Guide to Chemistry

= Guide to chemistry =
This guide will primarily be useful for chemists but may come in handy to any player. See Chemical recipes for dispenser macros and simplified versions on how to make complicated chemicals (may be outdated). 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.
=== Chemistry Dispensers ===
Chem dispensers can be upgraded to unlock more chemicals, allow for more precise macro usage, 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.
Available chemicals:
[Expand] 
Click expand to see what chemicals are available:
Upgradeable parts:
[Expand] 
Click expand to see upgrades:
=== Chemical Heater ===
Some chemical reactions will require you to heat the reagents in a Chemical Heater. Unless the recipes says otherwise, these reactions need you to heat the reagents above the required temperature.
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. Use a chemistry bag  to quickly move large quantities of bottles, patches or pills.
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.
Can only be obtained through the circuit board being printed, and the required parts being assembled first.
Upgradeable parts:
[Expand] 
Click expand to see upgrades:
== Metabolism ==
When a reagent enters a body, it will then "tick" or "cycle" about every 2 seconds. When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are hungry (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick.
== Active Pure Chemicals ==
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Chemicals unmentioned don't have any effect.
* Chlorine: Causes 1 brute damage per tick to a random body part.
* Copper: 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. Metabolism rate 0.2.
* Fluorine: Causes 1 toxin damage per tick.
* Lithium: Causes twitching, drooling, moaning and not being able to walk straight.
* Mercury: Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.
* Plasma: Causes 3 toxin damage per tick. Creates gas form plasma when spilled. Not to be confused with Stable Plasma, which does nothing.
* Radium: Slowly causes irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* Sugar: Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.
* Sulphuric Acid: Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when injected. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a toxin.
* Uranium: Causes slight irradiation. Creates glowing green goo on floor if more than 3u is spilled.
* Welding Fuel: Causes 1 toxin damage per tick. Makes people flammable if splashed on.
== Components ==
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.
Name 	Formula	Description
Ash ▮ 	1 part Oil
Temperature 480K	Ingredient in Lye, Charcoal and Plastic Sheets. Can also be aquired by lighting a piece of paper on fire and scooping up the resulting ashes with a beaker. 30u per paper.
Oil ▮ 	1 part Welding Fuel
1 part Carbon
1 part Hydrogen	Can be heated into Ash. Also ingredient in Phenol, Acetone, Perfluorodecalin, Ephedrine, Diphenhydramine, Miner's Salve, Haloperidol, Napalm, Plastic Sheets, Spray Tan and Cyanide. Can be scooped up from destroyed cyborgs and such.
Acetone ▮ 	1 part Oil
1 part Welding Fuel
1 part Oxygen	Ingredient in Cryoxadone, Atropine, Mutadone, Epinephrine, Smart Foaming Agent, Sulfonal, Modafinil and Neurine.
Diethylamine ▮ 	1 part Ammonia
1 part Ethanol	A very potent fertilizer. When used on a growing plant, it adds 2u of nutrient, increases yield more than Ammonia, heals the plant AND kills pests. Also ingredient in Atropine, Ephedrine, Diphenhydramine, Epinephrine, Modafinil, Meth Explosion and Lipolicide.
Phenol ▮ 	1 part Oil
1 part Chlorine
1 part Water	Ingredient in Salicyclic Acid, Oxandrolone, Atropine, Epinephrine, Corazone and Modafinil.
Ammonia▮ 	3 parts Hydrogen
1 part Nitrogen	An effective fertilizer. Adds adds 1u of nutrient, heals plants and increases yield, though it isn't as powerful as Diethylamine. Ingredient in Diethylamine, Silver Sulfadiazine, Salbutamol, Pentetic Acid, Crank, Modafinil, Nitrous Oxide, Space Cleaner, Cyanide, Itching Powder and Weed Killer. (Results in 3 units instead of 4)
Saltpetre▮ 	3 parts Oxygen
1 part Potassium
1 part Nitrogen	Works as a fertilizer. Heals your plant, increases potency and decreases production time. Doesn't add nutrient. Ingredient in Bath Salts and Black Powder. (Results in 3 units instead of 5)
Lye▮ 	1 part Sodium
1 part Hydrogen
1 part Oxygen	Ingredient in Soap.
Lye (Alternate Recipe)▮	1 part Ash
1 part Water
1 part Carbon	Ingredient in Soap. (Results in 2 units instead of 3)
== 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 occuring some time after the chemical is out of the system, and can be negated by keeping taking it. 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
1 part Silver
1 part Sulfur
1 part Oxygen
1 part Chlorine	Burn 	On touch, instantly heals 1 burn damage per unit, then heals 2 burn per tick over time while it stays in the system. Basic anti-burn healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 burn damage. 	0.4 units per tick	N/A
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, then heals 2 brute per tick over time while it stays in the system. Basic anti-brute healing drug.
On ingestion also deals minor toxin damage.
