Sseth Tzeentach, the Chemist says:

"Hey hey people, Sseth here. Want to be good at being a chemist? Be sure to read this guide for all your """protection""" needs and how to supply any chemical someone requests of you. Morals not required! Sound too complicated? Naw, this shit is really simple to make. All you have to do is pour some of this Potassium into a beaker of water, like so..."

This guide will primarily be useful for chemists but may come in handy to any player and especially traitors. If you don't have a chem dispenser, see the Guide to Ghetto Chemistry.

Machinery

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

Some pure chemicals are harmful if injected or ingested in their pure form.





Chemistry Dispensers

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

Certain space and lavaland ruins also come with their own, special dispensers.

Available chemicals:

Click expand to see what chemicals are available: Normal: Hydrogen

Oxygen

Silicon

Phosphorus

Sulfur

Carbon

Nitrogen

Water

Lithium

Sugar

Sulphuric Acid

Copper

Mercury

Sodium

Iodine

Bromine

Ethanol

Chlorine

Potassium

Aluminium

Radium

Fluorine

Iron

Welding fuel

Silver

Stable Plasma Upgraded (tier 4 matter manipulator): Acetone

Ammonia

Ash

Diethylamine

Oil

Saltpetre Emagged: Space Drugs

Morphine

Toxin

Carpotoxin

Miner's Salve

Upgradeable parts:

Click expand to see upgrades: Better matter bins: greater power efficiency per unit dispensed.

greater power efficiency per unit dispensed. Better capacitor: faster recharging speed.

faster recharging speed. Better power cell: larger maximum power capacity.

larger maximum power capacity. Better manipulator: unlocks more chemicals at tier 4.

Chemical Heater

Some chemical reactions will require you to heat the reagents in a Chemical Heater.

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

Upgrading the laser will increase the heating/cooling speed.

ChemMaster 3000

Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.

Maximum size for dispensed bottles is 30u, patches 40u and pills 50u.

Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.





All-In-One Grinder

Grinds, crushes, liquefies and extracts reagents from materials placed into it.

If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.

For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.

Smoke Machine

Dispenses any chemical inside as a smoke cloud. Needs to be secured by wrenching first.

A great alternative to smoke grenades, but easily incites lynch mobs.

You can grind any food and smoke the nutriment using this.

Can only be obtained through the circuit board being printed (a shiny brand new one is located in tech storage). Don't forget the stock parts to assemble the machine.



Upgradeable parts:

Click expand to see upgrades: Manipulator : Unlocks the higher range settings.

: Unlocks the higher range settings. Matter bin : Increases maximum capacity.

: Increases maximum capacity. Capacitor: Increases efficiency.

Active Pure Chemicals

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

Chlorine : Causes minor physical damage to various body parts.

: Causes minor physical damage to various body parts. Copper : Can be splashed on metal sheets to create bronze sheets.

: Can be splashed on metal sheets to create bronze sheets. Ethanol : A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally.

: A decent alcoholic "beverage", with a booze power of 65. Increases success rate of surgery and flammability when applied externally. Fluorine : Causes minor toxin damage.

: Causes minor toxin damage. Lithium : Causes twitching, drooling, moaning and not being able to walk straight.

: Causes twitching, drooling, moaning and not being able to walk straight. Mercury : Causes brain damage, twitching, drooling, moaning and not being able to walk straight.

: Causes brain damage, twitching, drooling, moaning and not being able to walk straight. Radium : Causes irradiation. Creates glowing green goo on the floor if more than 3u is spilled.

: Causes irradiation. Creates glowing green goo on the floor if more than 3u is spilled. Sugar : Gives nutrition. Causes hyperglycemic shock if overdosed (200u).

: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Sulphuric Acid : Causes minor toxin damage and instant brute damage to one body part when ingested, and 50% more damage when injected . Destroys head-wear and causes burn damage when sprayed on someone.

