Hyperzine
From Official Barotrauma Wiki
Data is up-to-date | |
Last updated for version 0.20.16.1 Last mentioned in changelog 0.9.7.0 The current game version is 1.4.6.0 |
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
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.
Description
Hyperzine is a strong stimulant that grants the user high amounts of Vigor and Hyperactivity. Both of these effectively increase the users damage resistance, melee attack strength, and speed. Very much makes you the Flash (Unlike Adrenaline).
Medical Items | |
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Basic Chemicals | |
Medicine | |
Stimulants | |
Poisons | |
Antidotes |