1u heals roughly 6 brute damage. 	0.4 units per tick	N/A
Saline-Glucose Solution▮	1 part Sodium Chloride
1 part Water
1 part Sugar	Brute, burn 	Has a 33% chance per metabolism cycle to heal 0.5 brute and burn damage. Can be used as a temporary substitute for blood if hooked up via IV drip. If overdosed, it will have a 33% chance to deal brute and burn damage and a small chance to become 1u salt or sugar each metabolism cycle. 	0.2 units per tick	60u
Synthflesh▮ 	1 part Styptic Powder
1 part Blood
1 part Carbon	Brute, burn 	Instantly heals 1.25 brute and burn damage per unit of the chemical applied. 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. 	0.4 units per tick	N/A
Charcoal▮ 	1 part Sodium Chloride
1 part Ash
Temperature 480K	Toxin 	Heals toxin damage at a rate of 2 per tick, and will also removing 1u of any other chemicals. 	0.2 units per tick	N/A
Salbutamol▮ 	1 part Salicyclic Acid
1 part Ammonia
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! 	0.1 units per tick	N/A
Bicaridine▮ 	1 part Carbon
1 part Oxygen
1 part Sugar	Brute 	Heals brute damage at a rate of 2 units per tick. If overdosed deals 2 brute damage per tick. 	0.4 units per tick	30u
Kelotane▮ 	1 part Carbon
1 part Silicon	Burn 	Heals burn damage at a rate of 2 units per tick. If overdosed deals 2 burn damage per tick. 	0.4 units per tick	30u
Anti-Toxin▮ 	1 part Nitrogen
1 part Silicon
1 part Potassium	Toxin 	Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed deals 2 toxin damage per tick. 	0.4 units per tick	30u
Tricordrazine▮ 	1 part Kelotane
1 part Bicaridine
1 part Anti-Toxin	All types 	Has 80% chance to heal 1 of each damage type per tick. If overdosed deals an average of 1.2 damage of every type per tick. 	0.4 units per tick	30u
Regenerative Jelly▮ 	1 part Tricordrazine
1 part Slime Jelly	All types 	Heals 1.5 of each of the four basic damage types without the risk of overdose or damaging jellypeople. 	0.4 units per tick	N/A
Cryoxadone▮ 	1 part Acetone
1 part Unstable Mutagen
1 part Stable Plasma	All types 	Required for the proper function of cryogenics. It heals all types of damage swiftly, but only when in a very cold environment. It heals suffocation 3x as fast as most other damage types. Is more effective the colder the person is. If used in unupgraded cryo tubes every cycle will typically heal above 6 suffocation, 2 brute, 2 burn, 2 toxin and 2 cellular damage. Works on slimepeople, despite being cold.	0.4 units per tick	N/A
Pyroxadone▮ 	1 part Cryoxadone
1 part Slime Jelly	All types 	Inverse Cryoxadone that heals faster the hotter the patient is. For max efficiency you need to be over 460°K and on fire. In optimal conditions every cycle will heal 15 burn before the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on slimepeople. 	0.4 units per tick	N/A
Clonexadone▮ 	1 part Cryoxadone
1 part Sodium
5 units Plasma (catalyst)	Clone 	Quickly heals clone (cellular) damage, but only when in a cold environment. The colder the faster heal. Heals about 5 cellular per tick if used in unupgraded cryo tubes. 	0.6 units per tick	N/A
Mannitol▮ 	1 part Hydrogen
1 part Water
1 part Sugar	Brain 	Heals 2 brain damage per tick. Often used in cryo alongside Cryoxadone. Does not heal traumas. 	0.4 units per tick	N/A
Neurine▮ 	1 part Acetone
1 part Mannitol
1 part Oxygen	Minor brain traumas	Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure minor Guide_to_Traumas#Basic_Traumas_Without_Prefix. More severe traumas usually require surgery. Quickly purges Neurotoxin. 	0.4 units per tick	N/A
=== 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 Sodium
1 part Carbon
1 part Oxygen
1 part Sulphuric Acid	Brute 	If you have more than 50 brute damage, heals 4 brute. If you have less than 50 brute damage, heals 0.5. Overdosing will deal more brute damage. 	0.2 units per tick	25 Units
Oxandrolone▮ 	3 parts Carbon
1 part Phenol
1 part Hydrogen
1 part Oxygen 	Burn 	If you have more than 50 burn damage, heals 4 burn. If you have less than 50 burn damage, heals 0.5. Overdosing will deal more burn damage. 	0.2 units per tick	25 Units
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. If overdosed it will deal 1 damage of each type per tick. 	0.1 units per tick	30 Units
Honey▮ 	Beekeeping 	Brute, burn, toxin and suffocation	55% chance to heal 1 of each damage type per tick. Metabolizes very quickly and adds sugar to your system. 	1 unit per tick 	N/A
Earthsblood▮ 	Grown from Ambrosia Gaia 	All damage types 	Very quickly heals all damage types (almost as fast as Cryoxadone), but causes brain damage, jitteriness and gets you high. Overdosing causes hallucinations and heavy toxin damage.	0.4 units per tick	25 Units
Pentetic Acid▮ 	1 part Cyanide
1 part Formaldehyde
1 part Ammonia
1 part Welding Fuel
1 part Sodium
1 part Chlorine	Radiation, toxin 	Reduces high levels of radiation and heals 2 toxin damage per tick while purging 2u of other chemicals from the body. 	0.2 units per tick	N/A
Perfluorodecalin▮	1 part Oil
1 part Fluorine
1 part Hydrogen
Temperature 370K 	Suffocation 	Every tick heals 12 suffocation and deals 0.3 toxin damage. 	0.1 units per tick	N/A
Atropine▮ 	1 part Acetone
1 part Diethylamine
1 part Phenol
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.
If overdosed it will deal toxin damage and cause extra jitter and dizziness.	0.1 units per tick	35 Units
Calomel▮ 	1 part Mercury
1 part Chlorine
Temperature 374K 	Purge 	Quickly purges the body of all chemicals (2.5u per tick). If your health is above 20, 2.5 toxin damage is dealt. 	0.2 units per tick	N/A
Mutadone▮ 	1 part Acetone
1 part Unstable Mutagen
1 part Bromine 	Genetic 	Instantly removes your genetic mutations. Hulks hate it! 	0.4 units per tick	N/A
=== Unique Healing Medicines ===
These healing drugs perform niche functions that help against less common ailments.
Name 	Recipe 	Treatment for 	Description 	Metabolism Rate 	Overdose Threshold	Addiction Threshold
Potassium Iodide▮	1 part Potassium
1 part Iodine 	Radiation 	Reduces low radiation damage very effectively. 	0.8 units per tick 	N/A 	N/A
Ephedrine▮ 	1 part Diethylamine
1 part Oil
1 part Hydrogen
1 part Sugar	Stun 	Reduces stun times by typically around 30% (depends), increases run speed, regenerates 1 stamina per tick and causes 20% chance to drop held items.
