Chemicals

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The Wonderful World of Chemicals

Preliminary information that you need to know!!

Chemicals have a variety of effects depending on where they end up. All chems deplete while they're in a mob, and some chems also do extra effects while they're inside someone. Some chems also do different things depending on how you apply them to someone, e.g. applying them via a patch vs through a pill, and certain chems can also affect plants or flooring. Some chemicals do something special upon reaching a certain temperature, usually they explode. The following sections explain these in further detail.

The Life Loop

Things that repeat in standard intervals are handled by loop controllers. The mob loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the life process. Life process is programmed to run in 4 second intervals governed by the mob loop.

Among other things, the life loop governs chems that are inside's person's bloodstream; it essentially models the body metabolizing chemicals. Chemicals usually enter the body via application methods that apply through INGEST and various methods that put chems straight into the bloodstream; the following section explains this in further detail. Every time it runs, each chemical decreases by a certain amount of units per chemical, listed under "Depletion rate", and some chemicals also do some additional effects, such as heal some damage or give a stamina boost, listed under "Per life cycle".

However, the life loop doesn't always tick every 4 seconds exactly, sometimes due to the game deliberately slowing itself down when the server is under stress, sometimes due to lag (occasionally itself due to the life loop consuming so much CPU). To compensate for these time fluctuations, the chem's on-life effects are multiplied by a number, logically called a multiplier, which changes based on how much time has actually passed. All chems are coded assuming a 2 second time frame, an artifact of the old system where the life loop ticked every 2 seconds, so the multiplier is usually around 2, but it can and does change, and a few chems' multipliers work somewhat differently.

So if a chemical does 2 toxin damage each time life is called, it'll do 4 damage every four seconds. With a depletion rate of 1, it'll deplete 2 units every four seconds, and so on and so on. These values can be and often will be different depending on server lag. Chemicals will last longer if they have a lower depletion rate. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle.

TOUCH & INGEST Effects

Some chemicals have one or multiple special effects when applied to a mob, and the difference can be quite significant. You should always pay close attention to the unique properties of the reagent(s) you want to synthesize or use.

Miscellaneous Effects

Some chemicals can affect plants and their seeds, such as by making it grow faster or boosting plant health. Per plant cycle effects apply when a chemical is in a hydroponics tray. Some chemicals also have different effects when used in a botanical infusion.

If a certain amount of chems are applied onto a turf, such as a steel floor, it creates a fluid puddle. Some chemicals also have unique effects when applied on tiles. For example, carbon makes dirt, while salt makes salt piles that can link up into salt lines, mystical.

You can become addicted to certain chemicals, usually drugs, if you have a certain amount of them in your system, based on random chance. Mechanically, every few seconds, the game looks for any addictive chems in your system, and if it does find them, it checks if there's enough of it to potentially cause an addiction and confirms that you're a human and thus actually susceptible to addictions in the first place (as opposed to a Cyborg or Critter). Then it calls a built-in BYOND function named prob(), which has an X% chance to return as "true"; the value of this X is the number listed under the "Addiction probability", shortened to "Addict prob." If prob() returns "true", you become addicted!

Base Elements

Not everything that comes out of the chem dispenser or similarly simple sources is inert; some have their own quirks that you should watch out for.

Reagent Dep. rate Pen. skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addict prob. Notes
Barium 0.4 No Explodes when mixed with water (1x1, low severity). Does not scale with volume. Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive.
Carbon 0.4 No 5+ UNITS: Creates dirt when applied to floor tiles.
Calcium 0.4 No
Chlorine 0.4 Yes +1 BURN +3 POISON
Ethanol 0.05 No 15+ UNITS - Slurred speech/stuttering, 10% chance for confused movement, 20% chance for dizziness. 10% chance for hiccuping, burping, mumbling, and grumbling.
25+ UNITS - 0.25 liver damage. 10% chance for more stutterin. Another separate 10% chance for hiccuping and burping.
45+ UNITS - 15% chance of even more stuttering. 8% chance for confused movement. Another separate 10% chance for hiccuping and burping.
55+ UNITS - 0.5 liver damage. 10% chance to fart, hiccup, mumble, or grumble, 6% chance to vomit. Still more stuttering. 33% chance of blurred vision, 15% chance of confused movement, 4% of misstep, 15% of dizziness.
60+ UNITS - Blurred vision, 6% chance of more drowsiness 5% chance of +1/+2 TOX,

OVERDOSE (100) - Ethanol poisoning! Separate 15% chances of extra 1-3 damage to the liver and/or kidneys. 1% chance of causing heart disease.
4% Ethanol, it messes your speech and movement, and sometimes even your vision or organs at high enough doses. The Alcohol Resistance gene blocks most of these effects, and you do not receive the respective organ damage if you have cyberkidneys or a cyberliver, which also has healing benefits related to ethanol.

Every single brand of alcohol decays into this. The more potent the alcohol, the more ethanol it builds up in you.
Fluorine 0.4 Yes +1 BURN, +1 TOX +3 POISON
Helium 0.4 No Does what you'd expect. Harmless. Can be obtained from helium tanks.
Iron 0.4 No Regenerates blood half a unit a time, 10% chance of -1 OXY

OVERDOSE (20) Causes +1 TOX, 5% chance of vomiting, stun, and a further +10 TOX
Basically a shittier version of Filgrastim with more side effects.
Lithium 0.4 No Drooling and confused movement. Can also be extracted from omega weed.
Magnesium 0.4 No 10+ UNITS: Creates piles of magnesium when applied to floor tiles. Piles ignite when exposed to a temperature higher than 747 K, but the fire isn't hot enough to set alight non-flammable materials or burn through the floor. They do, however, also ignite nearby piles, so you could make a line of magnesium and use it as a fuse for other pyrotechnic reagents.

In addition to the chem dispenser, it is also possible to get it from fireworks. Cut it open with a knife or similar, then use a beaker or similar to scoop up the resulting magnesium pile.
Mercury 0.2 Yes (0.2 per 1 unit splashed) 70% chance of +1 BRAIN Can also be extracted from omega weed.
Oxygen 0.4 No This might seem amazingly inert for a substance that is vital to your life, but think of it this way: What is the effect of this oxygen over the oxygen already in your blood?
Phosphorus 0.4 No 66% chance of +1 GROWTH An essential ingredient for a few recipes, but not terribly exciting on its own.

In addition to chem dispensers giving this element, you can also get phosphorus by clicking on a beaker or similar with a unlit match, yielding one unit of it.
Plasma 0.4 No +1 TOX. Increases depletion rate of epinephrine by 2. Cannot be applied to floor tiles.

TOUCH - If already on fire: +30 BURNING
+2 POISON When it reaches 374 K, it ignites, creating small to large fireball that scales with volume (up to 8x8).

Basic ingredient in chems with more fanastical effects.
Potassium 0.4 No Explodes when mixed with water (1x1, low severity). Does not scale with volume. 40% chance of +1 GROWTH, +1 HEALTH Most people won't bat an eye when they see plain old water, though, so it makes for an interesting stealth explosive. Can also be extracted from bananas.
Radium 0.4 Yes (0.5 per 1 unit splashed) +3 seconds of "Irradiated" Temporarily creates an eerie green glow when applied to floor tiles. 80% chance of +3 RAD, 16% of a random mutation Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepy pen full of radium is pretty lethal over a few minutes.
Silver 0.4 No Dipping a pair of handcuffs in a container with at least 50 units of silver creates silver handcuffs. Dipping some ammo in a container with at least 20 units gives them a silver brand, granting them extra damage against werewolves.
Sugar 0.4 No Jitteriness, +2 Stamina Regeneration. Reduces duration of incoming Weaken, Stunned, and Paralyzed debuffs by 6%, 4% chance to produce a unit of epinephrine.

OVERDOSE (200) - hyperglycaemic shock, 8% chance of +1/+2 TOX.
Having a bit of sugar in you gives you a small stun reduction and stamina buff. Can also be extracted from sugarcane.
Water 0.4 No Explodes when mixed with potassium (1x1, low severity). Does not scale with volume. 3+ UNITS: Temporarily creates a slippery surface when applied to floor tiles.

TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire.
Helps plants grow more quickly. Freezes when cooled (0° C), boils away when heated (100 °C). Can also be extracted from melons.

Basic compounds

Basic starting recipes. Most are pointless on their own, but they're all ingredients in the vast majority of chemicals in the world of SS13, so it's good to memorize them.

