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Chemistry

From Misfits Nuclear Wasteland

◈ Chemistry ◈ Reagents, Recipes & Equipment ◈

The Wasteland runs on chemistry. Whether you're synthesizing stimpaks in a field camp, cooking jet in a condemned factory, or grinding herbs into healing powder with a makeshift mortar, understanding the underlying reagent system is what separates a skilled survivor from someone who dies in a chem cloud they made themselves. This page covers every reagent, recipe, and piece of equipment in the game.

Raw Ingredients

Most chemistry starts with raw materials gathered from the environment — plants, creature parts, or salvaged industrial products. These cannot usually be consumed directly; they're inputs to reactions.

Plant Materials

Plants are harvested or purchased. Their extracts are the backbone of most healing recipes.

Material Description Used In
Broc Flower (Extract) Core wasteland herb extract. The base ingredient for nearly all healing chemistry. Stimpak, Dirty Stimpak, Psycho, Healing Powder, Healing Poultice, Bitterdrink, Turbo
Xander Root (Extract) Fibrous root with regenerative properties. Always paired with Broc. Stimpak, Dirty Stimpak, Healing Powder, Healing Poultice, Bitterdrink, Antidote Mixture
Cave Fungus (Extract) Pale fungus from underground caves. Has radiation-absorbing properties. Healing Poultice, Hydra
Cave Fungus — Rad (Extract) Irradiated cave fungus. Paradoxically, this variant treats radiation. RadAway, Cleansing Powder
Agave Leaf Succulent desert plant. Adds binding and potency to tribal remedies. Healing Poultice
Tarberry (Extract) Small bitter berry. Used to finish antidote synthesis and Mentats variants. Antidote, Mentats Berry
Carrot (Extract) Standard vegetable extract. Used in one Mentats variant. Mentats Orange

Creature Materials

Harvested from Wasteland fauna. Dangerous to source. Essential for high-end recipes.

Material Description / Properties Used In
Scorpion Tail Venom gland from a wasteland scorpion. The raw venom (CazadorVenom-adjacent) causes Poison + Airloss. Processed into medicine. Hydra, Antidote Mixture
Nightstalker Blood Blood of the venomous Nightstalker hybrid. Raw form deals Poison + Airloss damage. Hydra
Bloatfly Acid Corrosive acid from Bloatfly glands. High reactivity makes it a key Psycho ingredient. Psycho (DamageModifyingMixture)
Cazador Acid Caustic secretion from the Cazador wasp. Rare. Required for Turbo synthesis. Turbo (RobustMovespeedMixture)
Wasteland Blood Blood from Wastelanders or creatures. Contaminated. Weaker than clean blood in synthesis. Dirty Stimpak
Blood (Clean) Standard clean blood. Core synthesis ingredient. Stimpak, Psycho

Industrial & Salvage Materials

Salvaged pre-war chemicals, cleaning products, and raw elements.

Material Properties / Notes Used In
Abraxo Cleaner Pre-war heavy-duty cleaner. Surgical sterilizer — sterilizes instruments on contact. Dangerous if consumed (0.5 Poison + 1 Caustic). Jet, Mentats, Antiseptic, SpaceCleaner
Turpentine Industrial solvent. Mildly toxic if consumed (0.5 Poison). Turbo
Antiseptic Abraxo + Ethanol reaction product. Also a surgical sterilizer. Less harmful than raw Abraxo. RadAway, Psycho
Wonderglue Adhesive. If somehow consumed: 0.2 Poison + 0.5 Caustic. Mostly a crafting material. Various constructions
Lead Heavy metal. Slow-acting toxin if accumulated (0.06 Poison/tick, very slow metabolism). Used in Mentats synthesis. Mentats
Ammonia Pungent gas compound. Base reagent for Jet synthesis and general chemistry. Jet, various reactions
Ethanol Alcohol base. Used in multiple synthesis paths. Causes drunk effect if consumed directly. Antiseptic, Antidote Mixture, Ethylredoxrazine

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Medical Items

Medical items heal damage, stop bleeding, and stabilize critical patients. None of the standard medical items cause addiction.