If overdosed it will deal toxin damage with a 2% chance to cause a heart attack. If addicted it will deal toxin damage, cause breathing problems, cause increasingly frequent seizures and long term jitter.	0.2 units per tick 	30 Units 	25 Units
Diphenhydramine▮ 	1 part Diethylamine
1 part Oil
1 part Bromine
1 part Carbon
1 part Ethanol	Histamine Overdose 	Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness. 	0.2 units per tick 	N/A 	N/A
Oculine▮ 	1 part Charcoal
1 part Carbon
1 part Hydrogen	Eye 	Quickly heals eye damage and has 20% chance per tick to reverts blindness. Does not work against genetic blindness, which needs Mutadone. For blindness caused by brain damage you will need surgery or other means. 	0.1 units per tick 	N/A 	N/A
Inacusiate▮ 	1 part Charcoal
1 part Carbon
1 part Water	Ear 	Instantly removes all ear damage. Does not work against genetic deafness, which needs Mutadone. (Results in 2 units instead of 3) 	0.4 units per tick 	N/A 	N/A
Epinephrine▮ 	1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Chlorine
1 part Hydrogen
1 part Oxygen	Stun + Brute, burn, suffocation and toxin	Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Worse than Atropine at saving critical patients, but better for mid combat use. If overdosed it will randomly deal light toxin and stamina damage, and some suffocation.	0.1 units per tick 	30 Units 	N/A
Antihol▮ 	1 part Charcoal
1 part Copper
1 part Ethanol	Alcohol 	Helps remove Alcohol from someone's body, as well as eliminating drunkenness, drowsiness, slurring, dizziness and confusion. Heals 0.2 toxin per tick. 	0.4 units per tick 	N/A 	N/A
Stimulants▮ 	Traitor/Changeling Adrenals or Stimpack	Stun 	Instantly removes current stuns when injected. Reduces stun times by around 90% or less (depends), increases run speed and rapidly recovers stamina. Will heal 1 of each damage type if health is between 0 and 50.
If overdosed it will hurt stamina and deal minor toxin damage.	0.2 units per tick 	60 Units 	N/A
Insulin▮ 	Found in NanoMed Plus 	Sugar Dependency 	Increases sugar depletion. 	0.2 units per tick 	N/A 	N/A
Strange Reagent▮ 	1 part Unstable Mutagen
1 part Omnizine
1 part Holy Water	Death 	A miracle drug that can bring a dead body back to life in just 10 seconds! If the corpse has suffered more than 100 brute or burn damage (or is husked) it will fail, however.
If used on a living person each tick will deal 0.5 Brute and Burn damage.	0.4 units per tick 	N/A 	N/A
Life▮ 	1 part Strange Reagent
1 part Synthflesh
1 part Blood
Temperature 375K	Life 	Creates one or multiple pissed off lifeforms. It's a good idea to assume the worst and have Security on hot standby. (Results in 1 unit instead of 3) 	N/A 	N/A 	N/A
Life (Friendly)▮ 	1 part Strange Reagent
1 part Synthflesh
1 part Sugar
Temperature 375K	Life 	Creates one or multiple friendly lifeforms. Good for when you want to be surrounded by fluffy Corgis, or for when cargo has a bounty on Corgi pelts. (Results in 1 unit instead of 3) 	N/A 	N/A 	N/A
Synaptizine▮ 	1 part Sugar
1 part Lithium
1 part Water	Hallucination Decrease 	Reduces stun times by typically around 30% (depends). Helps drowsiness and hallucinations go away much faster. Also purges Mindbreaker Toxin at 5u per tick. 30% chance per tick to cause 1 toxin damage. 	0.4 units per tick 	N/A 	N/A
Rezadone▮ 	1 part Carpotoxin
1 part Cryptobiolin
1 part Copper	Cellular Damage Healing 	Instantly heals all cellular damage, while also healing 1 brute and burn damage per tick. If overdosed deals 1 toxin damage per tick and makes you dizzy and jittery. Very good for treating genetic damage on the spot.	0.4 units per tick 	30 Units 	N/A
Spaceacillin▮ 	1 part Epinephrine
1 part Cryptobiolin 	Infections 	An all-purpose antiviral agent. Prevents you from spreading any virus in your body. Metabolises very slowly. 	0.04 units per tick	N/A 	N/A
Miner's Salve▮ 	1 Part Oil
1 part Iron
1 Part Water
OR grind a twinkie, a sheet of metal and a sheet of plasma	Improvised Patch Healing Chem 	Heals 0.25 brute and burn per tick, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch, which reduces nutrition by 5. If applied with touch/patch it increases surgery success chance by 10%.
1u heals roughly 1.5 burn+brute.	0.16 units per tick	N/A 	N/A
Haloperidol▮ 	1 part Oil
1 part Potassium Iodide
1 part Aluminium
1 part Chlorine
1 part Fluorine	Anti-Drug and Light Sedative 	Helps fight against the effects of most drugs, while purging them. Reduces jitteriness and hallucinations, However each tick also causes drowsiness, 2.5 stamina damage and 20% chance for 1 brain damage (up to 50). 	0.16 units per tick	N/A 	N/A
Leporazine ▮ 	1 part Copper
1 part Silicon
5 units Plasma (catalyst)	Body temperature 	This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA. Not viable for unprotected EVA anymore ever since space brute damage was tripled. 	0.4 units per tick 	N/A 	N/A
Corazone▮ 	2 parts Phenol
1 part Lithium 	Heart attack 	Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure. 	0.4 units per tick 	N/A 	N/A
Psicodine▮ 	2 parts Mannitol
1 part Impedrezene
2 parts Water	Phobias and Mood 	Suppresses phobias and turns bad mood into neutral mood. Also reduces jitteriness, dizziness, confusion and disgust. If overdosed it causes hallucinations and 1 toxin damage per tick. 	0.1 units per tick 	30 units 	N/A
Energized Jelly▮ 	1 part Teslium
1 part Slime Jelly 	Stun 	Reduces stun times by around 60% (depends) for jellypeople, while also speeding up Luminescent's cooldowns. Non-jelly lifeforms will just get shocked. 	0.4 units per tick 	N/A 	N/A
=== 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). If overdosed deals 2 oxygen damage per tick. Used by medibots. 	0.4 units per tick	30 Units 	N/A
Lavaland Extract▮	Brute, burn 	Very quickly heals damaged bodyparts. Survival medipens come with 2u of this, and also have several other chemicals. If overdosed it will deal 3 brute, burn and toxin damage per tick. Has very low overdose threshold.	0.4 units per tick	3 Units 	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▮ 	Grown in tobacco or found in cigarettes.	Reduces stun times by typically around 20% (depends). Addiction does nothing. If overdosed it will deal 1.1 oxygen and 0.1 toxin damage per tick. Metabolises slowly. 	0.05 units per tick 	15 Units 	10 Units
Krokodil▮ 	1 part Diphenhydramine
1 part Morphine
1 part Space Cleaner
1 part Phosphorus
1 part Potassium
1 part Welding Fuel
Temperature 390K	Provides messages of calmness and protection.
