Jump to content

Chems & Addiction

From Misfits Nuclear Wasteland
Revision as of 22:00, 5 May 2026 by Bradysgaming (talk | contribs) (Created page with "<div style="background:#14080a; border-top:3px solid #aa44aa; border-bottom:3px solid #aa44aa; padding:8px 14px; margin-bottom:1.2em; font-family:monospace; color:#cc77cc; text-align:center; letter-spacing:3px; text-transform:uppercase; font-size:0.8em;"> ◈ Chems & Addiction ◈ Wasteland Pharmacology ◈ </div>The Wasteland offers a range of chemical substances - some that save lives, others that ruin them. Understanding what each chem does, how it affects the body, a...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

◈ Chems & Addiction ◈ Wasteland Pharmacology ◈

The Wasteland offers a range of chemical substances - some that save lives, others that ruin them. Understanding what each chem does, how it affects the body, and what happens when you stop taking it is the difference between using a tool and becoming a slave to one.

Stimpaks

The backbone of Wasteland medicine. Stimpaks are injectable serums that rapidly accelerate the body's healing. Multiple variants exist with different potency and risk.

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 Flower + Xander Root + Empty Syringe + Bloodpack.
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. Weaker than a clean stimpak but still effective. Found in loot or purchased cheaply.
Super Stimpak Heals Brute, Burn, and Airloss at -6.125 per tick. Stops bleeding (-3). Grants recovery drug status. 30u: bonus healing but +4.5 poison and +0.75 cellular damage per tick. Also halves movement speed. Extremely powerful. Taking two at once is near-guaranteed crit. Cellular damage is permanent. Found in elite medical kits or high-value loot.

Other Medical Items

Non-stimpak healing items and medical supplies.

Item Effect Notes
Healing Powder Heals Brute and Burn at -1.5 per tick. Causes vision blur (haze overlay). Stops bleeding (-0.5). Slow metabolism (0.1 rate). Tribal remedy crafted from Broc Flower + Xander Root. Vomiting at 30u. Standard issue for Legion and tribal roles.
Healing Poultice Heals Brute and Burn at -3.0 per tick. Stops bleeding (-1.0). Causes jitter. Faster metabolism (0.2 rate). Stronger than healing powder. Crafted from Broc Flower + Xander Root + Cave Fungus + Agave Leaf. Vomiting at 25u.
RadAway Removes accumulated radiation damage. Critical for survival in irradiated areas. Non-addictive.
Antidote Neutralizes poison damage and effects. Counter to poisoning.

Combat Chems

Combat chems provide powerful temporary bonuses but carry addiction risk. Continued use builds dependency. Stopping use triggers withdrawal.

Chem Effect Overdose Withdrawal
Jet +10% walk and sprint speed. Removes stun/knockdown effects. 30+ units: asphyxiation Speed penalty (0.80×), stamina drain 5.0
Turbo +20% walk and sprint speed. Drunk effect. Removes stun. 15+ units: asphyxiation Speed penalty (0.70×), stamina drain 7.0
Psycho +2 melee strength. Drunk effect. 30+ units: asphyxiation Brute damage 0.2/tick, stamina drain 6.0
Buffout +2 strength. Minor brute healing (-0.3). 30+ units: asphyxiation Brute damage 0.2/tick, stamina drain 8.0
Mentats Intelligence and perception boost. - Stamina drain (moderate)
Cateye Night vision (5 seconds per dose). - Stamina drain 2.0
Daytripper Visual hallucinations, rainbow vision. - Speed penalty (0.90×), stamina drain 4.0
Buffjet Combined Buffout + Jet effects. Combined Combined withdrawal effects
Bufftats Combined Mentats + Buffout effects. Combined Combined withdrawal effects

Overdose rule: Overdose can push you to critical but never kill you directly. Damage scales with excess chemical concentration (0.05 per excess unit).

Addiction System

Using combat chems builds chemical dependency over time. When a chem wears off, withdrawal begins.

Withdrawal Tiers

Withdrawal severity depends on how long ago the chem wore off:

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 burn damage during withdrawal
  • Mood effects - negative mood modifiers until clean

Chem Recipes

Chem Recipe Notes
Jet Ammonia 1 + Abraxo 1 (heated to 374°C) Requires heat source
Psycho Bloatfly Acid 1 + Broc Extract 2 + Blood 1 + Antiseptic 2 Complex recipe, rare ingredients
Turbo Cazador Acid 1 + Broc Extract 1 + Jet 1 + Turpentine 1 Requires Jet as base ingredient
Mentats Abraxo 1 + Lead 1 Simple recipe
Buffjet Jet 1 + Buffout 1 Combination drug
Bufftats Mentats 1 + Buffout 1 Combination drug
Hydra Scorpion Tail 1 + Fungus Extract 1 + Nightstalker Blood 1 Healing/stat hybrid
RadAway Fungus Extract (Rad) 1 + Antiseptic 2 + Water 2 Medical, non-addictive
Stimpak Broc Extract 1 + Xander Extract 1 + Blood 1 Medical, non-addictive
◈ Crafting & Production ◈
Crafting Hub Bartending Botany Cooking Blueprints Materials Medicine