Chemistry
◈ 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:
- Craft an empty Jet Inhaler at a lathe (100 Plastic)
- Craft an empty RadAway Phial at a lathe (100 Glass) and fill it with 30u RadAway
- Attach the filled Phial to the Inhaler (2 second assembly, requires screwdriver)
- 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 |