If overdosed it will deal 0.25 Brain and Toxin damage per tick.
If addicted it will first deal some toxin and brain damage, and later switch to dealing 3 Brute damage, right before the addict's skin falls off, dealing 50 Brute. This turns you into a fake zombie.	0.2 units per tick 	20 Units 	15 Units
Crank▮ 	1 part Diphenhydramine
1 part Ammonia
1 part Lithium
1 part Sulphuric Acid
1 part Welding Fuel
Temperature 390K	Reduces stun times by typically around 30% (depends). If overdosed it will deal 2 Brain, 2 Toxin and 2 Brute per tick. If addicted, every tick will first deal 5 Brain, then 5 Toxin, then 5 Brute, and at the last stage 3 Brain, 5 Toxin and 5 Brute at the same time. 	0.2 units per tick 	20 Units 	10 Units
Methamphetamine▮	1 part Ephedrine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 374K	Reduces stun times by around 60% (depends), gives a large speed boost, makes you jittery and recovers 2 stamina while dealing 1 to 4 Brain damage.
If overdosed the subject will move randomly, laugh randomly, drop items and suffer from 1 Toxin and 0.5 to 1 Brain damage per tick.
If addicted the subject will constantly jitter and drool, before becoming dizzy and lose motor control and eventually suffer 5 Toxin damage per tick.
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.	0.3 units per tick 	20 Units 	10 Units
Bath Salts▮ 	1 part Saltpetre
1 part Space Cleaner
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, grants 5 stamina regeneration and grants the user the psychotic brawling martial art, which makes your interactions with people have certain random effects. However the subject will suffer 4 Brain damage (per tick), constant hallucinations and will lose some motor control.
If overdosed the subject will lose even more motor control, drool, and randomly drop items in their hand.
If addicted the subject will jitter, suffer 10 Brain damage (per tick), severe hallucinations, dizziness, yet more loss of motor control and eventually 5 Toxin damage (per tick). This drug will melt your brain.	0.2 units per tick 	20 Units 	10 Units
Aranesp▮ 	1 part Epinephrine
1 part Atropine
1 part Morphine	The subject will think they are "amped" and get 18 stamina regeneration. However the drug has 50% chance every tick to cause the subject to suffocate (and take 1 oxyloss), while also dealing 0.5 toxin damage per tick. 	0.2 units per tick 	N/A 	N/A
Happiness▮ 	2 parts Nitrous Oxide
1 part Epinephrine
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. 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".	0.2 units per tick 	20 Units 	10 Units
Modafinil▮ 	1 part Acetone
1 part Diethylamine
1 part Phenol
1 part Ammonia
1 part Sulphuric acid
1 unit Bromine (catalyst)	Slowly-metabolizing medicine. Heals dizziness, drowsiness, sleepand heats you up if frozen, similarly to Coffee Latte. Reduces stun times slightly. If overdosed causes jitteriness, stuttering, dizziness (later), 50% chance to choke. After 41 cycles 20% chance to stun you. On cycle 82 puts you into endless sleep while constantly taking 1.5 stamina and oxygen damage.
No chance for addiction but very finicky OD.	0.02-0.08 units per 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 drugginess, randomly makes you step in any direction and makes you drool, giggle and similar. If overdosed causes hallucinations. 	0.2 units per tick 	30 Units 	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 get drowsy after 12 cycles, and fall asleep if it's in your system for 24 cycles. You will not wake up until it's out of your system.
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 1, 2 and later 3 toxin damage per tick. Can be ordered from Cargo, be grown at Botany or be found in a NanoMed Plus. (Results in 3 units instead of 6)	0.2 units per tick 	30 Units 	25 Units
== Pyrotechnics ==
The manipulation of fire and matter.
