Difference between revisions of "Wake-up"

From RimWorld Wiki
Jump to navigation Jump to search
m (more formatting)
m (changed stack limit from 400 to 150)
Line 22: Line 22:
 
| social properness matters = true
 
| social properness matters = true
 
| sound eat =  
 
| sound eat =  
| stack limit = 400
+
| stack limit = 150
 
| taste =  
 
| taste =  
 
| tech level = industrial
 
| tech level = industrial

Revision as of 20:43, 17 April 2022

<ul><li>"chemical" is not in the list (Chemical, Gluttonous) of allowed values for the "Joy Kind" property.</li> <!--br--><li>"industrial" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>

Wake-up

Wakeup a.png

A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.
In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.


Type
DrugHard Drug
Stack Limit
150

Base Stats

Deterioration Rate
2
Flammability
1
Market Value
35
Mass
0.005
Max Hit Points
50

Stat Modifiers

Wake-up is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to Consciousness, and accordingly Manipulation. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.

It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.

Gameplay Overview

Wake-up is a highly addictive drug that can be manufactured at a drug lab, purchased from traders that deal in such, or occasionally found on raiders.

It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).

As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dose carrying a 2% chance of addiction.

A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.

If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.

Detailed Effects

Instant - upon consumption

  • Fully satisfies rest need: +100%
  • Recreation (chemical): +40%
  • Wake-up addiction chance: 2%, no minimum tolerance required.
  • Overdose chance: 0.5%

During wake-up high

Excessive consumption of wake-up within a short timespan, or consumption in combination with other hard drugs may result in a drug overdose. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.

Crafting

Wake-up can be manufactured at a drug lab using 2 neutroamine. Its synthesis speed is dependent on the Intellectual skill.

Side-Effects

While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.

If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the Kidney in a mean time of 120 in-game days. However, as of version 1.2.3005, Wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [1]

Withdrawal Symptoms

The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.

Detailed Symptoms

  • Impaired Consciousness (-50%)
  • Impaired Manipulation (-25%)
  • Impaired Moving (-20%)
  • Increased tiredness (x130%)
  • Increased likelihood of social fighting (x200%)
  • Hard drug binges (mtb of 40 days)
  • Psychotic wandering (mtb of 10 days)
  • Awful mood (-40)

Version history