Reagent Recipe Pen. skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Acetone (1) Oil + (1) Welding Fuel + (1) Oxygen -> (3) Acetone No +1.5 TOX Common ingredient in other recipes.
Ammonia (1) Urine + (1) Water @ 354 K -> (1) Ammonia

OR

(3) Hydrogen + (1) Nitrogen -> (3) Ammonia
No +4 GROWTH, 66% chance of +1 HEALTH. Removes a variable amount (up to 4 units) of any other reagent; ratio is based on combined volume of all reagents in the tray. Fertilizer, and an ingredient in a lot of other chems.
Diethylamine (1) Ammonia + (1) Ethanol @ 374 K -> (2) Diethylamine No 66% chance of +2 GROWTH Used for certain medical recipes and as fertilizer.
Oil (1) Carbon + (1) Hydrogen + (1) Welding Fuel -> (3) Oil No Creates a streak of slippery oil when applied to floor tiles.

TOUCH - Lubricates cyborg joints and temporarily make them move faster.
At 474 K, ignites, creating small to large fireball that scales with volume (up to 8x8).

Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
Phenol (1) Oil + (1) Chlorine + (1) Water -> (3) Phenol No Used for certain medical recipes.
Stabilizing Agent
(Stabilizer)
(1) Iron + (1) Hydrogen + (1) Oxygen -> (2) Stabilizing Agent No Keeps unstable chemicals stable. This does not work on everything.

Medical Chems

A malignant scientist is expected to hurt people. A benevolent one is expected to heal people. If you're the latter, then this chart is your best friend.

Reagent Recipe Dep. rate Pen. skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addict prob. Notes
Ammonium Bicarbonate
(Smelling Salts)
(1) Ammonia + (1) Carbon + (1) Oxygen @ 374 K -> (3) Ammonium Bicarbonate 0.4 No 30% chance of -1 RAD, 5% of +1 TOX. +5 Stamina Regeneration boost.

If below -5 to -30 health: -1 TOX, -1 BRUTE, -1 BURN

Increases depletion rates for the following depressant/knockout drugs by 3:
Inferior to epinephrine and potassium iodide, but offers a surprisingly significant stamina regeneration buff. Also flushes several debilitating knockout drugs.
Antihol (1) Ethanol + (1) Charcoal -> (2) Antihol 0.4 No Raises ethanol depletion rates by 8.

If below +25 health: -2 TOX
Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.
Atropine (1) Ethanol + (1) Diethylamine + (1) Acetone + (1) Phenol + (1) Sulfuric Acid -> (4) Atropine

OR

Extract from black venne or omega weed.
0.2 No Dizziness, confused movement, -20 Max Stamina, warms you up slightly when cold.

Attempts to cap OXY at 65 and LOSEBREATH at 5. Rolls a chance to fix cardiac failure. Increases depletion rate of sarin by 20.

If below -25 health: -1 TOX, -3 BRUTE, -3 BURN, -2 BRAIN

If above 15 health AND TOX damage > 70: +1 TOX

Reduces the chance of death when used with synaptizine.

OVERDOSE (25) - 8% chance of +1/+2 TOX
Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone doesn't really kill people but it's a pretty decent debilitating poison if you wanna use it that way.
Calomel (1) Mercury + (1) Chlorine @ 374 K -> (1) Calomel 0.8 No Increases all depletion rates by 5.

If above +20 health: +5 TOX
Aggressive purgative. It'll do a lot of TOX damage itself but it cannot kill you, as the damage only applies while you are above the health threshold. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.
Charcoal (1) Ash + (1) Salt @ 374 K -> (2) Charcoal

OR

Extract from venne.
0.4 No -1.5 TOX. -2 kidney, stomach, intestines, and liver damage.

50% chance of increasing the depletion rate of all other chems by 1.
Removes 2 units of every harmful chem present (toxin, toxic slurry, sulf. acid, plasma, mercury, welding fuel, chlorine, radium) Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.
Cryoxadone (1) Cryostylane + (1) Unstable Mutagen + (1) Plasma + (1) Acetone -> (3) Cryoxadone 0.4 No If body temp below 210 K: -10 OXY, -3 TOX, -12 BRUTE, -12 BURN, -2 all organ damage.

Warms you up depending on damage healed. More specifically it's (damage healed/37) * 25, excluding organ damage, meaning the max increase is 25 degrees.
Requires cooling the target before it kicks in, and recooling to offset the heating, but heals incredibly well. The cryo tanks in medbay use this.

Note: Don't cool down someone who is currently on fire, put them out first. Due to the way BURN damage is handled, cooling a flaming person will make the fire worse and cause more damage than even the cryoxadone can keep up with.
Diphenhydramine
(Antihistamine)
(1) Oil + (1) Carbon + (1) Bromine + (1) Diethylamine + (1) Ethanol -> (4) Diphenhydramine 0.4 No Reduces jitteriness, -3 Stamina Regeneration. Increases depletion rates of histamine and itching powder by 3. 3% chance of stunning briefly and causing drowsiness. 10% Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder. Mildly debilitating.
Ephedrine (1) Sugar + (1) Oil + (1) Hydrogen + (1) Diethylamine -> (3) Ephedrine

OR

Extract from asomna or omega weed.

OR

Find in Grife-O soda.
0.3 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 15%, +2 Stamina Regeneration, causes jitteriness, reduces drowsiness, warms you up slightly.

Attempts to cap LOSEBREATH at 3. Heals 1 OXY if OXY damage > 75.

If above 0 health: 33% chance of -1 BRUTE, -1 BURN. 8% of -1 TOX
If below 0 health: -1 BRUTE, -1 BURN. 25% of -1 TOX

OVERDOSE (35) - 8% chance of +1/+2 TOX, 15% of extra +1/+2 TOX. 5% of stunning briefly and causing dizziness.
25% It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects.
Epinephrine (1) Phenol + (1) Hydrogen + (1) Oxygen + (1) Chlorine + (1) Acetone + (1) Diethylamine -> (4) Epinephrine 0.2 No Attempts to cap LOSEBREATH at 3 and OXY at 35. 5% chance of -1 BRAIN. Rolls a chance to fix cardiac failure.

Increases depletion rate of histamine by 15. Warms you up by 7 Kelvin. Slows down progression of sarin by 20%.

Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 10%. +3 Stamina Regeneration buff. Reduces drowsiness, 5% chance to remove all sleepiness. 10% chance to cause jitteriness.

If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN.

OVERDOSE (20) - 8% chance of +1/+2 TOX, 5% of stunning briefly and causing dizziness.
Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Can make you pretty sick in overdoses. Rapidly counters histamine / allergic reactions. Can function as a minor stimulant, roughly on par with coffee.
Ether (1) Ethanol + (1) Hydrochloric Acid + (1) Oxygen -> (1) Ether 0.4 No -3 Stamina Regeneration, reduces jitteriness. Will knock you out on 36th cycle.

OVERDOSE (20) - 8% chance of +1/+2 TOX.
50% Behaves almost exactly the same as morphine, minus the speed bonus and with a bigger stamina penalty. But since this knockout chem has a recipe, and a fairly simple one too, it's lot easier to come by.
Filgrastim (1) Blood + (1) Stable Mutagen + (1) E.Coli + (1) Spaceacillin -> (2) Filgrastim 0.2 No +2u blood. A granulocyte colony stimulating factor analog, which helps the body create more blood.
Hairgrownium (1) Synthflesh + (1) Ephedrine + (1) Carpet -> (3) Hairgrownium

OR

Extract from fuzzy nureous or omega weed.
0.4 Yes 10% chance of growing a full set of hair. Great cure for baldness.
Haloperidol (1) Chlorine + (1) Fluorine + (1) Aluminium + (1) Potassium Iodide + (1) Oil -> (4) Haloperidol

OR

Find in haloperidol bottles from restricted medical cabinets and Restricted Medicine Shipments, syringes (anti-psychotic), and Dr. Pubber bottles.

OR

Extract from certain popsicles and omega weed

OR

Distill omega weed.

OR

Randomly appears in Rowdy 'Rillos and pills from ???? bottles.
0.4 No Reduces druggy effects and jitteriness, causes drowiness. -5 Stamina Regeneration. 20% chance of +1 BRAIN. 5% of curing space madness and berserker. 10% of causing drooling.

Removes 15 seconds for the Stimulants status effect. Increases depletion rates for the following stimulating/hallucinogenic drugs by 5:
Treat it like a general anti-psychotic. Severe stamina regen penalty, drowisness, and drug depletion rate acceleration makes useful for treating/neutralizing drugged-up maniacs.