Name 	Recipe	Description 	Metabolism Rate
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! 	0.4 units per tick
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 floors, objects, people or 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 system. Foam is slippery! Can not react in a body.	0.4 units per tick
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. 	N/A
Smoke Powder▮ 	1 part Phosphorous
1 part Potassium
1 part Sugar
1 part Stabilizing Agent (catalyst)	The stabilized version of Smoke - only one third as effective as the unstabilized chemical reaction. Heat to 374K to activate. Can not react in a body. 	0.4 units per tick
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. If stabilized, heat to 374K to activate. 	0.4 units per tick
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. 	0.4 units per tick
Napalm▮ 	1 part Oil
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. 	0.4 units per tick
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. If stabilized, heat to 374K to activate. 	0.4 units per tick
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. 	0.2 units per tick
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. 	0.2 units per tick
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 deal 6 burn per tick from the inside. It metabolizes out of your body extremely fast, however. 	4 units per tick
Sorium▮ 	1 part Carbon
1 part Mercury
1 part Nitrogen
1 part Oxygen	When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 	0.4 units per tick
Liquid Dark Matter▮ 	1 part Carbon
1 part Stable Plasma
1 part Radium	When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. 	0.4 units per tick
Meth Explosion▮ 	1 part Diethylamine
1 part Hydrogen
1 part Iodine
1 part Phosphorus
Temperature 300K	Reagents are 300K (room temperature) by default, so if you are making Methamphetamine and mixing the Ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder. Can not explode in a body. 	N/A
Black Powder▮ 	1 part Charcoal
1 part Saltpetre
1 part Sulfur	When heated to 474K it sparks, and then creates a violent explosion 5-10 seconds later. Causes hallucinations in plasmamen. 	0.05 units per tick
Nitroglycerin▮ 	1 part Glycerol
1 part Fluorosulfuric Acid
1 part Sulphuric Acid	A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing. Can be stabilized with Stabilizing Agent. If stabilized, heat to 474K to activate. (Results in 2 units instead of 3) 	0.4 units per tick
Explosion 	1 part Potassium
1 part Water	This explodes immediately on mixing, which may knock you over or even kill you. Useful in grenade production. 	N/A
Holy Explosion 	1 part Potassium
1 part Holy Water	This explodes immediately on mixing. If it combined at least 75 of each reagent, 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. Much more efficient if less Potassium is used. 	N/A
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. 	N/A
Bee Explosion (Beesplosion)	1 part Honey
1 part Strange Reagent
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. 	N/A
Tesla Shock 	1 part Teslium
1 part Water
Or heating Teslium to 474K	This reacts immediately on mixing, shooting electric bolts at anyone near the reaction, shocking people and disabling/damaging electronics. 	N/A
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 1 burn damage per tick to humans when ingested. 	0.4 units per tick
== 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.
Name 	Formula 	Description 	Metabolism Rate
Barber's Aid▮ 	1 part Carpet
1 part Space Drugs
1 part Radium	If sprayed or splashed on you it changes your hair style. Does nothing when ingested. (Results in 5 units instead of 3) 	0.4 units per tick
Bluespace Dust▮ 	Grind a bluespace crystal	Occasionally causes random short distance teleportation if ingested. 	0.4 units per tick
Concentrated Barber's Aid▮	1 part Barber's Aid
1 part Unstable Mutagen	If sprayed or splashed on you it grows your hair very long. Does nothing when ingested. 	0.4 units per tick
Candle 	10 parts Liquid Gibs
10 parts Oxygen
Temperature 374K	Creates a red candle for use in decoration or rituals. Can not react in a body. 	N/A
Carbon Dioxide 	2 parts Oxygen
1 part Carbon
Temperature 777K	Creates CO2 in liquid form. Spilling this will release gas form CO2 into the atmosphere. Has no other effects. 	0.4 units per tick
Carpet ▮ 	1 part Space Drugs
1 part Blood	Creates a carpet on the floor. Best used in a smoke machine/grenade or spray bottle. Ingredient in Barber's Aid. 	0.4 units per tick
Colorful Reagent▮ 	1 part Triple Citrus
1 part Cryoxadone
1 part Space Drugs
1 part Radium
1 part Stable Plasma	Use this to color EVERYTHING! Keep away from the clown and assistants! Add this to your smoke grenades. 	0.4 units per tick
Condensed Capsaicin▮ 	5 parts Ethanol
1 part Capsaicin Oil	A chemical agent used for self-defense and in police work. Stuns when sprayed or splashed into unprotected eyes. (Results in 5 units instead of 6) 	0.4 units per tick
Corgium 	1 part Colorful Reagent
1 part Strange Reagent
1 part Nutriment
1 part Blood
Temperature 374K	Creates your own Corgi! 	N/A
Cryptobiolin▮ 	1 part Oxygen
1 part Potassium
1 part Sugar	Causes confusion and dizziness. This is essential to make Spaceacillin. 	0.6 units per tick
Drying Agent▮ 	2 parts Stable Plasma
1 part Ethanol
1 part Sodium	Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on. (Results in 3 units instead of 4) 	0.4 units per tick
Foaming Agent▮ 	1 part Lithium
1 part Hydrogen	Used in Metal Foam production. Creates 1 unit instead of 2. 	0.4 units per tick
Firefighting Foam▮ 	1 part Stabilizing Agent
1 part Fluorosurfactant
1 part Carbon
Temperature below 200K	When used in a spray or with smoke it creates a non-slippery foam which extinguishes fires and burning creatures, and removes plasma from the air, dumping it on the floor upon dissipation. 	0.4 units per tick
Glycerol▮ 	3 parts Corn Oil
1 part Sulphuric Acid	Requires blended corn, so thus help from the botanist. Used to make Nitroglycerin or FRAG-12 shotgun slugs. Slippery like water. (Results in 1 unit instead of 4) 	0.4 units per tick
Quantum Hair Dye▮ 	1 part Colorful Reagent
1 part Space Drugs
1 part Radium	If sprayed or splashed on you it changes your hair color. Does nothing when ingested. (Results in 5 units instead of 3) 	0.4 units per tick
Laughter▮ 	1 part Sugar
1 part Banana Juice	Causes you to laugh. (Results in 10 units instead of 2) 	instant
Meat Product 	10 parts Liquid Gibs
10 parts Nutriment
10 parts Carbon	Creates a slab of chemically processed meat. Can not react in a body. 	N/A
Metal Foam 	3 parts Iron/Aluminium
1 part Foaming Agent
1 part Fluorosulfuric Acid	Creates lightweight metal foam walls. These can be easily torn through, but are useful for plugging hull breaches or blocking off AI turrets.