: Causes minor toxin damage and instant brute damage to one body part when ingested, and 50% more damage when . Destroys head-wear and causes burn damage when sprayed on someone. Plasma : Causes 3 toxin damage / tick and purges 2u Epinephrine / tick. Not to be confused with Stable Plasma.

: Causes 3 toxin damage / tick and purges 2u Epinephrine / tick. Not to be confused with Stable Plasma. Uranium: Causes slight irradiation. Creates glowing green goo on the floor if more than 3u is spilled.

Components

These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.

Medicines

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

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

Core Healing Medicines

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

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

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Silver Sulfadiazine 1 part Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Silver

1 part Sulfur

1 part Oxygen

1 part Chlorine Burn On touch, instantly heals 1 burn damage per unit applied, then heals 2 burn damage per tick while it remains in the bloodstream. Ingestion will cause minor toxin damage.

Overdose-Effect: Deals 2.5 burn and 0.5 toxin damage per tick. 0.4u / tick 45u Styptic Powder 1 part Aluminium

1 part Hydrogen

1 part Oxygen

1 part Sulphuric Acid Brute On touch, instantly heals 1 brute damage per unit applied, then heals 2 brute damage per tick while it remains in the bloodstream. Ingestion will cause 0.5 toxin damage.

Overdose-Effect: Deals 2.5 brute and 0.5 toxin damage per tick. 0.4u / tick 45u Saline-Glucose Solution 1 part Sodium Chloride 1 part Sodium

1 part Chlorine

1 part Water

1 part Water

1 part Sugar Brute, burn Has a 33% chance per tick to heal 0.5 brute and 0.5 burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip.

Overdose-Effect: 33% chance to deal 0.5 brute and 0.5 burn damage and a small chance to become salt or sugar each tick. 0.2u / tick 60u Synthflesh 1 part Styptic Powder 1 part Aluminium

1 part Hydrogen

1 part Oxygen

1 part Sulfuric Acid

1 part Blood

1 part Carbon Brute, burn Instantly heals 0.75 brute and burn damage per unit of the chemical applied, the amount of healing doubled on corpses. Can be used to prepare corpses for defibrillation (needs under 180 brute and burn).

Touch and smoke application only. Does nothing while inside a mob's bloodstream. 0.4u / tick N/A Charcoal 1 part Sodium Chloride 1 part Sodium

1 part Chlorine

1 part Water

1 part Ash Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

temperature 480 K 1 parttemperature 480 K

Temperature 380K Toxin Heals 2 toxin damage per tick, and will purge other chemicals at a rate of 1u per tick. 0.2u / tick N/A Salbutamol 1 part Salicyclic Acid

1 part Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Carbon

1 part Oxygen

1 part Sulfuric Acid 1 part Sodium1 part1 part Carbon1 part Oxygen1 part Sulfuric Acid

1 part Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Aluminium

1 part Bromine

1 part Lithium Suffocation Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients! 0.1u / tick N/A Bicaridine 1 part Carbon

1 part Oxygen

1 part Sugar

Brute A very basic brute damage medicine which heals 2 brute damage per tick while in the bloodstream.

Overdose-Effect: Deals 4 brute damage per tick instead. 0.4u / tick 30u Kelotane 1 part Carbon

1 part Silicon

Burn A very basic burn medicine which heals 2 burn damage per tick while in the bloodstream.

Overdose-Effect: Deals 4 burn damage per tick instead. 0.4u / tick 30u Anti-Toxin 1 part Nitrogen

1 part Silicon

1 part Potassium

Toxin Heals 2 toxin damage per tick, and will purge toxins at a rate of 1u per tick.

Overdose-Effect: Deals 4 toxin damage per tick instead. 0.4u / tick 30u Tricordrazine 1 part Kelotane 1 part Carbon

1 part Silicon



1 part Bicaridine 1 part Carbon

1 part Oxygen

1 part Sugar



1 part Anti-Toxin 1 part Nitrogen

1 part Silicon

1 part Potassium

Brute/Burn/Toxin Has an 80% chance to heal 1 of each damage type per tick.