Stimpaks

The backbone of Wasteland medicine. Injectable serums that rapidly accelerate the body's healing processes.

Item Effect Overdose Notes
Stimpak Heals Brute, Burn, and Airloss at −2.5 per tick. Stops bleeding (−2). Grants recovery drug status (can stand from crit). 30u: bonus healing but +0.3 Poison/tick. 50u: +1.5 Poison/tick (pushes to crit, cannot kill). Primary healing item. Crafted from Broc Extract + Xander Extract + Blood. Contains 25u HealingMixture.
Dirty Stimpak Heals Brute, Burn, and Airloss at −1.5 per tick. Applies +0.1 radiation per tick. Stops bleeding (−1). 30u: weaker bonus healing but +0.2 Poison/tick. 50u: +1.0 Poison/tick. Contaminated variant made with Wasteland Blood instead of clean blood. Weaker but craftable under field conditions.
Super Stimpak Heals Brute, Burn, and Airloss at −6.125 per tick. Stops bleeding (−3). Grants recovery drug status. 30u: +4.5 Poison + 0.75 Cellular damage per tick, halves movement speed. Extremely powerful. Two doses simultaneously can push to critical. Cellular damage is permanent. Found in elite medical kits.
Ultra Stimpak Heals Brute, Burn, and Airloss at −12.5 per tick. Stops bleeding (−4). Grants recovery drug status. 25u: escalating Poison + Cellular damage per tick, severe movement penalty. Rare top-tier stimpak. Overdosing causes catastrophic permanent cellular damage. Treat with extreme caution.

Other Medical Items

Non-stimpak healing supplies and tools.

Item Effect Notes
Smelling Salts Powerful inhaled stimulant. Heals Asphyxiation, removes stun/knockdown, causes jitter. Special interaction item. Used to revive downed or unconscious targets. Cannot be overdosed easily.
Bandage Applied externally to stop bleeding (−10 slash, −15 piercing wound reduction). Stacked consumable. No reagent — physical wound dressing only. Craft from cloth.
Aloe Salve Applied to burns. External burn treatment ointment. Stacked consumable. Crafted from aloe plants. No systemic effects.
Trauma Pack (Backpack) Wearable auto-injecting pack. Heals Brute −1.5, Burn −1.5, Airloss −2.0, Poison −1.0 per tick. Slow metabolism (0.1 rate). Worn on the back. Automatically metabolizes TraumaPowder. Currently listed as broken/experimental.

Tribal Remedies

Pre-chemistry medicine made from ground herbs. Weaker than stimpaks but craftable anywhere with a Mortar & Pestle.

Item Effect Notes
Healing Powder Heals Brute −2.5 and Burn −1.5 per tick. Causes vision blur (haze overlay). Stops bleeding (−0.5). Very slow metabolism (0.1 rate). Vomiting at 30u. Standard issue for Legion/tribal roles. Craft: Broc Flower + Xander Root + Mortar & Pestle.
Healing Poultice Heals Brute and Burn at −4.5 per tick. Stops bleeding (−1.0). Causes jitter. Faster metabolism (0.2 rate). Stronger than Healing Powder. Vomiting at 26u, Poison damage at 30u. Craft: Broc + Xander + Cave Fungus + Agave Leaf.
Bitterdrink Heals Toxin −2.5 and Radiation −2.0 per tick. Slow metabolism (0.1 rate). Bottled herbal remedy. Vomiting at 25u overdose. Craft (chemistry): Broc Extract + Xander Extract + Water. Also craftable into bottles from plants directly.

Radiation Treatment

Radiation accumulates in irradiated zones and through certain items. Left untreated it becomes lethal.