Can be made with either iron or aluminium for different looks. The foam carries any other reagent in the reaction. Can not react in a body.	N/A
Smart Foaming Agent 	3 parts Foaming Agent
1 part Acetone
1 part Iron	Required to make smart metal foam. 	0.4 units per tick
Smart Metal Foam 	3 parts Aluminium
1 part Smart Foaming Agent
1 parts Fluorosulfuric Acid	A "smart" version of metal foam that reacts to tiles exposed to space by forming floors/walls. Usually doesn't encase people or block hallways. The foam carries any other reagent in the reaction. Can not react in a body. 	N/A
Nitrous Oxide 	2 parts Ammonia
2 parts Oxygen
1 part Nitrogen
Temperature 525K	Creates N2O in liquid form. Explodes when heated to 575K. Will cause drowsiness on touch. When consumed or injected it also causes anemia, confusion and loss of breath. Spilling this will release gas form N2O into the atmosphere.	0.6 units per tick
Gold Solidification 	20 parts Gold
5 parts Frost Oil
1 part Iron	Solidifies a large amount of liquid Gold into a bar. Can not react in a body. 	N/A
Plasma Solidification 	20 parts Plasma
5 parts Iron
5 parts Frost Oil	Solidifies a large amount of liquid Plasma into a bar. Can not react in a body. 	N/A
Plastic Sheets 	5 parts Oil
3 parts Ash
2 parts Sulphuric Acid
Temperature 374K	Creates Plastic sheets at a rate of 10u per Plastic sheet. 	N/A
Royal Bee Jelly▮ 	40 parts Honey
10 parts Unstable Mutagen	Causes a Queen Bee to split in two when injected. (Results in 5 units instead of 50) 	0.4 units per tick
Soap 	10 parts Lye
10 parts Liquid Gibs
Temperature 374K	Creates a bar of soap, 10% faster cleaning than with what you get on the station. Can not react in a body. 	N/A
Sodium Chloride▮ 	1 part Chlorine
1 part Sodium
1 part Water	Commonly known as salt, Sodium Chloride is often used to season food.
Exotic uses include messing with Revenants - they can't jaunt through salt piles. 	0.4 units per tick
Space Cleaner▮ 	1 part Ammonia
1 part Water	This is able to clean almost all surfaces of most things that may dirty them. The janitor is likely to appreciate refills. 	0.4 units per tick
Spray Tan▮ 	1 part Orange Juice
1 part Oil OR 1 Part Corn Oil	Darkens the skin when sprayed or patched. Ingesting more than 10u overdoses you, which makes you tanned, spiky haired, randomly flex your muscles and spout an old meme. 	0.4 units per tick
Space Lube▮ 	1 part Oxygen
1 part Silicon
1 part Water	Space Lube is a high performance lubricant. Splashing it on floor tiles makes them extremely slippery for a very long time. Only way to remove it is to pry out/replace the floor tiles or wait. (Results in 4 units instead of 3) 	0.4 units per tick
Sterilizine▮ 	1 part Charcoal
1 part Chlorine
1 part Ethanol	When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions. 	0.4 units per tick
Synthmeat 	5 parts Blood
1 part Cryoxadone	Creates a slab of synthetic meat. 	N/A
=== Virology Recipes ===
These chemicals are used to mutate viruses, and have few uses beyond that.
Name 	Formula	Description
Virus Rations▮ 	1 part Virus food
1 part Synaptizine	Depleted virus food. Used to get a virus symptom of level 1. (Results in 1 unit instead of 2)
Virus Food▮ 	5 parts Water
5 parts Milk	Allows viruses and bacteria to quickly grow. Used to get a virus symptom of level 1 or 2. The virologist has a dispenser with this on a wall in the lab. (Results in 15 units instead of 10)
Mutagenic Agar▮ 	1 part Unstable Mutagen
1 part Virus food	Extremely similar to Unstable Mutagen. Used to get a virus symptom of level 3. (Results in 1 unit instead of 2)
Sucrose Agar▮ 	1 part Mutagenic agar
1 part Sugar	Extremely similar to Mutagenic Agar. Used to get a virus symptom of level 4.
Weakened Virus Plasma▮	1 part Virus plasma
1 part Synaptizine	Weakened variety of virus plasma. Used to get a virus symptom of level 5.
Virus Plasma▮ 	1 part Virus food
1 part Plasma	Extremely similar to Plasma. Used to get a virus symptom of level 6. (Results in 1 unit instead of 2)
Decaying Uranium Gel▮ 	1 part Virus food
1 part Uranium	Powerful viral mutagen. Used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)
Unstable Uranium Gel▮ 	1 part Virus Plasma
5 parts Uranium	Powerful viral mutagen. Used to get a virus symptom of level 7. (Results in 1 unit instead of 6)
Stable Uranium Gel▮ 	1 part Plasma
10 parts Uranium
10 parts Silver OR Gold	Powerful viral mutagen. Used to get a virus symptom of level 8. (Results in 1 unit instead of 21)
=== 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 wanna waste telecrystals you can mix it. The human liver will quickly purge toxins under 3u from its system.
Name 	Recipe 	Damage dealt 	Description 	Metabolism Rate 	Overdose Threshold
Toxin▮ 	Medbay Vendors, Emagged Chem Dispenser 	Toxin 	Will deal 1.5 toxin damage per tick. 	0.4 units per tick 	N/A
Bad Food▮ 	From eating poorly made food 	Toxin 	Will deal 0.5 toxin damage per tick. 	0.1 units per tick 	N/A
Chloral Hydrate▮ 	3 parts Chlorine
1 part Ethanol
1 part Water 	Stun, Toxin 	A powerful sedative which first confuses and makes you drowsy, and then after 10 cycles puts the victim to sleep. After 51 total cycles, it starts dealing ever increasing toxin damage, until death. (Results in 1 unit instead of 5) 	0.6 units per tick 	N/A
Mindbreaker Toxin▮ 	1 part Charcoal
1 part Hydrogen
1 part Silicon 	Hallucinations 	A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a "fun time".
