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Hyperzine: Difference between revisions

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m (updated values. (hyperzine now auto-fails when used in a syringe))
mNo edit summary
Line 23: Line 23:
| hastefail = 400
| hastefail = 400
| vigorfail = 400
| vigorfail = 400
| damagesyringe = -0.1
| oxygenlowsyringe = -0.1
| stunsyringe = -0.25
| chemaddictionsyringe = 0.6
| chemwithdrawalsyringe = -1.5
| hastesyringe = 400
| vigorsyringe = 400


| fabricator = no
| fabricator = no

Revision as of 20:26, 17 June 2022

Data is potentially outdated
Last updated for version 0.18.12.0
The current game version is 1.2.8.0

Main article: Medical Items


Hyperzine
An extremely potent muscle stimulant for those moments when you gotta go fast.
Medical Usage
Desirable Medical Skill 50
Success
Hyperactivity (400)*
Vigor (400)*
Damage (Affliction Type) (-6)*
Oxygen Low (-7.5)*
Stun (-27)*
Chem Addiction (9)*
Chem Withdrawal (-45)*
Duration of the effects 30 seconds
Failure
Hyperactivity (400)*
Vigor (400)*
Damage (Affliction Type) (-3)*
Oxygen Low (-3)*
Stun (-7.5)*
Chem Addiction (18)*
Chem Withdrawal (-45)*
Duration of the effects in case of failure 30 seconds
Crafting
Fabricator Skill Medical 40
Medical Fabricator
Requirements
Deconstructor Yield
Store
OutpostOutpost Buy Sell
Habitation OutpostHabitation N/A 135 mk
ColonyColony N/A 121 mk
Research OutpostResearch 405 mk 121 mk
Military OutpostMilitary 495 mk 148 mk
Mining OutpostMining N/A 148 mk
Medical MerchantMedical Merchant N/A 135 mk
Engineer MerchantEngineer Merchant N/A 135 mk
Armory MerchantArmory Merchant N/A 135 mk
Children of The HonkmotherClown Merchant N/A 135 mk
The Church of HuskHusk Merchant N/A 135 mk
Technical
Identifier hyperzine
Categories


Hyperzine is a stimulant in Barotrauma.

Function

v·d·e·h
Medical Items
Basic Chemicals
Medicine
Stimulants
Poisons
Antidotes