Item Effect Notes
RadAway Heals −5.0 radiation per tick. Metabolism rate 0.2 (fast). The primary radiation cure. Available as bloodbag (IV form, 20u) or refillable inhaler (up to 30u, 3 puffs). Craft: Cave Fungus Rad + Antiseptic (2) + Water (2).
RadAway (Diluted) Heals −2.5 radiation per tick. Metabolism rate 0.2. Produced by mixing 1 RadAway + 2 Water. Half-strength but stretches supplies.
Rad-X Heals −1.0 radiation per tick. Very slow metabolism (0.1 rate). Provides ongoing radiation resistance. Long-duration passive radiation suppression. Best taken before entering irradiated zones as a preventative.
Cleansing Powder Contains RadAway (25u). Heals radiation like standard RadAway. Tribal-style powder pouch. Same reagent as RadAway in powder form. Crafted from Cave Fungus Rad + Xander Root.

Antidotes & Toxin Treatment

Item Effect Notes
Antidote (Syringe) Heals −5.0 Toxin per tick. Metabolism rate 0.5. Injectable. Contains 15u Antidote reagent. Fast-acting for acute poisoning. May cause vomiting.
Antidote (Bottle) Same reagent as syringe, larger volume (100u). Drinkable bottle form. Useful for prolonged toxin exposure.
Antidote Mixture Heals −1.0 Toxin per tick. Slow metabolism (0.1 rate). Intermediate reagent. 2u per batch. Craft: Ethanol (1) + Scorpion Tail (1). Upgraded to full Antidote by adding Tarberry Extract.

Special & Rare Chems

Item Effect Notes
Promethine Triggers ghoul reversal — suppresses the FEV radiation markers responsible for ghoulification. Metabolism rate 0.5 (fast). Luminous gold liquid. Extremely rare. Only effective within 12 real-world hours of initial ghoul exposure. Non-addictive. Requires a full chemistry lab to synthesize.

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Combat Chems

Combat chems provide powerful temporary bonuses but carry addiction risk. Continued use builds dependency. Stopping use triggers withdrawal. See the Addiction System section for full details.

Chem Effect Overdose Threshold Withdrawal Addiction Time
Jet +10% walk and sprint speed. Causes jitter. Removes stun/knockdown effects. 0.2 Poison/tick while active. 30u: Asphyxiation damage Speed penalty (0.80×), stamina drain 5.0 8 seconds/unit
Turbo +20% walk and sprint speed. Induces drunk state. Causes jitter. Removes stun. 0.5 Poison/tick. 15u: Asphyxiation damage Speed penalty (0.70×), stamina drain 7.0 10 seconds/unit
Psycho +30% movement speed. Induces drunk state, causes aggressive behavior. 30u: Heavy Asphyxiation damage (20 units) Brute damage 0.2/tick, stamina drain 6.0 8 seconds/unit
Buffout +2 Strength (melee damage boost). Minor Brute healing (−0.3/tick). Causes jitter. 30u: Asphyxiation damage Brute damage 0.2/tick, stamina drain 8.0 6 seconds/unit
Mentats +2 Perception (tighter gun spread), +2 Intelligence. None documented Stamina drain 3.0 5 seconds/unit
Mentats Berry Same as Mentats. Tarberry flavor variant. None documented Stamina drain 3.0 5 seconds/unit
Mentats Grape Same as Mentats. Whiskey base variant. None documented Stamina drain 3.0 5 seconds/unit
Mentats Orange Same as Mentats. Carrot extract variant. None documented Stamina drain 3.0 5 seconds/unit
Cateye Night vision (5 seconds per dose, refreshing with each use). None documented Stamina drain 2.0 4 seconds/unit
Daytripper Visual hallucinations, rainbow vision (10 seconds). Mood effect while active. None documented Speed penalty (0.90×), stamina drain 4.0 6 seconds/unit
Buffjet Combined Buffout + Jet effects: +10% speed, +2 Strength. 30u: Asphyxiation Speed (0.75×), Poison 0.2 + Brute 0.1/tick, stamina drain 7.0 10 seconds/unit
Bufftats Combined Mentats + Buffout effects: +2 Strength, +2 Perception. 30u: Asphyxiation Speed (0.90×), Brute 0.15/tick, stamina drain 5.0 8 seconds/unit
Hydra MedX-like painkiller effect (MedXProtection status). Causes jitter. 22u: Asphyxiation damage Poison damage 0.3/tick, stamina drain 3.0 6 seconds/unit
Med-X Grants MedXProtection status (7-second refreshing window) — reduces incoming damage. 30u: Asphyxiation None (non-addictive) N/A
Fixer Removes drunk status. Heals −0.5 Poison. Suppresses addiction symptoms for 30 seconds. None None (non-addictive) N/A

Overdose rule: Overdose can push you to critical but never kills you directly. Damage scales with excess concentration at 0.05 per excess unit above threshold. Taking two high-dose chems simultaneously is extremely dangerous.