This is the secret behind tranq rifle darts. WardBuddies, fermids, and the humanoid "emagged medibots" found in certain derelicts also inject this.
Heparin (1) Sugar + (1) Meat Slurry + (1) Phenol + (1) Sulfuric Acid -> (2) Heparin 0.4 No Will cause any bleeding to become worse, but will try to cure heart disease, dislodge blood clots, and will reduce the effects of hypertension. Removes 2u of cholesterol as well.

OVERDOSE (20) - you blood fall out
An anticoagulant.
Hunchback (1) Bourbon + (1) Cola + (1) Tomato Juice -> (3) Hunchback 0.4 No Increases all depletion rates by 8.

10% chance of contracting food poisoning.

If above +10 health: +2 TOX
Flushes other chemicals more rapidly than calomel, but does so at significant risk to the consumer. Aside from constant and violent vomiting, the health cap and depletion rate are significantly lower.
Insulin N/A. Available in syringe form in NanoMeds

OR

Find inside Pro Puffs cigarette packets.
0.4 No Raises sugar depletion rates by 5. Handles hyperglycaemic coma.
Lexorin N/A. Find inside Pro Puffs cigarette packets. 0.2 No +1 TOX, removes the need to breathe. A more dangerous version of perfluorodecalin that allows you to talk in space without using internals, but deals TOX damage over time.
Mannitol (1) Sugar + (1) Hydrogen + (1) Water -> (2) Mannitol

OR

Extract from dawning venne.
0.4 No -3 BRAIN Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc.
Menthol (1) Mint + (1) Ethanol @ 324 K -> (2) Menthol

OR

Put mint into a still.
0.1 Yes Tries to return high body temps towards normal, 55% chance of -2 BURN. Use for minor burn damage.
Morphine N/A. Extract from poppies.

OR

Obtain from NanoMed Plus vendors, Dr. Pubber, and Medical: Medical Reservoir Crates.
0.4 No Dramatically counters movement reduction from severe injury, -3 Stamina Regeneration, reduces jitteriness. Will knock you out on 36th cycle.

OVERDOSE (20) - 8% chance of +1/+2 TOX.
50% Low doses are useful for the painkiller, but high doses can knock someone out for a while. Be careful with the severe stamina regen penalty.
Mugwort N/A. Wizard shuttle. 0.4 No If target is wizard: Removes 5 units of sarin. INGEST - If target is wizard: 85% chance of -1 LOSEBREATH. 45% chances for each of -1 OXY, -1 TOX, -6 BRUTE and -6 BURN. Can patch up minor injuries of magic users.
Mutadone (1) Unstable Mutagen + (1) Acetone + (1) Bromine -> (3) Mutadone

OR

Extract from dawning venne.
0.4 No Removes one genetic bioeffect. Some mutations cannot be cured by mutadone, however. 20% chance of -5 GROWTH. 50% of inducing one of these effects: -1 GROWTIME, -1 HARVTIME, +1 HARVESTS, +1 CROPSIZE, +1 POTENCY or +1 ENDURANCE Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Giving this to someone with superpowers will really ruin their day.
Oculine (1) Atropine + (1) Saline-Glucose Solution + (1) Spaceacillin -> (4) Oculine

OR

Extract from dawning venne.
0.4 Yes 80% chance of reducing blurred vision as well as eye and ear damage by 1, 50% of curing nearsightedness, 30% of curing blindness

If ear damage is less than 25: 30% chance of healing deafness
Not typically needed unless some jerk is using a lot of flashbangs. It's a rare situation, but giving them oculine might be their saving grace.
Omnizine N/A. Extract from white weed and glowing fruits.

OR

Eat some warm donk pockets and/or spaghetti arrabbiata and draw out your blood.

OR

Randomly find in artifact beakers/watering cans.
0.2 No -2 BRUTE, -2 BURN, -1 TOX, -1 OXY, -1 all organ damage. 50% chance of -1 LOSEBREATH. Regenerates 1 unit of blood if you're under 500 units, 10% of -1 BLEEDING.

OVERDOSE (30) - Stuttering, dizziness, jitteriness, random stuns and confused movement. 8% chance of +1/+2 TOX.
5% Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it. Omnizine-laced Pro Puffs and the two dishes deliver a small dose of omnizine when used. Less ideal than botany, but it could save you in a pinch.
Pentetic Acid (1) Welding Fuel + (1) Chlorine + (1) Ammonia + (1) Formaldehyde + (1) Sodium + (1) Cyanide -> (6) Pentetic Acid 0.4 No -7 RAD, increases all depletion rates by 4.

-2 kidney, stomach, intestines, and liver damage.

75% chance of -4 TOX, 33% of +1 BRUTE, +1 BURN.
Apex anti-tox/anti-rad treatment.
Perfluorodecalin (1) Hydrogen + (1) Fluorine + (1) Salicylic Acid @ 374 K -> (2) Perfluorodecalin 0.4 No -25 OXY, -2 lung & spleen damage, 33% chance of -1 BRUTE and -1 BURN.

Increases LOSEBREATH to and caps it at 6. Prevents any suffocation damage from racking up despite that.
20% Fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory, you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need mannitol too. Can make spacewalking without internals possible.
Potassium Iodide (1) Potassium + (1) Iodine -> (2) Potassium Iodide

OR

Extract from nureous.
0.4 No 80% chance of -1 RAD

-1 TOX. 33% chance of -1 kidney and liver damage.
Radiation is cumulative and causes TOX and BURN. Simple and weak, but can help counter radiation events and radium somewhat.
Proconvertin (1) Blood + (1) Stable Mutagen + (1) Mannitol + (1) Salt -> (2) Proconvertin 0.3 No 90% chance of -1 BLEEDING. 2% chance to cause a blood clot. Increases blood pressure and can worsen existing blood clots. A coagulant.
Robustissin (1) Menthol + (1) Morphine + (1) Hydrogen + (1) Acetone -> (4) Robustissin

OR

Antihistamine + (1) Oil + (1) Salicylic Acid + (1) Menthol -> (4) Robustissin

OR

Find inside randomly-named space cola.
0.4 No Separate 25% chances of curing the 10% chance each of curing the common cold, both regular flu and avian flu, and food poisoning.

OVERDOSE (30) - Pretty colors, occasional giggling, yawning, and smiling. Chance of inflicting TOX damage, brief bouts of confused movement, and/or moderately long (<10 seconds) knock-down.
Space Robitussin (aka dextromethorphan), complete with fun overdose effects!
Salbutamol (1) Oil + (1) Lithium + (1) Ammonia + (1) Aluminium + (1) Bromine -> (5) Salbutamol

OR

Extract from shivering contusine.
0.2 No -6 OXY, -4 LOSEBREATH, -2 lung & spleen damage.

OVERDOSE (50) - Has a chance to damage the kidneys. The severity of the damage increases considerably with the severity of the overdose.
Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Often underused emergency med that makes dealing with critical-health people a lot easier since OXY damage is usually what kills in-crit patients in the end.
Salicylic Acid
(Painkiller/Analgesic)
(1) Sodium + (1) Phenol + (1) Carbon + (1) Oxygen + (1) Sulfuric Acid -> (5) Salicylic Acid

OR

Extract from contusine.
0.1 No Tries to return high body temps towards normal, counters walkspeed loss from being hurt fairly well.

55% chance of -2 BRUTE.

OVERDOSE (25) - 8% chance of +1/+2 TOX.
Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage, but it'll keep you moving at top speed so you can rush for the better healing chems. Slow depletion rate will keep it in your blood for awhile.
Saline-Glucose Solution (1) Salt + (1) Water + (1) Sugar -> (3) Saline-Glucose Solution 0.15 Yes 33% chance of -2 BRUTE, -2 BURN. 33% chance of regenerating 1 unit of blood. Rolls a chance to fix shock. Decent med for healing a respectable amount of BRUTE/BURN damage over time and for stabilizing low-crit patients.
Silver Sulfadiazine (1) Silver + (1) Sulfur + (1) Oxygen + (1) Chlorine + (1) Ammonia -> (5) Silver Sulfadiazine

OR

Extract from commol.
3 No -2 BURN TOUCH - Heals 1 BURN per unit applied.

INGEST - Causes 0.5 TOX per unit ingested.
The go-to BURN medication. It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. Ingesting it doesn't work nearly as well and even causes a fair bit of TOX damage, so don't do that.
Simethicone (1) Oxygen + (1) Chlorine + (1) Hydrogen + (1) Silicon -> (3) Simethicone 0.4 No Makes the victim unable to fart. Fiendish. Truly fiendish.
Space ipecac N/A.Extract from ipecacuanha roots or the bilious and invigorating variations.