Overdose-Effect: Deals 2 of each damage type per tick. 0.4u / tick 30u Regenerative Jelly 1 part Tricordrazine Kelotane 1 part Carbon

1 part Silicon



1 part Bicaridine 1 part Carbon

1 part Oxygen

1 part Sugar



1 part Antitoxin 1 part Nitrogen

1 part Silicon

1 part Potassium



1 part1 part1 part

1 part Slime Jelly Grind an unused slime extract All types An improved variation of Tricordrazine Kelotane 1 part Carbon

1 part Silicon



1 part Bicaridine 1 part Carbon

1 part Oxygen

1 part Sugar



1 part Antitoxin 1 part Nitrogen

1 part Silicon

1 part Potassium



1 part1 part1 part jellypeople. 0.4u / tick N/A Cryoxadone 1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Stable Plasma All types Required for the proper function of cryogenics. It heals up to 3 all types of damage per tick (including clone damage), but only when in a very cold environment. Is more effective in colder environments. 0.4u / tick (dependent on body-temperature) N/A Pyroxadone 1 part Cryoxadone

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium 1 part Stable Plasma1 part1 part

1 part Omnizine Grown from Ambrosia Deus or found in heated Donk Pockets

1 part Phlogiston 1 part Phosphorus

1 part Sulphuric Acid

1 part Stable Plasma

or

1 part Cryoxadone

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium 1 part Stable Plasma1 part1 part

1 part Slime Jelly Grind an unused slime extract All types Inverse Cryoxadone

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium 1 part Stable Plasma1 part1 part 0.4u / tick N/A Clonexadone 1 part Cryoxadone

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium 1 part Stable Plasma1 part1 part

1 part Sodium

5 units Plasma (catalyst) Clone Quickly heals clone damage, but only when in a cold environment, similar to Cryoxadone. 0.6u / tick (dependent on body-temperature) N/A Mannitol 1 part Hydrogen

1 part Water

1 part Sugar Brain Heals 2 brain damage per tick. Often used in cryogenics alongside Cryoxadone

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium 1 part Stable Plasma1 part1 part 0.4u / tick N/A Neurine 1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Mannitol 1 part Hydrogen

1 part Water

1 part Sugar

1 part Oxygen Minor brain traumas Reacts with neural tissue, helping reform damaged connections. 15% chance every tick to cure minor traumas. More severe traumas require surgery. Purges 5u Neurotoxin / tick. N/A N/A BurnMix 1 part Welding Fuel

1 part Carbon

1 part Iron

Temperature 700K

See BurnMix for ghetto recipes. Brute, burn It heals brute and burn damage at the cost of dizziness. Won't heal in crit.

Overdose-Effect: All effects (positive and negative) are increased over 15 units. Effects are also boosted when Epinephrine and/or Perfluorodecalin is present in the body. See BurnMix for more details. 40u 15u

Superior Healing Medicines

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

Name Recipe Treatment for Description Metabolism Rate Overdose Threshold Salicyclic Acid 1 part Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Sodium

1 part Carbon

1 part Oxygen

1 part Sulphuric Acid Brute If you have more than 25 brute damage, heals 4 brute. If you have less than 25 brute damage, heals 0.5.

Overdose-Effect: Deals 4.5 brute damage / tick. 0.2u / tick 25u Oxandrolone 3 parts Carbon

1 part Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Hydrogen

1 part Oxygen Burn If you have more than 25 burn damage, heals 4 burn. If you have less than 25 burn damage, heals 0.5.

Overdose-Effect: Deals 4.5 burn damage / tick. 0.2u / tick 25u Omnizine Grown from Ambrosia Deus or found in lollipops and heated Donk Pockets Brute, burn, toxin and suffocation Heals 0.5 of each damage type per tick.