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Addiction System

Using combat chems builds chemical dependency over time. After 4 exposures to the same drug (with at least 15 seconds between each dose counted as a new exposure), full addiction sets in. When the drug wears off, withdrawal begins. Fixer suppresses withdrawal symptoms temporarily.

Withdrawal Tiers

Withdrawal severity depends on how long ago the drug wore off. The system checks every 5 seconds and updates tier messaging.

Tier Time Remaining Symptoms
Severe > 120 seconds Maximum speed penalty, stamina drain, health damage, mood effects
Moderate 60 – 120 seconds Reduced penalties, still noticeable performance impact
Mild 15 – 60 seconds Minor penalties — the worst has passed
Fading < 15 seconds Nearly clean. Hold on.

Withdrawal effects tick every 15 seconds and include:

  • Speed penalties — movement speed reduced per drug (0.70× to 0.90×)
  • Stamina drain — stamina depletes faster (2.0 to 8.0 per tick)
  • Health damage — some drugs cause direct Brute or Poison damage during withdrawal
  • Mood effects — negative mood modifiers until clean

Multi-Drug Withdrawal Priority

If addicted to multiple drugs simultaneously, the system applies the most punishing values across all active withdrawals:

  • Speed penalty: lowest multiplier (most punishing) wins
  • Stamina drain: highest value wins
  • Health damage: highest value wins
  • Mood effect: first-applied drug's mood wins

Suppression

Taking a Fixer pill suppresses all withdrawal symptoms for 30 seconds (scales with Fixer quantity). Suppression does not cure addiction — it only pauses symptoms. The addiction timer continues counting down while suppressed. You need to take Fixer repeatedly to stay functional until the addiction expires naturally.

Addiction Timing Reference

Drug Threshold Speed Penalty Stamina Drain Health Damage Mood Change
Jet 4 doses 0.80× 5.0
Turbo 4 doses 0.70× 7.0
Psycho 4 doses 6.0 Brute 0.2/tick
Buffout 4 doses 8.0 Brute 0.2/tick −6
Mentats (all) 4 doses 3.0 −5
Cateye 4 doses 2.0 −4
Daytripper 4 doses 0.90× 4.0 −5
Buffjet 4 doses 0.75× 7.0 Poison 0.2 + Brute 0.1/tick −7
Bufftats 4 doses 0.90× 5.0 Brute 0.15/tick −6
Hydra 4 doses 3.0 Poison 0.3/tick −5

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Reaction Recipes

Most chems are produced in a chemistry lab by mixing reagents in beakers and applying heat where required. Reactions are automatic when reagent conditions are met.

Special Reagent Reactions

Product Reactants Yield Notes
Promethine RadAway (3) + Rad-X (2) + Epinephrine (2) + Phosphorus (1) + Silicon (1) 5u Requires heat: minimum 320°C. One batch fills one syringe. All ingredients require a functional chemistry lab and dispenser.
Sterile Wipe Fiber (10) + Antiseptic (5) 1 item Creates a SurgicalSterileWipe entity. Used to sterilize surgical sites before operating. Quantized reaction.
Sterile Spray Oil (10) + Iron (5) + Antiseptic (5) 1 item Creates a SurgicalSterilanSpray entity. Spray-form surgical sterilizer. Quantized reaction.
Uranium EMP Uranium (5) + Iron (10) EMP burst Releases an electromagnetic pulse (0.2 range per unit Uranium, max 6-tile radius, 15-second duration, drains 12500 energy from electronics). Disables powered devices in range. No heat required.