OR

Comes in pill form from NanoMed Plus machines.
0.8 No 25% chance to induce vomiting.

IF HEALTH > 25: +1 TOX damage.

5% chance to cause food poisoning.
Think the last thing you just ate was poisoned? Take this to vomit it out as a half-digested food chunk containing a portion of whatever reagents were in it. Naturally, this'll stop you from ingesting whatever poisons were in said meal. If you've eaten multiple things, the most recent item (i.e. what you ate last) is vomited out.
Spaceacillin (1) Space Fungus + (1) Ethanol -> (2) Spaceacillin 0.2 No Rolls a chance to cure some specific diseases, such as MRSA and grave fever. You probably won't use this much unless some Vampire is giving people grave fever. Space fungus, which mostly grows in maintenance tunnels, is acquired by scraping it off walls with your beaker.
Strange Reagent (1) Omnizine + (1) Unstable Mutagen + (1) Holy Water -> (2) Strange Reagent

OR

Randomly find in artifact beakers/watering cans.
0.2 No 10% chance of +2 BRUTE and +2 TOX INGEST - Can reanimate the dead. If the corpse is rotten or has more than 150 combined BRUTE+BURN, the body will be gibbed, and a corpse with too much BRAIN damage will immediately drop dead again.

TOUCH - Resurrects critters.
While SR can revive players, it will only heal their OXY damage upon successful revival. Actual doctoring is still necessary after they come back to life.
Styptic Powder (1) Aluminium + (1) Oxygen + (1) Hydrogen + (1) Sulfuric Acid -> (4) Styptic Powder 3 No -2 BRUTE TOUCH - Heals 1 BRUTE per unit applied. Has a chance to reduce BLEEDING slightly.

INGEST - Causes 0.5 TOX per unit ingested.
The BRUTE damage equivalent of silver sulfadizine, so the same application methods still apply: only go for topical doses.
Super Hairgrownium (1) Hairgrownium + (1) Methamphetamine + (1) Iron -> (3) Super Hairgrownium

OR

Randomly find in artifact beakers/watering cans.
0.4 Yes Grows tremendous hair and a fake moustache that instantly regrows when removed.
Synaptizine N/A. Available in syringe and bottle form from NanoMed dispensers.

OR

Extract from invigorating ipecacuanha roots, spaghetti w/ meatballs and arrabbiata.

OR

Eat Syndicate donk pockets, and draw out your blood with a syringe or IV bag.
0.4 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 31%, +4 Stamina Regeneration buff, reduces drowsiness. -10 BRAIN while brain damage is more than 90, otherwise 50% chance of -1 BRAIN.

Reduces the chance of death when used with atropine.

OVERDOSE (40) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be dizziness, stuns, up to 2 units of rajaijah, or extra +1 TOX.
Similar to ephedrine in regards to stun reduction, but with less severe overdose effects and a better stamina benefit. Will prevent braindeath pretty effectively, but you'll still need Mannitol to fix your brain the rest of the way. In addition to the syringes and bottles of synaptizine in the NanoMed, there's also auto-injectors of it in the Port-a-NanoMed.
Synthflesh (1) Blood + (1) Carbon + (1) Styptic Powder -> (3) Synthflesh 0.4 No 5+ UNITS: Creates slippery gibs when applied to floor tiles.

TOUCH - Heals 1.5 BRUTE and 1.5 BURN per unit applied. Instantly heals all BLEEDING.
An excellent fixer of BRUTE, BURN and BLEEDING, it's a surprise that it isn't used more. The doctors will love you if you supply medbay with patches full of this.
Teporone (1) Silicon + (1) Acetone + (1) Plasma -> (2) Teporone 0.4 No Attempts to return body temp to normal in ten degree increments.

Causes jitteriness.

OVERDOSE (50) - 8% chance of +1/+2 TOX.
20% Not really ever used much, but spacewalking cocktails might need it.
Triple Citrus (1) Orange Juice + (1) Lemon juice + (1) Lime Juice -> (3) Triple Citrus 0.4 No INGEST - Heals 1-2 TOX damage A basic TOX-healer a Bartender or clever Botanist could easily/readily make.
Yobihodazine N/A. Spaced rum. 0.4 No Attempts to return body temp to normal in ten degree increments. Prevents OXY damage (but not LOSEBREATH). 20% chance of +1 BRAIN. 20% Another legacy spacewalking chem.

Poisons and Toxic Shit

The bad stuff. This is where you'll learn the fine art of poisoning, and there is no shortage of poisons to use.

Reagent Recipe Dep. rate Pen. skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addict prob. Notes
Acetaldehyde (1) Chromium + (1) Oxygen + (1) Copper + (1) Ethanol @ 549 K -> (3) Acetaldehyde 0.4 Yes +1 BURN +4 POISON Basic poison.
Aconitum N/A. Extract from aconite flowers. 0.4 No +2 TOX. 10% chance of stun and extra +2 TOX, 8% chance of +1 LOSEBREATH Toxic + suffocation, behaves like a weaker coniine.
Amanitin N/A. Syndicate sauce, poison bottles, mutant mushrooms. 0.4 No Keeps track of a damage_counter variable that starts at 0. Each tick it's in you, that variable increases by 2-4. On the last cycle that it's in you, it hits you with a stack of damage_counter + 2-3 TOX damage. This is a delayed stealth poison that's dose-dependent. The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use.
Ants N/A. It accumulates on floor tiles that foodstuffs have been left on, indicated with a animated sprite. 0.4 No +2 BRUTE TOUCH/INGEST - Does 4 BRUTE damage Use a beaker on the sprite to collect ants. In the blood stream, the victim takes BRUTE damage every cycle, so it can be slow and lethal if you have the patience to collect enough ants. A mostly harmless prank chem overall.
Atrazine
(Weedkiller)
(1) Chlorine + (1) Nitrogen + (1) Hydrogen -> (3) Atrazine 0.4 No +2 TOX If plant species is weed: +2 POISON, -3 GROWTH Pretty much a generic toxin. Botany has a bunch of it right away.
Capulettium (1) Neurotoxin + (1) Chlorine + (1) Hydrogen -> (1) Capulettium 0.4 No Causes blurred vision and drowsiness. Knocks the victim out and makes them appear dead on 11th cycle, up to a maximum duration of 2 min (not cumulative). A niche or gimmick reagent at best, but it might scare somebody if they don't know what's going on.
Capulettium plus (1) Capulettium + (1) Ephedrine + (1) Methamphetamine -> (3) Capulettium Plus 0.4 No Instant and ongoing vocal paralysis until chemical fully depletes, also prevents the use of all emotes. Makes the victim appear dead if they're laying down or sleeping. This essentially lets you play possum. You're unable to speak (excluding telepathy or machine talk), but you can make yourself appear dead in a pinch. Know someone is hunting you? Inject yourself with this just before they find you, lay down and they'll mistake you for a corpse! You retain full consciousness and control of your body, so you can back up and ambush them when they least suspect it.
Coniine N/A. Poison bottles. 0.05 No +2 TOX, +5 LOSEBREATH A small dose can kill in under a minute. LOSEBREATH makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio.
Curare N/A. Poison bottles or contusine mutation. 0.1 Yes +1 TOX, +1 OXY, blurred vision. Causes drowsiness and permastuns the victim on 11th cycle, 8% chance of +1 LOSEBREATH It won't knock them out, but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.
Cyanide (1) Ammonia + (1) Oil + (1) Oxygen @ 374 K -> (1) Cyanide

OR

poison bottles

OR

Extract from deathweed.
0.1 Yes +1.5 TOX.

10% chance of +1 LOSEBREATH

8% chance of stun and extra +2 TOX
A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than TOX depending on how the RNG rolls.
Formaldehyde
(Embalming Fluid)
(1) Ethanol + (1) Oxygen + (1) Silver @ 424K -> (2) Formaldehyde

OR

Find inside embalming fluid bottles.
0.4 Yes +1 TOX, 10% chance of decaying into 5 to 15 units of histamine +4 POISON Inject into a corpse to prevent decomposition. The high chance of decaying into histamine makes it a really mean poison if you want to use it that way. This is the secret behind the Rotbusttec implants.