Overdose-Effect: Deals 1.5 damage of each type per tick. 0.1u / tick 30u Honey Beekeeping Brute, burn, toxin and suffocation 55% chance to heal 1 of each damage type per tick. Adds 3u sugar / tick to your system. 0.4u / tick N/A Earthsblood Grown from Ambrosia Gaia All damage types Heals 1 brute, 1 burn, .5 oxygen, .5 toxin, and .1 clone damage per tick. Replenishes .5 stamina per tick. Causes brain damage at a rate of 1 per tick. Scales to 5, 5, 3, 3, 1, 3, all respective, dealing 2 brain damage per tick and causing jitteriness after 10u has been processed.

Overdose-Effect: Causes hallucinations and 5 toxin damage / tick. 0.4u / tick 25u Pentetic Acid 1 part Cyanide Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Oxygen

temperature 380 K 1 part1 part1 part Oxygentemperature 380 K

1 part Formaldehyde 1 part Ethanol

1 part Oxygen

1 part Silver

temperature 420 K

1 part Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Welding Fuel

1 part Sodium

1 part Chlorine Radiation, toxin Reduces massive amounts of radiation and 2 toxin damage /tick while purging other 2u chemicals /tick from the body.

Overdose-Effect: TODO 0.2u / tick N/A Perfluorodecalin 1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Fluorine

1 part Hydrogen

Temperature 370K Suffocation Heals 2.5 oxygen damage / tick and deals 25% of it as toxin damage.

Overdose-Effect: Increased metabolism rate of 1.1u/tick. Deals the full 1 toxin damage / tick even when there is no oxygen damage to heal. 0.1u / tick 35u Atropine 1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Ethanol

1 part Sulphuric Acid Brute, burn and suffocation If patient's health is critical it will heal brute/burn/toxin (2 / tick) and oxyloss (5 / tick) damage, as well as stop any further oxyloss. It also causes jitter and dizziness, which will shake the screen. Good for quickly getting critical patients back on their feet, but bad for combat because of the screenshake.

Overdose-Effect: Deals 0.5 toxin damage and cause extra jitter and dizziness. 0.1u / tick 35u Calomel 1 part Mercury

1 part Chlorine

Temperature 374K Purge Purges the body of all chemicals by 2.5u / tick. If your health is above 20, 2.5 toxin damage / tick is dealt. 0.2u / tick N/A Mutadone 1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium

1 part Bromine Genetic Instantly removes your genetic mutations. Hulks hate it! 0.4u / tick N/A

Unique Healing Medicines

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

Non-craftable Medicines

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

Name Treatment for Description Metabolism Rate Overdose Threshold Addiction Threshold Dexalin Suffocation Heals 2 oxygen damage per tick (slower than Salbutamol).

Overdose-Effect: Deals 4 oxygen damage per tick. Used by medibots and medical-cyborgs. 0.4u / tick 30u N/A Lavaland Extract Brute, burn Heals 5 brute and 5 burn damage / tick. Survival medipens come with 2u of this, and also have several other chemicals.

Overdose-Effect: Deals 3 brute, burn and toxin damage per tick. Has very low overdose threshold. 0.4u / tick 3u N/A

Narcotics

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

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

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

Name Recipe Description Metabolism Rate Overdose Threshold Addiction Threshold Nicotine Cigarettes Reduces stun times by typically around 20% (depends). Metabolises slowly.

Addiction/Overdose-Effect: If overdosed, deals 1.1 oxygen and 0.1 toxin damage per tick, and will cause 2 lung damage / tick. Addiction causes jittering. 0.05u / tick 15u 10u Krokodil 1 part Diphenhydramine Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Carbon

1 part Bromine

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Ethanol 1 part1 part Carbon1 part Bromine1 part1 part Ethanol

1 part Morphine 2 parts Carbon

2 parts Hydrogen

1 part Ethanol

1 part Oxygen

Temperature 480K

1 part Space Cleaner Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Water 1 part1 part Water

1 part Phosphorus

1 part Potassium

1 part Welding Fuel

Temperature 380K Provides messages of calmness and protection.