Pyrotechnics & Explosives

Warning: These reactions are destructive. Synthesis should only be performed in isolated areas away from other players and equipment.

Product / Effect Reactants Yield Notes
Blastleaf Phosphorus (1) + Potassium (1) + Welding Fuel (1) 3u Orange volatile liquid. Used as the payload in bomb cigarettes. Inert at room temperature until ignited.
Blastleaf Detonation Blastleaf heated to 370°C EXPLOSION Detonates when ignited (e.g. a lit cigarette). 4 intensity per unit, max total intensity 50. Scales with quantity loaded.
Chlorine Trifluoride Detonation ChlorineTrifluoride heated to 370°C LARGE EXPLOSION Far more powerful than Blastleaf. 5 intensity per unit, max total intensity 200. Produces a visible large caution blast. Treat as a last-resort weapon.

Wasteland Healing Reactions

Product Reactants (ratio 1:1 unless noted) Yield Notes
Stimpak (HealingMixture) Broc Extract (1) + Xander Extract (1) + Blood (1) 2u Fill empty syringe with 25u for one dose
Dirty Stimpak Broc Extract (1) + Xander Extract (1) + Wasteland Blood (1) 3u Uses contaminated blood; yields more but healing is weaker
Bitterdrink Broc Extract (1) + Xander Extract (1) + Water (1) 1u Herbal remedy; pour into Bitterdrink bottle
Antiseptic Abraxo Cleaner (1) + Ethanol (1) 2u Required ingredient for RadAway and Psycho
Antidote Mixture Ethanol (1) + Scorpion Tail (1) 2u Intermediate product
Antidote Antidote Mixture (1) + Tarberry Extract (1) 2u Final antidote; fill syringe or bottle
RadAway Cave Fungus Rad Extract (1) + Antiseptic (2) + Water (2) 3u Primary radiation cure; fill bloodbag or phial
RadAway Diluted RadAway (1) + Water (2) 2u Half-strength; stretches limited supply
SpaceCleaner (from Abraxo) Abraxo Cleaner (1) + Water (1) 2u Cleaning product; not medicinal
Agave Ointment Agave Nectar Extract (5) + Water (5) + Ash (5) Creates ointment entity; topical burn treatment

Combat Chem Reactions

Product Reactants (ratio 1:1 unless noted) Yield Notes
Jet (MovespeedMixture) Ammonia (1) + Abraxo Cleaner (1) 1u Requires heat: minimum 374°C — needs burner or heating element
Psycho (DamageModifyingMixture) Bloatfly Acid (1) + Broc Extract (2) + Blood (1) + Antiseptic (2) 3u Complex recipe. Bloatfly acid is rare — harvest from bloatflies
Turbo (RobustMovespeedMixture) Cazador Acid (1) + Broc Extract (1) + Jet/MovespeedMixture (1) + Turpentine (1) 3u Requires Jet as base ingredient. Cazador acid from wasp corpses
Mentats Abraxo Cleaner (1) + Lead (1) 2u Simple recipe. No heat required
Mentats Berry Mentats (1) + Tarberry Extract (1) 1u Flavored variant; same addiction profile
Mentats Grape Mentats (1) + Whiskey (1) 1u Flavored variant; adds mild alcohol effect
Mentats Orange Mentats (1) + Carrot Extract (1) 1u Flavored variant
Buffjet Jet/MovespeedMixture (1) + Buffout (1) 1u Combination drug; stacks withdrawal
Bufftats Mentats (1) + Buffout (1) 1u Combination drug; stacks withdrawal
Hydra Scorpion Tail (1) + Cave Fungus Extract (1) + Nightstalker Blood (1) 2u Painkiller/stat hybrid; fill empty Hydra inhaler

Standard Chemical Reactions

Base chemistry used as inputs to other reactions. Most require a Chem Dispenser or raw elements.