Just about every Morgue has a bottle of this, as a "embalming fluid bottle". Cargo's Morgue Supplies also has a bottle.
Glitter (not harmful) (1) Colorful Reagent + (1) Paper + (1) Platinum -> (4) Glitter (not harmful) 0.1 Yes Glitter particle effect. 5+ UNITS: Creates glitter when applied to floor tiles. Makes your mob glitter.
Glitter (harmful) (1) Itching Powder + (1) Colorful Reagent + (1) Paper + (1) Silver -> (4) Glitter

OR

Randomly find in artifact beakers/watering cans.
0.1 Yes Glitter particle effect. 10% chance of +1 BRUTE, 5% of +2 BRUTE. 1% of decaying into 1 unit of histamine 5+ UNITS: Creates glitter when applied to floor tiles. Makes your mob glitter. Occasional BRUTE damage from scratching, similar to itching powder.
Glowing Slurry N/A. Extract from Omega slurrypods. 0.4 No +2 RAD. 15% chance of bad mutation, 3% of good mutation TOUCH - 50% of bad mutation

INGEST - 100% of bad mutation
One random mutation, up to -2 GROWTH Scrambles your genes to hell and back.
Histamine N/A. Bee/wasp stings, Omega weed, byproduct of certain reagents. 0.2 No 10% chance of blurred vision with message about how "your eyes itch", along with blinking or sneezing. 10% chance of +1 BRUTE and grumbling, with messages about how someone "scratches at an itch" and. 5% of up to +2 BRUTE, described as them "getting a rash".

IF HYPERALLERGIC TRAIT: Creates 2 + ((amount of histamine)/10) additional units of histamine, i.e. more histamine means even more units created.

OVERDOSE (40) - 8% chance of +1/+2 TOX. Scales with dose. Large doses have rapidly fatal effects simulating anaphylaxis and ramp up BRUTE, TOX and OXY damage across the board
Causes jitteriness.

TOUCH - Transfer is capped at 10 units regardless of amount splashed.

NOT TOUCH - Drooling, message about a "burning sensation in your throat".
Dose-dependent, ranges from annoying to incredibly lethal. Diphenhydamine and epinephrine will counteract it as targeted meds, but they are often not enough for hyperallergic trait people who've passed the overdose threshold.
Initropidril Secret!

OR

Get from poison bottles.
0.4 No +33 Stamina Regeneration. 33% chance of medium-duration stun OR up to +25 TOX. 10% of +10 OXY and +1 LOSEBREATH OR immediate cardiac arrest. RNG-based poison with a big stamina buff, can either kill you ridiculously fast or agonizingly slowly.
Itching Powder (1) Ammonia + (1) Welding Fuel + (1) Space Fungus -> (4) Itching Powder

OR

Extract from omega weed.
0.3 Yes Lots of annoying random effects like jitteriness and stuns. 2-15% chances of up to +5 BRUTE. 6% chance of decaying into up to 3 units of histamine. Prank chem but can be debilitating as hell in large doses. A source of histamine.
Ketamine N/A. Sleepy pens and poison bottles. 0.8 Yes -20 Maximum Stamina. Causes blurred vision, KOs on 11th cycle. Sleepy pens and Snoozebuddies come pre-loaded with this knockout drug with a major stamina penalty. A typical dose from one should last 6-8 minutes.
Lipolicide (1) Ephedrine + (1) Diethylamine + (1) Mercury -> (2) Lipolicide 0.2 No +1 TOX unless the victim keeps eating food. Deals massive damage to blob lipid cells. Mostly just annoying, but easy to get from weight-loss shakes.
Miasma N/A. Pours out of corpses. 0.4 No Deals 0.23 TOX. Practice proper corpse disposal or medbay can get stunk up with this!
Neurotoxin (1) Space Drugs @ 674 K -> (1) Neurotoxin 1 No Causes jitteriness, dizziness, drowsiness and confused movement. +1 TOX, +1 BRAIN if total brain damage is less than 80 (10% chance otherwise).

Delayed poison. Ill effects will not be felt until the 5th cycle, and completely KO the victim on the 18th cycle.
One of the most debilitating chems in the game due to applying brain damage, confusion and constant knockouts all at once. Someone given a large dose will be lucky to be able to do anything. Its delayed effects make it one of the quickest and stealthiest knockout chems around. It's also one of horrible things that changelings and queen bees can sting you with.
Pancuronium N/A. Poison bottles, hacked NanoMeds, and derelict/emagged medibot injections. 0.2 No -30 Maximum Stamina. Will permastun on 11th cycle.

If permastunned: 10% chance of +1 LOSEBREATH, 7% of +3 LOSEBREATH
A very nasty disabling poison for traitors to make use of, basically a much meaner curare that also comes with a severe stamina penalty. Also one of the reasons to run from derelict or emagged medibots, as they will inject you with it constantly if they catch you.
Polonium N/A. Poison bottles. 0.1 Yes +8 RAD 80% chance of +5 RAD, 25% of a random mutation Lasts a long time and ramps your cumulative radiation (causes TOX and BURN) way the hell up, very deadly.
Rajaijah
(Madness toxin)
Secret!

OR

Randomly find in poison bottles and artifact beakers/watering cans.
0.1 No +0.5 BRAIN, jitteriness, +100 Stamina Regeneration. KOs, then an AI takes over your mob on the 29th cycle, forcing you to attack people nearby (and occasionally yourself). Lots of scary text messages. You may have fought against monkeys or even Syndicate NPCs randomly summoned by Telescience. Rajaijah makes use of the same AI, which is quite robust. It can pick up, attack with and throw items from off the floor, can use firearms effectively, and is hard to pacify thanks to the huge stamina buff. Injecting somebody with this poison will KO them briefly after a couple of cycles. Once they wake up, the AI assumes control of the mob, turning the victim into an involuntary murder machine. They'll be unable to do anything about it until the poison wears off.

Note: Slapping a straight jacket on someone poisoned with rajaijah will neutralize them, letting you flush the poison safely.
Royal Initrobeedril Secret!

OR

Randomly find in poison bottles.
0.2 No +1 TOX, turns the victim yellow. 10-33% chances of stuns, +1 LOSEBREATH and up to +5 OXY. Gibs the victim on 26th cycle and leaves a queen bee behind. Royal initro essentially turns the victim's heart into a monstrous bee bearing their name. A very reliable killing method, though at least 5 units are required for a guaranteed kill and the giant red bee bearing the name of the victim is a huge red flag for the crew. The only cure is to inject something that forces it to deplete before it hits cycle 26.
Sarin Secret!

OR

Randomly find in poison bottles.
0.1 Yes +1 TOX, +1 BRAIN, +1 BURN. 5% chance of +1 LOSEBREATH, randomly causes stuns, blurred vision, jitteriness, confused movement and other effects. Permastuns on 60th cycle.

If permastunned: additional +5 LOSEBREATH, +1 BRAIN and +1 TOX

25+ UNITS: 8% chance of additional +1/+2 TOX
Bombards the victim with a lot of scary messages and can kill surprisingly quickly if left unchecked. Atropine rapidly depletes it, epinephrine can slow it down so the permastun occurs later, and wide-spectrum meds can counter the damage triad. Nuclear operatives start with a few grenades of this on the shuttle.

Be sure to have your biosuit hood when producing it, lest you huff up the cloud of sarin it creates upon synthesis. Cloud sizes scales with volume being created--perhaps you could weaponize this...?
Sodium Thiopental N/A. Poison bottles. 0.7 No -30 Maximum Stamina, reduces jitteriness. Random stuns, confused movement, drowsiness. 10% chance of +1 BRAIN. KOs the victim on 6th cycle. Like an incredibly fast-acting ketamine, but with slightly slower depletion and a worse total stamina penalty; it also doesn't knock out for nearly as long once the chem wears off. The secret of Safari Kit darts.
Spiders Ingest ants + unstable mutagen and use the *dance emote

OR

see the recipe hint.

OR

Randomly find in artifact beakers/watering cans.
0.4 No 50% chance of +1 BRUTE. 10% chance of +2 BRUTE OR +5 BRUTE and brief stun OR 10% of +4 BRUTE and barfing up some spiders 5+ UNITS: Creates a "spiders" decal when applied to floor tiles, similar to vomit piles. Has a flat chance to create a spider, can very rarely be aggressive if poured on an existing spider deal.