For people with the Reality Dissociation Syndrome trait, this will instead suppress hallucinations. (Results in 5 units instead of 3) 	0.4 units per tick 	N/A
Impedrezene▮ 	1 part Mercury
1 part Oxygen
1 part Sugar 	Brain 	A narcotic that impedes one's ability by slowing down the higher brain cell functions. 80% chance per tick to cause 2 brain damage and 50% to cause drowsiness. (Results in 2 units instead of 3) 	0.4 units per tick 	N/A
Mute Toxin▮ 	2 parts Uranium
1 part Water
1 part Carbon 	Speech 	Makes the subject unable to speak for some time. (Results in 2 units instead of 4) 	0.4 units per tick 	N/A
Mime's Bane▮ 	1 part Mute Toxin
1 part Nothing
1 part Radium 	Gestures 	Makes the subject unable to gesticulate. 	0.4 units per tick 	N/A
Bone Hurting Juice▮ 	3 parts Itching Powder
1 part Unstable Mutagen
1 part Milk 	Stamina Damage and Delimbing Skeletons	Does 15 stamina damage per tick. On overdose, it has a 4% chance of causing a spike of 200 stamina damage to a random limb, temporarily disabling it. If you're a skeleton or a plasmaman, it will deal 15 stamina and 0.5 brute damage per tick, and overdosing can cause a spike of 200 brute damage to a random limb, instead of stamina. 	0.4 units per tick 	50 Units
Mulligan Toxin▮ 	1 part Slime Mutation Toxin
1 Part Unstable Mutagen
Found in the Traitor Uplink.	Identity 	Randomizes the subject's appearance. 	Infinite 	N/A
Lexorin▮ 	1 part Plasma
1 part Hydrogen
1 part Oxygen 	Suffocation 	Temporarily stops respiration and causes 5 oxyloss damage per tick. Even small doses are fatal, and will cause people to pass out quickly. 	0.4 units per tick 	N/A
Initropidril▮ 	Poison Kit, Bioterror Spray 	Cardiac Arrest 	Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. 	0.2 units per tick 	N/A
Tirizene▮ 	Traitor Sleepypen, Emagged Soda Dispenser/Borg Hypo, Poison/Death Berries 	Stamina Damage 	Deals 13 stamina damage per tick, which constantly lowers. Usually harmless. 	0.4 units per tick 	N/A
Tiring Solution▮ 	Peacekeeper Cyborgs 	Stamina Damage 	Deals 10 stamina damage per tick, slowing you down. Won't go higher than 50 stamina damage. 	0.6 units per tick 	N/A
Polonium▮ 	Poison Kit, Bioterror Spray 	Radiation 	Cause significant Radiation damage over time. It's metabolized very slowly. 	0.05 units per tick 	N/A
Pancuronium▮ 	Poison Kit, Emagged Medibot 	Stun and Suffocation 	After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. 	0.1 units per tick 	N/A
Sodium Thiopental▮ 	Emagged Borg Hypo, Poison Kit, Bioterror Spray/Syringe/Dart, Emagged Medibot	Knockout and Stamina 	Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to Chloral Hydrate but longer lasting and can't kill you. 	0.3 units per tick 	N/A
Sulfonal▮ 	1 part Acetone
1 part Diethylamine
1 part Sulfur 	Knockout and Toxin 	0.5 toxin damage every cycle and knocks you out after 22 cycles. Metabolized very slowly. 	0.05 units per tick 	N/A
Amanitin▮ 	Destroying Angel 	Delayed Toxin Damage 	On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. 	0.2 units per tick 	N/A
Amatoxin▮ 	Fly Amanita 	Toxin Damage 	Deals 2.5 toxin damage per tick. 	0.4 units per tick 	N/A
Unstable Mutagen▮ 	1 part Chlorine
1 part Phosphorus
1 part Radium 	Mutations 	Causes mutations when injected into/consumed by living people or plants. In people the mutation happens instantly the moment you take the chem, and not from metabolization. The chance for a bad mutation is 98%, and good mutation 2%. Causes radiation. High doses are lethal to your liver. Also useful for Virology. The botanist wants this in liquid form. 	0.4 units per tick 	N/A
Lipolicide▮ 	1 part Ephedrine
1 part Diethylamine
1 part Mercury 	Weight Loss 	Drains nutrition. Useful for weight loss. Will deal toxin damage if you are starving. 	0.2 units per tick 	N/A
Coniine▮ 	Death Berries, Bioterror Spray/Syringe 	Toxin and breath loss 	1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization, but fast acting. Comparable to Lexorin. 	0.024 units per tick	N/A
Curare▮ 	Poison Kit 	Paralyzation, Oxygen, and Toxin 	Paralyzes you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. 	0.05 units per tick 	N/A
Histamine▮ 	Omega Weed, Poison Kit, Formaldehyde, Venom, Itching Powder 	Brute, toxin, oxyloss and eyesight 	Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. 	0.1 units per tick 	30 Units
Formaldehyde▮ 	1 part Ethanol
1 part Oxygen
1 part Silver
Temperature 420K 	Toxin 	Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of Histamine. 	0.2 units per tick 	N/A
Venom▮ 	Poison Kit, Bioterror Spray, Giant Spider bites 	Brute, toxin 	Each cycle will deal 0.2 Toxin and 0.3 Brute damage per volume of venom in the body. Has a 15% chance to turn into 5 to 10 units of Histamine. 	0.1 units per tick 	N/A
Fentanyl▮ 	1 part Space Drugs
Temperature 674K 	Toxin, brain 	Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious. 	0.2 units per tick 	N/A
Cyanide▮ 	1 part Oil
1 part Ammonia
1 part Oxygen
Temperature 380K 	Toxin, oxyloss 	Deals random amounts of toxin damage while slowly suffocating or stunning its target. Metabolizes slowly. 	0.05 units per tick 	N/A
Carpotoxin▮ 	Space Carp, Koi Beans, Emagged Chem Dispenser 	Toxin 	Deals 2 toxin damage per tick. No special effects, but can be used to make Rezadone and imitation carpmeat. 	0.4 units per tick 	N/A
Zombie Powder▮ 	5 parts Morphine
5 parts Carpotoxin
5 parts Copper 	Fake death, stun 	Instantlyknocks people out, and makes them appear dead to the most rudimentary of tests. Deals 0.5 suffocation and toxin damage per tick. (Results in 2 units instead of 15) 	0.4 units per tick 	N/A
Ghoul Powder▮ 	1 part Epinephrine
