under 5 units and paired with Dylovene. Metabolizes very slowly. Overdose does nothing.

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

Overdose causes massive toxin and brain damage until death. Be careful not to combine more than 10u Inaprovaline/10u Dylovene through a sleeper.

0.2/t 30u

Stims

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

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

Drugs

Name Recipe Description Metabolism Rate Overdose Threshold
Cryptobiolin 1 part Acetone
1 part Potassium
1 part Sugar
Causes confusion and dizzyness.

Sanity Gain = 1

0.1/t 30u
Hyperzine 1 part Blattedin
1 part Sugar
1 part Sulfur
Muscle stimulant. Allows greater freedom of movement.

Side effects include twitching, nervousness and addiction. Can cause minor heart damage due to high BPM. (Results in 1u instead of 3u)

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

Sanity Gain = 1

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


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

Sanity gain = 1.5

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

Sanity gain = 1.5

0.1/t 30u

Nanites

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

Name Recipe Description Metabolism Rate Overdose Threshold
A-rad 1 part Arithrazine
1 part Raw Industrial Nanobots
Purges radiation over time. N/A N/A
Control Booster Combat 1 part Menace
1 part Raw Industrial Nanobots
Moderately boost Roubstness, Toughness and Vigiliance, akin to Menace.

Has no side effects.

N/A N/A
Control Booster Utility 1 part Party Drops
1 part Raw Industrial Nanobots
Moderately boosts Biology, Cognition and Mechanical, akin to Party Drops.

Has no side effects.

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

(Note: Presently unatainable due to a bugged recipe.)

N/A N/A
Implantoids 1 part Aluminum
1 part Raw Industrial Nanobots
Repairs mechanical limbs, implants and organs over time.

Does not heal organic parts.

N/A N/A
Nanosymbiotes 1 part Peridaxon
1 part Raw Industrial Nanobots
Heals brute, burn, toxin and clone damage over time, as well as repairs the brain.

Does not heal other internal organs or mechanical parts.

N/A N/A
Nantidotes 1 part Haloperidol
1 part Raw Industrial Nanobots
Removes reagents from the bloodstream that is anything but itself.

Does not heal toxin damage.

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

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

Nanites made from Uncapped Nanobots can be heated to 523K to denature them back into raw form.
Undifferentiated and will react with certain chemicals to form specialised nanites. Required to make Illegal nanites. N/A N/A
Trauma Control System 1 part Bicaridine
1 part Raw Industrial Nanobots
Heals organic organs over time.

Does not heal external damage, or mechanical organs.

N/A N/A
Voice mimics 1 part Raw Industrial Nanobots
1 part Synaptizine
Alters the user's voice to be unrecognisable and appear as "Unknown". Hitting the host will disable the nanites. N/A N/A

Toxins

Name Recipe Description Metabolism Rate Overdose Threshold
Advanced Mutation Toxin Obtained through black slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans. The advanced version fully devolves a human into a slime. Note, this is currently disabled, as slime-people are not available for play. 0.01/t N/A
Amatoxin Grind Fly Amanita mushrooms A powerful poison derived from certain species of mushroom. 0.01/t N/A
Beer 2 Dispensed by emagged brobots

Chloral Hydrate disguised as beer.

0.01/t N/A
Blattedin Obtained from Roaches of all varieties.

An effective toxin and a necessary precursor to a variety of specialised medications. Has a 7 in 10 chance of reviving a dead, non-fuhrer, roach when it comes into contact with the body.

0.02/t N/A
Biomatter Obtained from Church Bioreactor

An incredibly dangerous toxin that causes severe damage to any biological being that comes into contact with it.

0.01/t N/A
Carpotoxin Extracted from Carp meat

A deadly toxin produced by the dreaded space carp that damages the liver, mildly increases Vigilance.