TOUCH/INGEST - You get spiders all over you! You also take +2 BRUTE.
Spider friends! Sometimes they're a bit grumpy, though.
Stable Mutagen (1) Unstable Mutagen + (1) Lithium + (1) Acetone + (1) Bromine -> (3) Stable Mutagen

OR

(3) Mutadone + (1) Lithium -> (4) Stable Mutagen
2 No If used in conjunction with blood, it will result in the person taking on the appearance and DNA of the blood's owner on the 10th cycle. This includes fingerprints, Blood DNA, and mutations, both activated and unactivated, but not Traits. 80% chance of up to -3 GROWTH, 16% of a random mutation The changeling's DNA sting works like this, for instance.
Sulfonal (1) Acetone + (1) Diethylamine + (1) Sulfur -> (2) Sulfonal 0.1 No +1 TOX. -10 Maximum Stamina, drowsiness, reduces jitteriness. 20% chance of KO'ing the victim briefly after the 22th cycle. Puts someone out while slowly poisoning them to death. While it doesn't do a good job at keeping someone out until the chem has depleted, and the stamina penalty is rather minor, sulfonal is still very debilitating.
Strychnine Secret! 0.2 No Gives you +75 Max Stamina. On the 25th cycle stops boosting stamina and instead gives -50 Max Stamina and -2 Stamina Regeneration. On the 36th cycle begins to inflict Losebreath and OXY damage eventually followed by scary messages and brute damage. The intensity and frequency of damage ramps up linearly per tick. A crunchy and dramatic death. An amazing performance enhancer up until your muscles crush you like paper.
Toxic Slurry N/A. Slurrypods. 0.4 No 10% chance of up to 4 TOX, 7% of stunning briefly Mostly just annoying, but it can be deadly over time if the RNG cooperates.
Toxin N/A. Bee/wasp stings, rancid milk, mutated onions. 0.4 No +2 TOX +1 POISON The old generic toxin, still kicking around in few places.
Unstable Mutagen (1) Radium + (1) Plasma + (1) Chlorine -> (3) Unstable Mutagen

OR

(1) Neurotoxin + (1) Epinephrine -> (2) Unstable Mutagen
0.3 No +2 RAD, 4% chance of a bad mutation TOUCH - 33% chance of a bad mutation

INGEST - 100% of a bad mutation
40% chance of -1 GROWTH, 24% of a random mutation Another solid, easy-level poison, though it's usually used as a precursor to other chems.
Uranium N/A. Randomly find in artifact beakers/watering cans. 0.4 No +2 RAD +2 RAD, 24% chance of a random mutation Some vending machine junk contains this.
Venom N/A. Randomly find inside in Syndicate poison bottles.

OR

Get bitten by certain spiders. Extract your blood using a syringe or blood bag.
0.2 No +1 TOX, +1 BRUTE. 25% chance of decaying into 5 to 10 units of histamine.

20+ UNITS: +2 TOX and up to +2 BRUTE (total, not additionally) 8% chance to vomit.
40+ UNITS: 4% chance of gibbing the victim outright
Some of the unfriendly spider critters can inject you with this.

Disease Reagents

Nastier stuff than most chemical poisons, these will leave a medical condition behind even after they fully deplete. They require a certain amount of units to infect someone, and the depletion rate must also be taken into account when administering a dose. To this end, all entries have been adjusted accordingly for easy reference.

Note that in reality, due to real-time reagent processing's lag compensation system, depletion rate can vary, and it can often be higher than listed. When in doubt, round the number listed under "ideal units to infect" up.

For example: nanomachines: 1.5 (threshold) + (2 [ Multiplier ] x 0.4 [typical depletion rate] ) = 2.4 (infection on the next life tick).

Reagent Recipe Pen. skin? Ideal units to infect (adj.) Application effects Notes
Bee N/A. Space bee eggs. No 1.2 Infects the host with a space bee larva, which will eventually be coughed up (causing some TOX damage) unless removed surgically. Not implicitly a deadly disease, this instead gives you a bee pet! Bees are quite protective of their owners and will come to the rescue when they're under attack if you show them some TLC. It can take either a moment or a while for the bee to emerge depending on the RNG.
Concentrated initropidril N/A. Poison bottles. No 5.3 Causes cardiac arrest when threshold to infect is reached. Liquid heart attack! This reagent lets you skip cardiac failure (and thus its RNG) entirely for a faster death.
Corrupted nanomachines N/A. Rare find in Farty Snott jelly beans.

OR

Can appear through artifact injectors.
No 2.4 Causes nano-infection when threshold to infect is reached. Or just corrupted nanites for the lazy. This technohorror monstrosity turns people into horrific hybrids of machines and flesh that are helpless and yearn to die. For monkeys though, it just makes the NPC robots.
E.Coli (1) Compost + (1) Bacterial Medium -> (1) E.Coli No 5.3 100% chance to cause food poisoning. Food poisoning is annoying, but not very dangerous. You can sleep it off or drink some chicken soup.
Feather Fluid Secret! No 5.3 Infects host with Avian Flu. Once stage 4 is complete, turns the infected into a space bird. Spread your wings and... this is space, how would you fly?
Gibbis N/A. Poison bottles. No 3.3 Infects the victim with a non-contagious version of GBS. Another evil disease reagent. Unless countered quickly with cryoxadone, death is inevitable and permanent without a backup copy of the victim's DNA.
Grave dust N/A. Find inside certain ???? pill bottles. No 5.3 Infects victim with grave fever. Stuns, suffocation, weakness, and toxin damage that just gets worse and worse with each stage. Incredibly deadly if they can't get someone to adminster spaceacillin (they'll likely be too weak/unable to get it themselves).
Liquid spacetime Rare find in artifact beakers/watering cans. No 4.9 Infects the victim with teleportitis. Teleportitis repeatedly warps your character to random nearby tiles, so long as the target tile has flooring. It also causes sparks to fly from the destination, which can be very bad if you land on something ignitable.
Loose screws N/A. Rare find in artifact beakers/watering cans.

OR

Eat viscerite, extract your blood via syringe or IV
No 5.3 Inflicts victim with Space Madness. Space Madness can be quite annoying, especially if flips your view of the map when you least expect/want it, but it's otherwise completely harmless.
Mewtini (1) Cat Drugs + (1) Mutini + (1) Milk + (1) Catonium -> (2) Mewtini No 5.3 Infects the victim with toxoplasmosis. Slowly turns victim into a playable cat.
Nanomachines N/A. Poison bottles and roburgers. No 2.4 Infects the victim with robotics transformation. The transformation is obvious and a slow process. Rather tricky poison to use effectively, but an easy option for borging yourself.
Painbow fluid N/A. Rare find in artifact beakers/watering cans. No 5.3 Infects victim with Cluwneing Around Disease, a special version of Clowning Around, if they're not a Clown. Victim slowly falls from grace as they become an extremely clusmy Cluwne, mind and body. Fortunately,a Bible applied to the face by a holy one can cleanse the unholy cluwne spirits possessing the victim. Nonlethal, but highly annoying and actually debilitating.
Prions N/A. Poison bottles, brain burgers. No 5.9 Infects the victim with kuru. Kuru is incurable and will paralyze somebody within seconds of injection. Death will follow within a couple of minutes.
Pure bacon grease N/A. Poison bottles. No 5.3 100% chance to cause cardiac failure. Cardiac failure can be a very serious condition without easy access to epinephrine or another stimulant.
Rainbow fluid N/A. Rare random find in artifact beakers/watering cans. No 5.3 Infects victim with Clowning Around Disease if they're not a Clown. Victim slowly becomes a clumsy Clown, complete with clown gear (that constantly grows back if they can somehow can it off) and weird honking sounds. Nonlethal but permanent and fairly debilitating if the victim isn't very experienced at clowning.
Rat venom N/A No 5.3 Infects the victim with Space Plague. It's not the plague itself that kills; it's the chance of suddenly catching one of those nasty, incurable diseases. Despite what the analyzer readout says, you can cure it by getting stung by a queen space bee created by royal jelly (a reference to an urban legend about bee venom curing HIV)--but at what cost?.

This is one of the few chemicals that cannot be found normally at all, not even in stuff like certain varieties of artifact injectors or odd cigarettes. It's pretty much admin-spawn-only.
Rotting Secret! No 5.3 Infects host with Tissue Necrosis. Gradually turns the infected into a spooky skeleton. This prevents them from being cloned (but not preventing borging), unless you have a special cloning module.
Space heartworms N/A. Rare find in Farty Snott jelly beans and odd cigarette packets.

