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* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.
 
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.
 
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.
 
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.
 
  
 
=== Asthma ===
 
=== Asthma ===
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|}
 
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Can only be cured with [[luciferium]], a [[healer mech serum]], implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.
+
Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.
  
 
A human pawn can first get frail at age 51.
 
A human pawn can first get frail at age 51.
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Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability if no other medical condition is present. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.
 
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability if no other medical condition is present. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.
 
==Bliss lobotomy==
 
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty and makes a pawn incapable of everything but combat, dumb labor, animal work and doctoring (without cheering up patients). Can generate on [[cultist]] raiders or be deliberately induced via a ritual.
 
  
 
== General ==
 
== General ==
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* Impaired [[manipulation]] (×90%)
 
* Impaired [[manipulation]] (×90%)
 
* Reduced [[blood filtration]] (×95%)
 
* Reduced [[blood filtration]] (×95%)
* Slower [[Eating speed|eating]] (×50%)
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* Much slower [[Eating speed|eating]] (×50%)
 
|-
 
|-
 
| '''Food poisoning (major)''' || 4–20 hours from onset ||
 
| '''Food poisoning (major)''' || 4–20 hours from onset ||
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* Impaired [[manipulation]] (×80%)
 
* Impaired [[manipulation]] (×80%)
 
* Reduced [[blood filtration]] (×85%)
 
* Reduced [[blood filtration]] (×85%)
* Much slower [[Eating speed|eating]]  (×30%)
+
* Slower [[Eating speed|eating]]  (×30%)
 
|-
 
|-
 
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||
 
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||
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* [[Neural heat dump]], lasting 1 day.
 
* [[Neural heat dump]], lasting 1 day.
 
* [[Neuroquake]], lasting 5 days.
 
* [[Neuroquake]], lasting 5 days.
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].
+
* [[Word of Serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].
 
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core.  
 
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core.  
  

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