Product Reactants Yield Heat Required
Ammonia Hydrogen (3) + Nitrogen (1) 4u None
Acetone Oil (1) + Welding Fuel (1) + Oxygen (1) 2u None
Benzene Hydrogen (1) + Carbon (1) 1u 310°C minimum
Hydroxide Oxygen (1) + Hydrogen (1) 2u 310°C minimum
Sulfuric Acid Hydrogen (1) + Sulfur (1) + Oxygen (2) 3u None
Phenol Hydroxide (1) + Benzene (1) 2u None
Sodium Hydroxide Hydroxide (1) + Sodium (1) 2u None
Table Salt Chlorine (1) + Sodium (1) 2u 370°C minimum
Diethylamine Ammonia (1) + Ethanol (1) 2u None
Thermite Iron (1) + Aluminium (1) + Oxygen (1) 3u None
Unstable Mutagen Radium (1) + Phosphorus (1) + Chlorine (1) 3u None
Potassium Explosion Water (1) + Potassium (1) EXPLOSION None — handle with extreme care
N14 Gunpowder Sulfur (1) + Carbon (1) + Fertilizer (1) Powder entity None — creates physical item

Medical Synthesis Reactions

Standard SS14/Corvax medical reagents. Useful for those with access to a full chemistry lab.

Product Reactants Yield
Bicaridine (Brute healer) Inaprovaline (1) + Carbon (1) 2u
Inaprovaline (Asphyx/Bleed) Oxygen (1) + Carbon (1) + Sugar (1) 3u
Dylovene (Toxin healer) Silicon (1) + Nitrogen (1) + Potassium (1) 3u
Kelotane (Burn healer) Silicon (1) + Carbon (1) 2u
Tricordrazine (Universal) Inaprovaline (1) + Dylovene (1) 2u
Arithrazine (Radiation) Hyronalin (1) + Hydrogen (1) 2u
Hyronalin (Radiation) Radium (1) + Dylovene (1) 2u
Dexalin (Asphyx) Oxygen (2) + Plasma catalyst (1) 3u
DexalinPlus (Asphyx+Blood) Dexalin (1) + Carbon (1) + Iron (1) 3u
Dermaline (Burn+Shock) Kelotane (1) + Oxygen (1) + Phosphorus (1) 3u
Epinephrine (Crit stabilizer) Phenol (1) + Acetone (1) + Chlorine (1) + Hydroxide (1) 4u
TranexamicAcid (Anti-bleed) Inaprovaline (1) + Sulfuric Acid (1) + Sugar (1) 3u
Mannitol (Brain healer) Hydrogen (1) + Water (1) + Sugar (1) 3u
Synaptizine (Stun removal) Lithium (1) + Sugar (1) + Water (1) 3u
Omnizine (Universal healer) Complex synthesis
Cryoxadone (Cryo healer) Dexalin (1) + Water (1) + Oxygen (1) 3u

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Chemistry Equipment

The following items support chemistry work. Most containers are produced at a Lathe (requires materials). The Chemical Dispenser requires power.

Containers & Tools (Lathe-Crafted)

All items take approximately 2 seconds at a lathe. Listed under the N14Chemistry category.

Item Materials Purpose
Beaker 100 Glass Standard reagent container
Large Beaker 200 Glass Higher-volume container
Dropper 200 Glass + 100 Plastic Precise small-volume transfer
Chemical Syringe (Empty) 100 Plastic + 25 Steel Refillable injection syringe
Doctor Syringe (Empty) 100 Plastic + 25 Steel Injectable syringe for medical use
Pill Canister (Empty) 100 Plastic Holds up to 12 pills
Jet Inhaler (Empty) 100 Plastic Fill with MovespeedMixture (Jet reagent)
Turbo Inhaler (Empty) 100 Plastic Fill with RobustMovespeedMixture
Psycho Syringe (Empty) 100 Glass Fill with DamageModifyingMixture
Antidote Syringe (Empty) 100 Glass Fill with Antidote reagent
Hydra Inhaler (Empty) 100 Glass Fill with Hydra reagent
RadAway Phial (Empty) 100 Glass Attachable phial for RadAway inhalers
Antidote Bottle (Empty) 100 Glass Large-volume drinkable antidote
Bitterdrink Bottle (Empty) 50 Glass Herbal remedy bottle
Chemistry Bottle 50 Glass Generic chemical storage
Rad-X Canister 100 Glass Holds Rad-X pills (12 capacity)
Mentats Pill Box 100 Steel Holds Mentats pills (12 capacity)
Buffout Canister 100 Glass Holds Buffout pills (12 capacity)
Cateye Canister 100 Glass Holds Cateye pills (12 capacity)
Fixer Pill Box 100 Steel Holds Fixer pills (12 capacity)