Addiction/Overdose-Effect: If overdosed, deals significant Brain and Toxin damage. If addicted it will begin to deal fatal amounts of Brute damage as the addict's skin falls off. 0.4u / tick 20u 15u Crank 1 part Diphenhydramine Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Carbon

1 part Bromine

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Ethanol 1 part1 part Carbon1 part Bromine1 part1 part Ethanol

1 part Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Lithium

1 part Sulphuric Acid

1 part Welding Fuel

Temperature 390K Reduces stun times by typically around 30% (depends).

Addiction/Overdose-Effect: If overdosed or addicted, it will deal significant Toxin, Brute and Brain damage. 0.4u / tick 20u 10u Methamphetamine 1 part Ephedrine Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Sugar

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen 1 part1 part Sugar1 part1 part Hydrogen

1 part Hydrogen

1 part Iodine

1 part Phosphorus

1 part Fluorosulfuric Acid 1 part Fluorine

1 part Hydrogen

1 part Potassium

1 part Sulphuric Acid

temperature 380 K

Temperature 374K Reduces stun times by about around 60% (depends), gives a large speed boost, and recovers stamina while dealing a small amount of Brain damage.

A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380K. Can not explode in a body. Creates a small caustic smoke cloud on reaction.

Addiction/Overdose-Effect: If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.

If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.

Neutralises the effect of Mannitol when mixed with it.

Results in 4 units instead of 5. 0.3u / tick 20u 10u Bath Salts 1 part Saltpetre 1 part Potassium

1 part Nitrogen

3 parts Oxygen

1 part Space Cleaner Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Water 1 part1 part Water

1 part Bad Food

1 part Enzyme

1 part Nutriment

1 part Tea

1 part Mercury

Temperature 374K Makes the subject immune to sleep and stuns, and grants a stamina regeneration buff. However the subject will suffer severe brain damage, constant hallucinations and will lose some motor control.

Addiction/Overdose-Effect: If overdosed the subject will lose even more motor control, drool, and drop items in their hand.

If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage. 0.4u / tick 20u 10u Aranesp 1 part Epinephrine Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Oxygen

1 part Chlorine

1 part Hydrogen 1 part1 part1 part1 part Oxygen1 part Chlorine1 part Hydrogen

1 part Atropine

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Sulphuric Acid 1 part Ethanol1 part1 part1 part1 part Sulphuric Acid

1 part Morphine 2 parts Carbon

2 parts Hydrogen

1 part Ethanol

1 part Oxygen

Temperature 480K The subject will think they are "amped" and regenerate stamina at an incredible rate. However the drug randomly causes the subject to suffocate about half the time, while also dealing 0.5 toxin damage per tick. 0.4u / tick N/A N/A Happiness 2 parts Nitrous Oxide Ammonia 3 parts Hydrogen

1 part Nitrogen

2 parts Oxygen

1 part Nitrogen

Temperature 525K 2 parts2 parts Oxygen1 part NitrogenTemperature 525K

1 part Epinephrine Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Oxygen

1 part Chlorine

1 part Hydrogen 1 part1 part1 part1 part Oxygen1 part Chlorine1 part Hydrogen

1 part Ethanol

5 units Plasma (catalyst) Suppresses phobias and fills you with ecstasic emotional numbness. Removes jitteriness, confusion and disgust. Causes 0.2 brain damage per tick. Highly addictive.