1 part Zombie Powder 	Fake death 	Slows metabolism to a death-like state, while keeping the patient fully aware and mobile. Deals 1 suffocation and 0.8 toxin damage per tick. 	0.4 units per tick 	N/A
Itching Powder▮ 	1 part Charcoal
1 part Ammonia
1 part Welding Fuel 	Brute, annoyance 	Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing 0.2 Brute damage. Unlike other chems, itching powder will enter your bloodstream from touch, such as from getting splashed with it. Has a 3% chance to transform into 1 to 3 units of Histamine. 	0.2 units per tick 	N/A
Mint Toxin▮ 	Mints, Emagged Chem Dispenser, Mushroom Shavings (Lavaland) 	Conditional death 	Instantly gibs fat people when ingested. 	0.4 units per tick 	N/A
Slime Jelly▮ 	Grinding an unused slime extract 	Toxin 	The base reagent for slime based chemicals. Grinding slime extracts yields 20u slime jelly per use left. 40% chance to heal 5 Brute damage each tick, but also has a 10% chance to deal a burst of 20-60 toxin damage. 	0.4 units per tick 	N/A
Frost Oil▮ 	Blue Slimes or from grinding Ice Pepper 	Burn 	A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. Changeling cryo sting injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and slimepeople.	0.4 units per tick 	N/A
Heparin▮ 	1 part Formaldehyde
1 Part Sodium
1 Part Chlorine
1 Part Lithium 	Brute, Bleeding 	Causes bleeding constantly while in the system of the victim. Deals 1 brute and drains more than 1 percentage point of blood volume per tick. 	0.08 units per tick 	N/A
Teslium▮ 	1 Part Black Powder
1 Part Silver
1 Part Stable Plasma
Temperature 400K 	Random Shocks 	Randomly shocks the victim every 5-30 seconds while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks. Heating this to 474K will create a Tesla Shock 	0.2 units per tick 	N/A
Rotatium▮ 	1 Part Teslium
1 Part Mindbreaker Toxin
1 Part Fentanyl 	Toxin 	After 20 cycles, causes the victim's screen to display a rocking motion. Deals 0.5 toxin damage per tick. 	0.24 units per tick 	N/A
Skewium▮ 	2 Parts Rotatium
2 Parts Plasma
1 Part Sulphuric Acid 	Toxin 	After 5 cycles, causes heavy skewing of the victim's screen, swinging fucking everywhere, zooming in and out, spinning, inverting, and generally making you want to throw up. Deals 0.25 toxin damage per tick. If you are wanting to fight someone, inject them with this and they will practically be unable to fight. 	0.32 units per tick 	N/A
Spewium▮ 	Poison Kit 	Toxin 	After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a chance to eject an organ each tick if overdosing. Requires very high doses. 	0.4 units per tick 	29 Units
Anacea▮ 	1 Part Haloperidol
1 Part Impedrezene
1 Part Radium 	Toxin and Purges Medicines 	Metabolizes very slowly and purges 5u medicines from the victim while dealing 0.15 toxin damage per tick. If the victim also has Pentetic Acid or Calomel, the purging is slowed down to 0.5u per tick. 	0.032 units per tick	N/A
Fluorosulfuric Acid▮	1 part Fluorine
1 part Hydrogen
1 part Potassium
1 part Sulphuric Acid
Temperature 380K	Corrosion 	A highly caustic and dangerous substance. Slowly melts equipment and clothes it touches. Instantly deals brute damage if ingested or splashed on people. Deals 2 toxin and constantly increasing burn damage if ingested. 	0.4 units per tick 	N/A
Weed Killer▮ 	1 part Toxin
4 parts Ammonia 	Toxin 	Kills weeds and causes 1 toxin damage per tick to humans. 	0.4 units per tick 	N/A
Pest Killer▮ 	1 part Toxin
4 parts Ethanol 	Toxin 	Kills pests in hydroponics trays. Causes 1 toxin damage to humans and 4 toxin damage to fly people, each tick. 	0.4 units per tick. 	N/A
Plant-B-Gone▮ 	1 part Toxin
4 parts Water 	Toxin 	A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes 1 toxin damage to humans and 2 toxin damage to pod people, each tick. 	0.4 units per tick 	N/A
Pax▮ 	1 part Mindbreaker Toxin
1 part Synaptizine
1 part Water 	Special 	Suppresses violence by preventing the victim from using harm intent, certain harmful weapons and only letting them use passive grabs. Non-harmful weapons such as disablers still work. 	0.1 units per tick 	N/A
Synthpax▮ 	Peacekeeper Cyborgs 	Special 	Same as Pax but metabolises much faster. Can only be used by Peacekeeper Cyborgs. 	0.6 units per tick 	N/A
Dizzying Solution▮ 	Peacekeeper Cyborgs 	Special 	Makes the target dizzyand confused. Can only be used by Peacekeeper Cyborgs. 	0.6 units per tick 	N/A
Tranquility▮ 	Gondola Meat 	Special 	Induces a virus that creates Pax within the victims body and slowly turns the victim into a Gondola. 	0.4 units per tick 	N/A
Liquid Electricity▮ 	Ethereal blood, certain foods 	Special 	Periodically electrocutes any non-Ethereals that have this in their system. 	0.4 units per tick 	N/A
== 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 each tick to do Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage. Also knocks you unconcious after 10 cycles.	0.4 units per tick
Tinea Luxor▮ 	Mushroom Stem (Embershroom) 	Other 	Makes the consumer glow. 	0.4 units per tick
Vitrium Froth▮ 	Cactus Fruit (Fruiting Cactus), Mushroom Leaf (Porcini)	Medicine	80% chance to heal 1 burn and 1 brute damage each tick. 	0.4 units per 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.
* 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.
* 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.
* 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 2 seconds, depending on server lag. Each tick or "cycle" will cause the chemical to apply its effects, while removing the amount described under the metabolism-columns on 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 Cyanide will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all.
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.