Hyperzine: Difference between revisions
From Official Barotrauma Wiki
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{{version|0.18. | {{version|0.18.15.0|stub=yes}}{{Main|Medical Items}}{{Medical infobox | ||
| identifier = hyperzine | | identifier = hyperzine | ||
| type = stimulant | | type = stimulant |
Revision as of 00:44, 19 July 2022
Data is potentially outdated | |
Last updated for version 0.18.15.0 The current game version is 1.4.5.0 |
Main article: Medical Items
Hyperzine | |||||||||||||||
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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)* 30 seconds |
Failure
Hyperactivity (400)* Vigor (400)* Damage (Affliction Type) (-6)* Burn (7.5)* Oxygen Low (-6)* Stun (-15)* Chem Addiction (36)* Chem Withdrawal (-90)* 60 seconds | ||||||||||||||
Crafting | |||||||||||||||
Fabricator Skill | Medical 40 | ||||||||||||||
Medical Fabricator Requirements |
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Deconstructor Yield | |||||||||||||||
Store | |||||||||||||||
Outpost | Buy | Sell | |||||||||||||
Habitation | N/A | 135 mk | |||||||||||||
Colony | N/A | 121 mk | |||||||||||||
Research | 405 mk | 121 mk | |||||||||||||
Military | 495 mk | 148 mk | |||||||||||||
Mining | N/A | 148 mk | |||||||||||||
Medical Merchant | N/A | 135 mk | |||||||||||||
Engineer Merchant | N/A | 135 mk | |||||||||||||
Armory Merchant | N/A | 135 mk | |||||||||||||
Clown Merchant | N/A | 135 mk | |||||||||||||
Husk Merchant | N/A | 135 mk | |||||||||||||
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Hyperzine is a stimulant in Barotrauma.
Function
Medical Items | |
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Basic Chemicals | |
Medicine | |
Stimulants | |
Poisons | |
Antidotes |