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A dose or two of medicine can save a colonist's life from the plague. Industrial medicine is best used for diseases and surgery, where Medical Potency has the greatest impact. Superior to herbal medicine but inferior to glitterworld medicine. See " Improving Skills" for more details. Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill.Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.×175 for animal patients, and ×500 for human patients. Patient XP Factor is a multiplier from the patient type.XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). Medicine does not spoil, but will deteriorate when left outside. With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success. For gut worms and muscle parasites, tend quality is directly used to cure the disease. Instead, using medicine and better medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. In most cases, medicine does not directly cause healing. Reason: Tend speed.Īny form of medicine can be used whenever a doctor tends to an injury or disease. You can help RimWorld Wiki by expanding it. Soon enough, I get stuck in RimWorld again.This article is a stub. I’ll remember that strategy I’ve been meaning to try, then start to fall in love with a new group of pawns. I didn’t play for six months after that.īut the insidious temptation grows as the memory of bitter defeat fades. I was sure the game before this was going to be my glorious triumph, but a raider with a Doomsday rocket launcher knew different. When it all goes wrong, I have to take a break. These days I don’t play regularly, because the painful nature of colony implosions is intense. Now imagine a space pirate kicking in the door and shooting them in the guts. Think of all the time you might sink into your favorite Sims character, building up their career, designing a great house, furnishing and decorating it, clothing and styling them. I’ve seldom felt such grief when a game character dies. The fact that death is permanent elevates RimWorld.
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They develop new skills and forget old skills they don’t use enough they pick up scars, both physical and mental they craft unique art and watch TV they get worse at negotiating when stoned they fall out and make up again they get married and divorced they have affairs they do your bidding some of the time they have psychotic breaks when things get too bleak they get inspired when they’re happy and they die … a lot. I get attached to my colonists, or pawns, as players often call them. But the heart of the game is your colony and the people that live there. You can trade and make allies, complete missions, give gifts to win favor, and call in help when you need it most. There’s also a wider world of guard posts and settlements, where stashes await amid competing tribes. It’s perversely comical to see pegleg Joe hobble back into town with the next raid. You can give your enemies wooden legs, then send them home for a relations boost. Captured raiders are an opportunity for much-needed surgery practice. Some morally questionable strategies are simply too rewarding to pass up.
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