Hyperzine: Difference between revisions
From Official Barotrauma Wiki
(Removed redirect to Medical Items#Hyperzine) Tag: Removed redirect |
m (added "sort" field) |
||
Line 5: | Line 5: | ||
| type = stimulant | | type = stimulant | ||
| description = An extremely potent muscle stimulant for those moments when you gotta go fast. | | description = An extremely potent muscle stimulant for those moments when you gotta go fast. | ||
| sort = 3 | |||
| skill = 35 | | skill = 35 |
Revision as of 07:02, 6 January 2022
Data is potentially outdated | |
Last updated for version 0.15.13.0 The current game version is 1.3.0.4 |
Main article: Medical Items
Hyperzine | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
An extremely potent muscle stimulant for those moments when you gotta go fast. | |||||||||||||||
Medical Usage | |||||||||||||||
Desirable Medical Skill | 35 | ||||||||||||||
Success
Hyperactivity (400)* Vigor (400)* Oxygen Low (-7.5)* Stun (-27)* Chem Addiction (9)* Chem Withdrawal (-45)* 30 seconds |
Failure
Hyperactivity (400)* Vigor (400)* Burn (3.8)* Oxygen Low (-3)* Stun (-7.5)* Chem Addiction (18)* Chem Withdrawal (-45)* 30 seconds | ||||||||||||||
Crafting | |||||||||||||||
Fabricator Skill | Medical 40 | ||||||||||||||
Medical Fabricator Requirements |
|||||||||||||||
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 | |||||||||||||
|
Hyperzine is a stimulant in Barotrauma.
Function
Medical Items | |
---|---|
Basic Chemicals | |
Medicine | |
Stimulants | |
Poisons | |
Antidotes |