Addiction/Overdose-Effect: 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". 0.4u / tick 20u 10u Modafinil 1 part Acetone Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Oxygen 1 part1 part Welding Fuel1 part Oxygen

1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Phenol

1 part Chlorine

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen 1 part Water1 part Chlorine1 part

1 part Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Sulphuric acid

1 unit Bromine (catalyst) Slowly-metabolizing compound. Heals dizziness, drowsiness, sleep and heats you up if frozen, similarly to Cafe Latte. Reduces stun times slightly.

No chance for addiction but very finicky OD.

Overdose-Effect: If overdosed causes jitteriness, stuttering, rapid oxygen damage and eventually puts you to a lethal sleep. 0.02-0.08u / tick Random, initially 20 but goes up or down 0.1 each tick. N/A Space Drugs 1 part Lithium

1 part Mercury

1 part Sugar An illegal compound which induces a number of effects such as loss of balance and visual artefacts.

Overdose-Effect: Causes hallucinations. 0.2u / tick 30u N/A Morphine 2 parts Carbon

2 parts Hydrogen

1 part Ethanol

1 part Oxygen

Temperature 480K Will allow you to run at full speed, even when hurt or in a hardsuit, but you'll fall asleep if it's in your system for 24 ticks. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6).

Addiction/Overdose-Effect: If overdosed or addicted it will cause jitteriness, dizziness and force the victim to drop items in their hands. If addicted it will also eventually deal 0/1/2/3 toxin damage. 0.2u / tick 30u 25u

Non-craftable Narcotics

These can only be enjoyed, not synthesized.

Name Description Metabolism Rate Overdose Threshold Addiction Threshold Mushroom Hallucinogen A strong hallucinogenic drug derived from certain species of mushroom. Causes jittering, dizziness, drugginess, twitching and giggling. 0.2u / tick N/A N/A

Pyrotechnics

The manipulation of fire and matter.

Name Recipe Description Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. This does not work on everything, so be warned! Fluorosurfactant 2 parts Carbon

2 parts Fluorine

1 part Sulphuric Acid Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). The less foam used, the more reagent will be delivered into a person's bloodstream. Foam is slippery! Can not react in a body. Smoke 1 part Phosphorous

1 part Potassium

1 part Sugar This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized into Smoke Powder with stabilizing agent 1 part Iron

1 part Oxygen

1 part Hydrogen Smoke Powder 1 part Phosphorous

1 part Potassium

1 part Sugar

1 part Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen The stabilized version of smoke 1 part Phosphorous

1 part Potassium

1 part Sugar Flash Powder 1 part Aluminium

1 part Potassium

1 part Sulfur Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen Phlogiston 1 part Phosphorus

1 part Sulphuric Acid

1 part Stable Plasma Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen Napalm 1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Welding Fuel

1 part Ethanol A substance that burns for much longer than other fuels. Inject it into someone and then apply heat for a warm toasty fireball human. Sonic Powder 1 part Oxygen

1 part Cola

1 part Phosphorus Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen Pyrosium 1 part Stable Plasma

1 part Radium

1 part Phosphorus When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to heat its container for each unit of Oxygen consumed. This does not expend the Pyrosium, so 1u will have the same effect as 50u. Does nothing whatsoever without being mixed with liquid Oxygen. Does not react with the oxygen in air. Can not react in a body. Cryostylane 1 part Water

1 part Stable Plasma

1 part Nitrogen When first mixed it becomes 20 Kelvin cold. Instantly consumes all liquid Oxygen to cool its container for each unit of Oxygen consumed. This does not expend the Cryostylane, so 1u will have the same effect as 50u, unless you want to prevent it from metabolising out of a body too fast. Does nothing without being mixed with liquid Oxygen. Does not react with the oxygen in air. Deals toxin damage to slimes. Can not react in a body. Chlorine Trifluoride 3 parts Fluorine

1 part Chlorine

Temperature 424K When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however. Luckily it can't melt reinforced walls. Sorium 1 part Mercury

1 part Oxygen

1 part Nitrogen

1 part Carbon When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen Liquid Dark Matter 1 part Stable Plasma

