Chemicals

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

*See also: Medical Items*
**Chemicals** are comprised of different compounds and substances both helpful and harmful, that the crew can craft at a Medical Fabricator, buy, loot, or deconstruct from certain Plants.

Most chemicals come in a syringe, which allows the chemicals to be used without the Health GUI. By holding the "Aim" keybind (Right Mouse Button by default) and pressing the "Shoot" keybind (Left Mouse Button by default). The player's character will swing the syringe and inject its effects to anything it hits, both Creatures and players.

The Syringe Gun can also be used if a chemical needs to be injected from a distance. However, regardless of the user's Medical skill, the "unskilled" effects (red values below) will be applied when using the Syringe Gun, and use the entire syringe in one shot. There are a few exceptions (purple values below).

Some more basic chemicals aren't injectable and must be used through the Health GUI, pressing the "Health" keybind (H by default) on a player or themselves opens the Health GUI. Then **any** chemical can be drag and dropped onto a limb or the drop circle.

As of a recent update, all chemicals are depleted with one dose.

# List of Chemicals

The values below represent affliction strength reduction, not to be mistaken with a vitality restoration. Reducing an affliction's strength by any given amount using chemicals may not translate into that amount being restored to the character's vitality.

An affliction's strength and its effect on vitality are two interdependent values in Barotrauma, and the latter may be scaled to vitality: as such, for example, reducing Internal Damage strength by 24 - using Opium, successfully - will effectively restore 20 vitality to a Captain (whose maximum Vitality is 80), 22.5 Vitality to an Engineer (whose maximum Vitality is 90) and 25 Vitality to a Security Officer (whose maximum Vitality is 100). In all cases, the Opium's effect is a raw affliction strength reduction of 24: -4 per second for 6 seconds.

## Basic Chemicals

Chemicals mostly used to craft other, more advanced chemicals.

## Medicines

*See also: Medical Items*

Chemicals used to treat and cure different types of negative Afflictions.

## Antidotes

Chemicals required to cure Poison Afflictions.

Stabilozine can also be used to treat poisons excepting Paralysis.

## Stimulants

Chemicals used to boost the user's speed, strength, and recovery from Stun.

## Poisons

Chemicals that have no medical usage, but are instead used to kill Creatures and other players.

# Trivia

* Prior to v0.10.5.0, the in-game term's spelling for Anaparalyzant was "Anapralyzant", which also applied to the [itemname] in the Console Commands when spawning this item.
* Liquid Oxygenite can be used as a weapon when loaded into a syringe gun and shot at a target underwater. It produces a small explosion and stuns the victim for a short amount of time.

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 White = Affliction strength change per second (or instantly gained if no "/s" is specified)
Red = if skill requirement isn't met
2. ↑ 2.0 2.1 2.2 White = Affliction strength instantly gained
Red = if skill requirement isn't met
Purple = if used with the Syringe Gun, only specified when it differs from the unskilled values
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 White = Affliction strength change per second
Red = if skill requirement isn't met
Purple = if used with the Syringe Gun, only specified when it differs from the unskilled values
4. ↑ 4.0 4.1 White = Affliction strength change per second
Red = if skill requirement isn't met
Purple = Affliction strength instantly gained if used with the Syringe Gun, only specified when it differs from the unskilled values
5. ↑ 5.0 5.1 Reduces deliriumine poisoning by 100 and psychosis by 13.53 in 1 second, and psychosis by 0.33/s for the remaining 19 seconds (for a total of 19.8 reduced psychosis after 20 seconds) if the medical skill requirement is met
6. ↑ 6.0 6.1 Affliction is inflicted once Cyanide Poisoning is at 70 strength.
7. ↑ 7.0 7.1 Affliction strength increase rate depends on Radiation Sickness strength. From 0.025/s to 0.1/s
8. ↑ 8.0 8.1 Affliction is inflicted once Paralysis is at 100.
9. ↑ Purple = Duration if used with the Syringe Gun; only specified when it differs from the unskilled values. Note for haloperidol: this is likely an oversight from the devs, but it indeed lasts 10 seconds (healing a total of 250 psychosis) as of v0.10.5.1.