Mortar & Pestle

Crafted from 2× Wood Planks (5 second assembly). Used to grind plant materials into Healing Powder and other tribal remedies without a chemistry lab. Essential for Legion and tribal factions who lack access to medical equipment.

RadAway Inhaler Assembly

The refillable RadAway inhaler is assembled in multiple steps:

  1. Craft an empty Jet Inhaler at a lathe (100 Plastic)
  2. Craft an empty RadAway Phial at a lathe (100 Glass) and fill it with 30u RadAway
  3. Attach the filled Phial to the Inhaler (2 second assembly, requires screwdriver)
  4. Seal with screwdriver (2 second assembly)

The completed inhaler dispenses 10u RadAway per puff (3 puffs before the phial empties). The phial can be removed and refilled.

Chemical Dispenser

A powered machine that synthesizes and dispenses elemental reagents directly into beakers. Requires a working APC connection.

Available Elements (Standard Inventory):

Column 1 Column 2 Column 3 Column 4
Aluminium Carbon Chlorine Copper
Ethanol Fluorine Sugar Hydrogen
Iodine Iron Lithium Mercury
Nitrogen Oxygen Phosphorus Potassium
Radium Silicon Sodium Sulfur

Notes: The dispenser is upgradeable (power consumption drops by 0.75× multiplier with upgrades). It can be damaged and has a machine board for deconstruction/relocation. Treat it as critical infrastructure — a broken dispenser can halt all advanced chemistry.

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Quick Reference: Item Forms

Many reagents exist in multiple physical forms. This table shows the delivery method for each item a player will encounter.

Item Form Volume Notes
Stimpak Syringe (inject) 25u Inject into self or others
Dirty Stimpak Syringe (inject) 25u Lower-quality field stimpak
Super Stimpak Syringe (inject) 25u Handle with caution
Ultra Stimpak Syringe (inject) 25u Overdose risk is severe
Jet Inhaler (inhale) 15u Click to use; wears off quickly
Turbo Inhaler (inhale) 10u Stronger, shorter; harsher withdrawal
Psycho Syringe (inject) 20u Injectable combat chem
Med-X Syringe (inject) 20u Painkiller; no addiction
Hydra Inhaler (inhale) 15u Wasteland painkiller inhaler
RadAway IV Bloodbag 20u Applied via IV drip or direct inject
RadAway Inhaler (refillable) Up to 30u 3 puffs of 10u each
Rad-X Pill 20u Swallow; slow long-duration effect
Buffout Pill 20u Swallow; strength booster
Mentats (all variants) Pill 20u Swallow; cognitive enhancer
Cateye Pill 30u Swallow; night vision
Fixer Pill 20u Swallow; addiction suppressor
Healing Powder Pouch (consume) 20u Eat/snort from pouch; tribal
Healing Poultice Pouch (consume) 25u Tribal; stronger than powder
Cleansing Powder Pouch (consume) 25u Anti-radiation powder pouch
Bitterdrink Bottle (drink) 50u Herbal poison + radiation remedy
Antidote Bottle (drink) or Syringe 100u / 15u Both forms available
Promethine Syringe (inject) 5u per batch Rare; de-ghoulification only; requires full lab
Smelling Salts Ampoule (use on target) Special interaction; revives unconscious
Bandage Stack (apply to wounds) 15-count External wound dressing; no reagent
Aloe Salve Stack (apply to burns) 10-count External burn ointment; no reagent
◈ Crafting & Production ◈
Crafting Hub Bartending Botany Cooking Blueprints Materials Medicine