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{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}
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{{Rewrite|reason=1) Cleanup, fact check, [[Template:Verified|verification]] 2) Actual detail on tend quality, how it is calculated etc}}
 
{{TOCright}}
 
{{TOCright}}
  
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<references/>
 
<references/>
  
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}} }}
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{{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}}
  
 
== Medicines ==
 
== Medicines ==
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|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Herbal medicine|Medical Potency Base}} }} || {{%|{{Q|Herbal medicine|Medical Quality Max}} }} || 10 || 0.35
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| {{%|{{Q|Herbal medicine|Medical Potency Base}}}} || {{%|{{Q|Herbal medicine|Medical Quality Max}}}} || 10 || 0.35
 
|}
 
|}
  
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|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5
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| {{%|{{Q|Medicine|Medical Potency Base}}}} || {{%|{{Q|Medicine|Medical Quality Max}}}} || 18 || 0.5
 
|}
 
|}
  
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|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5
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| {{%|{{Q|Glitterworld medicine|Medical Potency Base}}}} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}}}} || 50 || 0.5
 
|}
 
|}
  
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== Treatment ==
 
== Treatment ==
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{{Stub|section=1|reason=Need expansion into similar to operations - including how final tend quality is calculated and what its effects actually are. Might also need to be renamed to tending or similar - check in game}}
 
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.
 
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.
  
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This may be expressed as:
 
This may be expressed as:
<code> '''Operation Success Rate''' = [[Medical Surgery Success Chance|Surgery Success Chance <sub>Surgeon</sub>]] × [[Surgery Success Chance Factor|Surgery Success Chance <sub>Bed</sub>]] × [[Medical Potency]] × [[#Operation Success Rate Multiplier|Operation Success Rate Multiplier]]</code>
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{| {{STDT|}}
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|-
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| '''Operation Success Rate''' = [[Medical Surgery Success Chance|Surgery Success Chance <sub>Surgeon</sub>]] × [[Surgery Success Chance Factor|Surgery Success Chance <sub>Bed</sub>]] × [[Medical Potency]] × [[#Operation Success Rate Multiplier|Operation Success Rate Multiplier]]
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|-
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|}
  
 
Note that additionally:
 
Note that additionally:
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* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.
 
* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.
  
=== Calculating success ===
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===Calculating success===
 
'''[[Medical Surgery Success Chance|Surgeon stat]]'''
 
'''[[Medical Surgery Success Chance|Surgeon stat]]'''
 
* Determined by Doctoring skill. (see [[#Skill]] section)
 
* Determined by Doctoring skill. (see [[#Skill]] section)
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! Implant [[embryo]] {{BiotechIcon}}
 
! Implant [[embryo]] {{BiotechIcon}}
 
| 500
 
| 500
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|-
 
|}
 
|}
  

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