OR

Can appear through artifact injectors.
No 5.3 Instantly destroys the heart. Causes cardiac abscondment. Generally lethal without an immediate heart transplant.
Spider eggs N/A. Randomly find in poison bottles and artifact beakers/watering cans. No 3.3 Infects the victim with parasites. Each successful infection rips the host apart and spawns a couple of baby ice spiders, which are extremely aggressive and will attack nearby humans and monkeys. By doing so, they in turn mature and become even more dangerous. This chain reaction can be devastating and quite often depopulates entire stations.
Too Much N/A. Randomly find in Farty Snott's Beans. No 5.3 Infects victim with high fever. Makes the host's body temperature very hot and eventually gives them arms that melt things and sometimes burn people. It's also possible to extract them from "sickly pears", an admin-spawn-only item.
Vampire serum N/A. Randomly find in Farty Snott's Beans and artifact beakers/watering cans. No 5.3 Infects host with Draculaculiasis. Slowly turns host in a Vampire with the associated powers, but not the actual Antagonist status. Blehh!
Werewolf serum N/A. Randomly find in Farty Snott's Beans and artifact beakers/watering cans. No Any Infects host with Lycanthropy. Slooowly turns host in a Werewolf with the associated passives, but not the abilities or Antagonist status. Howl about it!

Acids

Good old acid. Primarily used to destroy items for good.

Reagent Recipe Pen. skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Acetic Acid (1) Acetaldehyde + (1) Oxygen + (4) Nitrogen -> (3) Acetic Acid No TOUCH - Does +5 BRUTE.
50+ UNITS: 75% chance of +15 BURN, +5 BRUTE and disfiguring the victim's face.

INGEST - 25+ UNITS: +2 BRUTE
+1 ACID It's basically raw vinegar. Behaves like a much weaker sulfuric acid.
Fluorosulfuric Acid (1) Sulfuric Acid + (1) Fluorine + (1) Hydrogen + (1) Potassium @ 374 K -> (3) Fluorosulfuric Acid No +1 TOX, +1 BURN TOUCH - Up to +20 BURN, 100% chance of melting items
9+ UNITS: melts headgear, otherwise +75 BURN and disfigures the victim's face

INGEST - 5+ UNITS: Scales with dose, up to +75 BURN
+10 ACID, -5 GROWTH The go-to acid if you want to melt items and faces.
Hydrochloric Acid (1) Hydrogen + (1) Chlorine + (1) Water -> (3) Hydrochloric Acid No See notes. Behaves exactly the same as sulfuric acid.
Sulfuric Acid (1) Sulfur + (1) Hydrogen + (1) Oxygen -> (2) Sulfuric Acid No +1 BURN TOUCH - Does +10 BURN and +5 BRUTE, 40% chance of melting items.
25+ UNITS: 75% chance of disfiguring the victim's face (blocked by headgear)

INGEST - 10+ UNITS: Scales with dose, up to +20 BURN
+5 ACID, -3 GROWTH A precursor to many other chems.

Pyrotechnic Chems

The flashy stuff. If you have a hankering for fire and explosions, this is the section for you. Reagents that increase a mob's BURNING var also have an effect on BURN damage - the longer the duration and intensity of the fire, the more BURN damage you will take per cycle.

Reagent Recipe Dep. rate Pen. skin? Ign. temp Ignition effect Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Aerosol Propellant (1) Chlorine + (1) Sugar + (1) Hydrogen + (1) Platinum (+ (1) Stabilizing Agent) -> (3) Aerosol Propellant 0.4 No Instant (stabilizer: 374 K) Does what the old smoke powder did. Turns into smoke, the maximum size of which scales with the amount of powder, for example 5 units for 3x3 and 10 units for 5x5. Size caps at 50u. Applies the TOUCH reaction of all the chems that were mixed with it whenever someone walks into the smoke cloud. Unlike foam, the reagents penetrate skin (via inhaling) if they couldn't before. Good for getting chemicals into people who won't stand still for injections.

Note: Wearing active internals or a gas mask will prevent you from inhaling chemical smoke. Even if an acid is employed in the smoke to destroy the active internals or gas mask, the victim still won't suck in anything from that specific cloud of smoke.
Argine N/A. Magical beans, artifact beakers/watering cans.. 0.4 No 272 K Medium-sized explosion (4x4, high severity). Does not scale with volume. Cannot be applied to floor tiles. Explodes at low temperatures, for instance when mixed with cryostylane. When used in a mob, body temperature alone can be sufficient to set argine off.
Black Powder (1) Charcoal + (1) Sulfur + (1) Saltpetre -> (3) Black Powder

OR

Randomly find in artifact beakers/watering cans.
0.05 Yes 474 K Sparks, then blows up a second or two later. Damage scales with volume.

< 160 UNITS: Minor explosion (up to 2x2, low severity)
161+ UNITS: Medium-sized explosion (6x6, medium severity)
301+ UNITS: large explosion (12x12, medium severity)
5+ UNITS: Creates black powder residue when applied to floor tiles. A lot of it in one spot can be very deadly. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later.
Chlorine Azide Secret! N/A N/A Instant Small explosion (4x4, low severity). Does not scale with volume. Dumping too many basic chems into a container might accidentally cause this unstable and highly explosive reaction. The explosion from this can destroy objects like the chem dispenser you make it from. The explosion is not prevented by stabilizing agent.
Chlorine Trifluoride (CLF3) (1) Chlorine + (3) Fluorine @ 424 K -> (2) Chlorine Trifluoride 4 No N/A (with ff-foam: instant) Makes a 1x1 fireball when it comes into existence.

When mixed with fire-fighting foam: small explosion (2x2, low severity). Does not scale with volume.
If already on fire: +5 BURNING. Sets objects and turfs alight, even stuff that otherwise wouldn't burn. Has a chance of burning through floor tiles.

TOUCH / INGEST - Sets you alight, +50 BURNING.

INGEST - Scales with volume, up to +90 BURN.
A very popular starting deathchem, but be careful when mixing.
Cryostylane (1) Nitrogen + (1) Plasma + (1) Water -> (3) Cryostylane

OR

Extract from chilly peppers.
0.4 No Mix with oxygen Comes into existence at 20 °C. As long as there is sufficient oxygen for it to react with, cryostylane slowly cools all other reagents and objects on its tile down towards 0 K, regardless of current surface or container. Reduces body temperature by 10 degrees. -10 BURNING. 3+ UNITS: Creates a layer of slippery ice when applied to floor tiles, reduces the temperature of plasma fires.

TOUCH - Sets BURNING to 0. Cools mob down by 2 * amount of cryostylane used. Freezes anybody in a large block of ice, see notes for more info.
While frozen in an ice cube, you are immune to most outside dangers, though you will still take damage from active poisons and can perform any actions short of speaking or breaking out. The ice cube also cools you down by 40°C every few seconds, slightly damaging it in the process.

You can break out if you move in random directions or if someone kicks your cube (i.e. clicks on it) enough times. Explosions, melee weapons, and bullets can also destroy the cube. Kinetic bullets do double damage against them, while energy ones do only a fourth of their damage and armor-piercing ones half.

How much health the cube has (i.e. how much effort you need to break out) depends on volume of cryostylane used, scaling to (0.75 * volume used)/5.

FOOF (Dioxygen Difluoride) N/A. Rare find in artifact beakers/watering cans. 1.8 No N/A N/A (oxidizer, breaks down and makes certain things instantly ignite when it's out of its container) +50 BURNING Creates a super-hot fireball (up to 8x8, scales with volume) that ignites and melts through walls, floors, grilles, and windows alike.

TOUCH/INGEST: +90 BURNING

INGEST: Up to 90 BURN damage, scales with volume.
Horrifying and thankfully rare hellchem with a funny name.
Flash Powder (1) Aluminium + (1) Potassium + (1) Sulfur + (1) Chlorine (+ (1) Stabilizing Agent) -> (5) Flash Powder 0.4 Yes Instant (stabilizer: 374 K) Stuns anyone within five tiles of the source and causes blurred vision (blocked by sunglasses etc), stun amount relative to distance. Can cause permanent eye damage and blindness. Flashbangs contain this.
Fluorosurfactant (1) Fluorine + (1) Oil + (1) Sulfuric Acid -> (3) Fluorosurfactant 0.4 No Mix with water Turns into foam when combined with water, causes people to slip on it if they're running. The amount of foam made (up to 7x7) depends on how much fluorosurfactant and water are used, but every tile is capped at 5 units (per reagent carried with the foam) and a total of 25 units for total volume. When foam propagates, it drags all of the other reagents in the container with it, applying their TOUCH and (if they have it) Penetrates Skin effects to anyone that walks on it, or is standing in it as it finishes flowing away. Very, very deadly in the wrong hands.