1 part Radium

1 part Carbon When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen Meth Explosion 1 part Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Iodine

1 part Phosphorus

1 part Hydrogen

Temperature 300K

Reagents are 300K (room temperature) by default, so if you are making methamphetamine Ephedrine Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Sugar

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen 1 part1 part Sugar1 part1 part Hydrogen

1 part Iodine

1 part Phosphorus

1 part Hydrogen

temperature 374 k 1 part1 part Iodine1 part Phosphorus1 part Hydrogentemperature 374 k ephedrine Diethylamine Ammonia 3 parts Hydrogen

1 part Nitrogen

1 part Ethanol 1 part1 part Ethanol

1 part Sugar

1 part Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

1 part Hydrogen 1 part1 part Sugar1 part1 part Hydrogen black powder Saltpetre 1 part Potassium

1 part Nitrogen

3 parts Oxygen

1 part Charcoal Ash Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

temperature 480 K 1 parttemperature 480 K

1 part Sodium Chloride 1 part Sodium

1 part Chlorine

1 part Water

temperature 380 K 1 part1 parttemperature 380 K

1 part Sulfur 1 part1 part1 part Sulfur Black Powder 1 part Charcoal Ash Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

temperature 480 K 1 parttemperature 480 K

1 part Sodium Chloride 1 part Sodium

1 part Chlorine

1 part Water

temperature 380 K 1 part1 parttemperature 380 K

1 part Saltpetre 1 part Potassium

1 part Nitrogen

3 parts Oxygen

1 part Sulfur When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later approximately 66.66% more powerful than explosion 1 part Potassium

1 part Water Nitroglycerin 1 part Glycerol 3 parts Corn Oil

1 part Sulphuric Acid

1 part Fluorosulfuric Acid 1 part Fluorine

1 part Hydrogen

1 part Potassium

1 part Sulphuric Acid

temperature 380 K

1 part Sulphuric Acid A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent 1 part Iron

1 part Oxygen

1 part Hydrogen Explosion 1 part Potassium

1 part Water This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production. Holy Explosion 1 part Potassium

1 part Holy Water This explodes immediately on mixing. If it combined at least 100u of total reagents, it results in a more powerful explosion, which also paralyzes and reveals revenants and sets nearby cultists on fire. Otherwise it behaves like a normal Water-Potassium explosion. EMP 1 part Iron

1 part Uranium This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos. The range depends on the amount. Max: 200u = 16 tiles heavy range and 28 tiles light range. Bee Explosion (Beesplosion) 1 part Honey Beekeeping

1 part Strange Reagent Omnizine Grown from Ambrosia Deus or found in heated Donk Pockets

1 part Holy Water

1 part Unstable Mutagen 1 part Chlorine

1 part Phosphorus

1 part Radium 1 part1 part Holy Water1 part

1 part Radium Creates bees. 1 bee per 5 created volume. If mixed in a beaker or grenade containing other reagents, then every bee will contain one of those reagents. The bees from this reaction have a limited lifespan, and will die after 50 seconds. Tesla Shock 1 part Teslium

1 Part Silver

1 Part Black Powder Saltpetre 1 part Potassium

1 part Nitrogen

3 parts Oxygen

1 part Charcoal Ash Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

temperature 480 K 1 parttemperature 480 K

1 part Sodium Chloride 1 part Sodium

1 part Chlorine

1 part Water

temperature 380 K 1 part1 parttemperature 380 K

1 part Sulfur 1 part1 part1 part Sulfur

Temperature 400K

1 Part Stable Plasma1 Part Silver1 PartTemperature 400K

1 part Water

Or heating Teslium

1 Part Silver

1 Part Black Powder Saltpetre 1 part Potassium

1 part Nitrogen

3 parts Oxygen

1 part Charcoal Ash Oil 1 part Welding Fuel

1 part Carbon

1 part Hydrogen

temperature 480 K 1 parttemperature 480 K

1 part Sodium Chloride 1 part Sodium

1 part Chlorine

1 part Water

temperature 380 K 1 part1 parttemperature 380 K

1 part Sulfur 1 part1 part1 part Sulfur

Temperature 400K

1 Part Stable Plasma1 Part Silver1 PartTemperature 400K This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. Thermite 1 part Aluminium

1 part Iron

1 part Oxygen A mixture that can burn straight through walls or floors when splashed and ignited. Needed amount depends on target structure. Does not work on doors or windows. Causes minor burn damage to humans when ingested.