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

0.01/t 10u
Chloral Hydrate 1 part Ethanol
3 parts
Hydrochloric Acid
1 part Water
A powerful sedative that will quickly knock out an individual. Will cause toxic build-up if left in the system for too long. 0.1/t 15u
Cyanide 5 parts Toxin
3 parts Mindbreaker
2 parts Fuhrerole
An extremely toxic poison. 0.4/t N/A
Diplopterum Obtained from grinding roach meat A toxic stimulant that mildly boosts Mechanics. 0.2/t 19.8u
EZ Nutrient 1 part Ammonia
3 parts Carbon
A chemical fertilizer.

An extremely weak poison.

0.01/t N.A
Fuhrerole Harvested from Fuhrer roaches. Causes other roaches to treat you as one of them whilst processing in your system. Mildly toxic.

A precursor to powerful stimulants and poisons.

0.01/t 8u
Gewaltine Harvested from Jager roaches. A toxin found in Jager roaches, mildly boosts Robustness but mildly reduces Toughness. Mildly toxic. 0.01/t 15u
Left-4-Zed 1 part Nutriment
3 parts Radium
A chemical fertilizer.

An extremely weak poison.

0.01/t N/A
Lexorin 1 part Ammoniat
1 part Hydrazine
1 part Plasma
An extremely effective toxin, preventing the victim from breathing and de-oxygenating the system.

Purged with Dexalin and Dexalin Plus.

0.01/t 30u
Mutation Toxin Obtained through green slimes via Xenobiology. An advanced corruptive toxin produced by slimes that causes a violent slime transformation in humans.

NOTE: Slimepeople are mutants and their existence outside of Soteria Laboratories is grounds for execution. That said, slimepeople are currently disabled.

0.01/t N/A
Oil 1 part Carbont
1 part Ethanol
1 part Welding Fuel
Temperature required:480K-INFINITY
A precursor to Plasticide. Mildly toxic. 0.01/t N/A
Pararein Harvested from Spiders. Mildly decreases Robustness and Vigilance. Mildly Toxic. 0.01/t 10u
Plant-B-Gone 1 part Toxin
4 parts Water
A strong herbicide, but a very weak poison. 0.01/t N/A
Plasma Acquired from mining. A highly flammable chemical that can exist in reagent and gaseous form, splashes will deal moderate chemical burns.

Ingestion and/or injection is highly toxic.

0.01/t N/A
Plasticide 1 part Ethanol
1 part Oil
1 part Silicon
Temperature required:0K-273K
A key ingredient in a number of industrial chemical processes.

Extremely toxic.

0.01/t N/A
Polytrinic acid 1 part Hydrochloric Acid
1 part Potassium
1 part Sulphuric Acid
A very powerful acid.

Can be used to destroy objects and Hivemind wires.

0.4/t N/A
Robust Harvest 3 parts Carbon
1 part EZ Nutrient
3 parts Sugar
A chemical fertilizer.

An extremely weak poison.

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

Combine with a small amount of Chloral Hydrate for best effect.

0.1/t 30u
Starkellin Harvested from Panzer roaches. Mildly increases Toughness. Mildly toxic. 0.01/t 15u
Toxin Heating up various venoms, such as Pararein Mildly toxic. Produced in the body during organ failure and blood/organ compatability mismatch. 0.01/t N/A
Unstable mutagen 1 part Hydrochloric Acid
1 part Phosphorous
1 part Radium
Causes random, uncontrolled mutations whilst mildly irradiating the victim and dealing mild toxin damage. 0.01/t N/A
Zombie Powder 5 parts Carpotoxin
5 parts Copper
5 parts Soporific
Causes the victim to enter a state of false death and fool all but the most thorough medical tests.

Very weakly toxic but de-oxygenates the body the longer it's present, potentially causing long-term damage if left too long.

0.2/t N/A

Other

Name Recipe Description Metabolism Rate Overdose Threshold
Adrenaline 1 part Inaprovaline
1 part Hyperzine
1 part Dexalin Plus
Used as a cardiac stimulant.

Helps to restart a flat-lining heart and also acts as a weak painkiller. Can cause shaking and increased heart rate.

0.1/t 20u


Beyond the Dispenser

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