Other Recipes

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

Virology Recipes

These chemicals are used to mutate viruses, and have few uses beyond that. All virology recipes deal toxin damage when ingested.

Mutation Toxins

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

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

Toxins

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

Lavaland Chemicals

Found primarily in Lavaland flora.

Name Found in Type Description Metabolism Rate Entropic Polypnium Mushroom Cap (Inocybe), from tall mushrooms Poison 20% chance to deal 10 stamina, 2 brain-, 3 toxin and 4 oxygen damage / tick. Also knocks you unconcious after 10 ticks. 0.4u / tick Tinea Luxor Mushroom Stem (Embershroom) Other Makes the consumer glow. 0.4u / tick Vitrium Froth Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini) Medicine 80% chance to heal 1 burn and 1 brute damage each tick. 0.4u / tick

Reagent Delivery

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

Under the hood

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



Ingest and inject both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly.

and both almost always do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, syringes, cigarettes, e-cigarettes, inhaling smoke and drinking the reagent directly. Vapor is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples.

is used by (ranged) spray bottles and foam. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a "vapor" based component, that component will still affect the target, like Fluorosulfuric Acid. See more about foam below, with examples. Touch is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Styptic Powder), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples.

is used by smoke and splashing. If the reagent has a "touch" based component, that component will affect the target (such as the instant heal part of Styptic Powder), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all "touch" components are also "patch" components. See more on smoke below, with examples. Patch is used by patches and medical sprays. The reagent enters the target's bloodstream entirely AND if the reagent has a "patch" based component, that component will affect the target. Currently all "patch" components are also "touch" components.

When a reagent enters a bloodstream, it will then "tick" about every 1-2 seconds. Each tick will cause the chemical to apply its effects, while removing the amount described under the metabolism-column of this guide.

Smoke vs foam vs others

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



Pills : Can be instantly ingested if used on yourself. It doesn't work if mouth is covered. Plasmamen will have trouble taking these. Holds up to 50u.



Syringes: Can be injected into people with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits, or on people with pierce-immune skin (like Golems or Plasmamen), unless you use a piercing syringe or manage to aim for an exposed part of their body. Holds between 10-60u, depending on syringe. Common syringes hold 15u.



Patches: Will apply all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply touch/patch based effects. Example: A patch of 20u Styptic Powder will instantly heal 20 brute (touch component), and also enter the target's bloodstream for a long heal over time. Usable by plasmamen. Can hold up to 40u.



Cigarettes: Can be dipped in reagents to be filled. If smoking/vaping, you will slowly ingest whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create smoke.



Smoke: When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be touched by the reagents. If they do not have internals on, they will also ingest the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, acid or Space Cleaner) will do so. Smoke will usually block sight.



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

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



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



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



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



Splashing: Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A grenade will splash its content unless it also contains smoke or foam. Splashing only does touch delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a touch component will apply that component only. Example: If you throw a beaker of 80u Synthflesh at someone, you will instantly heal them for 100 brute and burn, since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. Another example: If you throw a beaker of 100u Silver Sulfadiazine at someone, you will instantly heal them 100 burn. But none of the medicine will enter the bloodstream, so there won't be a heal over time. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as Thermite to walls.



Spraying: Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the vapor delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as acid, CLF3, or Space Cleaner will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing.





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

Beyond the Dispenser

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