Note: Most non-backbreaking methods of creating foam require you to do it by hand and thus be in the middle of the reaction, so unless you're trying to die, take appropriate measures to survive your own disaster.
Hootingium
(Sonic Powder)
(1) Oxygen + (1) Cola + (1) Phosphorous (+ (1) Stabilizing Agent) -> (2) Hootingium 0.4 Yes Instant (stabilizer: 374 K) Deafens and stuns within five tiles (blocked by earmuffs etc), causes confused movement. Can cause ear damage and permanent deafness. 70% chance of +1 BRAIN Flashbangs contain this. Occasionally plays HOOT! instead of BANG!
Kerosene Secret! 0.4 No 874 K Small to large fireball, scales with volume (up to 8x8). Has a secret, unlisted property.
Liquid Dark Matter (1) Plasma + (1) Radium + (1) Carbon (+ (1) Stabilizing Agent) -> 4 Liquid Dark Matter 0.4 No Instant (stabilizer: 474 K) Sucks everything into the detonation point. Range (up to 4x4) and throw-force scale with volume. If it was detonated inside a "container" (e.g. a locker or a Space Pod), instead of sucking things, deals BRUTE damage to everybody inside it. Damage scales with volume, and high volumes can destroy the container. 25% chance of being applied to floor tiles. Far more dangerous than you'd think, getting sucked in and hit by a hundred different objects can easily do crit-levels of BRUTE damage. Like CLF3, also a popular deathchem and commonly paired with it, devastating entire rooms if the RNG cooperates.
Magnesium Explosion (1) Magnesium + (1) Copper + (1) Oxygen -> BOOM! N/A N/A Instant Small explosion (1x1, low severity). Does not scale with volume. The explosion is not prevented by stabilizing agent.
Napalm Goo (1) Sugar + (1) Welding Fuel + (1) Ethanol -> (3) Napalm Goo 0.4 No 374 K Small to large fireball, scales with volume (up to 8x8). Cannot melt floors. If already on fire: +(1.5 * volume) BURNING. Can directly make BURNING more severe (independent of more time = stronger burn relationship) based on volume. Removes itself. TOUCH - If already on fire: Does BURN damage based on severity of fire. Low severity does 7, medium ("very much on fire") does 14, and high ("extremely on fire") does 21. +1 POISON Fire accelerant that's the secret behind the Vega flamethrower. Deadly to people on fire because it causes direct damage and makes the fire even stronger, but mostly harmless to people who aren't.
Phlogiston (1) Phosphorous + (1) Plasma + (1) Sulfuric Acid (+ (1) Stabilizing Agent) -> (4) Phlogiston

OR

Extract from Burning Commol.
0.4 No Instant (without stabilizer) Small fireball (without stabilizer), scales with volume (up to 8x8). If reagent temperature is above 224 K: +2 BURNING, sets you alight. If 224+ K: creates a fireball (up to 8x8) when applied to floor tiles (can burn through them all well), scales with volume.

TOUCH / INGEST (224+ K) - Does +33 BURNING, sets you alight.

INGEST - Scales with volume, up to +45 BURN.
+8 FIRE, -12 GROWTH Don't be deceived by that meager +2, having phlogiston in the bloodstream can be very dangerous without a fire extinguisher or firebot, and even then they can't prevent you from spontaneously igniting every cycle.
Phlogiston Dust (1) Phlogiston + (1) Charcoal + (1) Phosphorous + (1) Sulfur -> (2) Phlogiston Dust 0.4 No N/A If reagent temperature is above 224 K: +2 BURNING, sets you alight. If 224+ K: creates a fireball (up to 8x8) when applied to floor tiles, scales with volume.

TOUCH / INGEST (224+ K) - Does +15 BURNING, sets you alight.

INGEST - Scales with volume, up to +45 BURN.
+8 FIRE, -12 GROWTH Burns less intensely than pure phlogiston and thus cannot melt floor tiles, but most other properties are similar.
Pyrosium (1) Plasma + (1) Radium + (1) Phosphorous -> (3) Pyrosium 0.4 No Mix with oxygen Comes into existence at 20 °C. As long as there is sufficient oxygen for it to react with, pyrosium slowly heats all other reagents and objects on its tile up towards 1000 K, regardless of current surface or container. Can make non-flammable things incredibly hot, but so can a welder or lighter. Not all hot things are good for you to stand around though, so using this for self-heating reactions can be fun if you can get the timing right. Pyrosium cannot be smoked.
Silver fulminate Secret! 0.4 No Instant Plays a pop-like gunshot sound similar to a revolver firing, volume/loudness scales with volume. So unstable that it can detonate under its own weight. As in real life, make in small batches...or not.
Smoke Powder (1) Potassium + (1) Sugar + (1) Phosphorus (+ (1) Stabilizing Agent) -> (3) Smoke Powder 0.4 No Instant (stabilizer: 300 K) Turns into a smoke cloud carrying other reagents, the initial size of which scales with the amount of the powder. The cloud behaves mostly like fluids and expands based on the amount of the other smoked reagents. Applies the TOUCH reaction of all the chems that were mixed with it whenever someone walks into the smoke cloud. Unlike foam, the reagents penetrate skin (via inhaling) if they couldn't before. Good for getting chemicals into people who won't stand still for injections.

Note: Wearing active internals or a gas mask will prevent you from inhaling chemical smoke.
Sorium (1) Mercury + (1) Carbon + (1) Nitrogen + (1) Oxygen (+ (1) Stabilizing Agent) -> (4) Sorium 0.4 No Instant (stabilizer: 474 K) Sends everything flying from the detonation point. Range (up to 3x3) and throw-force scale with volume. 25% chance of being applied to floor tiles. Pretty much the inverse of liquid dark matter, this knocks away anything that isn't bolted down. Ironically less deadly than its cousin, but lots of explosions going off at once can still be a huge pain.
Sea4 Sea-cret! 0.05 No 474 K Sparks and then explodes. Damage scales with volume.

< 14 UNITS: Smoke, minor damage.
15-40 UNITS: Tiny explosion (1 tile hole, mild damage to surroundings).
41-100 UNITS: Modest explosion (3x3 hole), creates a sea bee, very adorable.
> 101 UNITS: Moderate explosion (5x5 hole), creates multiple sea bees, so cute and adorable.
5+ UNITS: Creates some Sea4 residue when applied to floor tiles. Clicking on it with a container will scoop it up.

Can also be applied to walls and then ignited, destroying the wall (and usually only the wall).
Makes bees and booms, what more can you want? Well, on top of being an awful pun, Sea4 makes booms that can be precisely scaled and usually do not damage the surroundings much. It can also go onto walls, like a low-grade thermite, and you can then use an igniter or pour pyrosium and oxygen on it to ignite it.
Thermite (1) Aluminium + (1) Iron + (1) Oxygen -> (3) Thermite 0.4 No 374 K (floor/wall only) Can burn through floor tiles as well (not guaranteed).

IF 15+ UNITS: 100% chance of burning through walls.
TOUCH - If already on fire: +100 BURNING You'll generally be using an igniter or other heat source, and may have to heat the wall 5-10 times to ignite the thermite.
Welding Fuel N/A. Find in large and handheld-size fuel tanks found across the station.

OR

Extract from seething tomatoes.
0.4 No 474 K Small to large fireball, scales with volume (up to 7x7).

IF 100+ UNITS: Small explosion (up to 4x4, low severity).
If already on fire: +2 BURNING TOUCH - If already on fire: +30 BURNING +1 POISON Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.

Drugs

420 smoke weed errydayy

Reagent Recipe Dep. rate Pen. skin? Per life cycle Immediate effect upon application Addict prob. Notes
Aranesp (1) Atropine + (1) Epinephrine + (1) Insulin -> (3) Aranesp

OR

Randomly find in artifact beakers/watering cans.
0.4 No +15 Stamina Regeneration, +25 Maximum Stamina. 8% chance of encouraging messages about feeling buff and "made of steel".

90% chance of +1 TOX, 5% of a stun alongside +15 OXY and +1 LOSEBREATH
While aranesp grants a significant, almost unrivaled stamina bonus, it's also a danger to the user. There is no overdose threshold per se, however doses of 10+ units can be lethal due to escalating OXY and TOX damage.
Bath Salts (1) Monosodium Glutamate + (1) ???? + (1) Denatured Enzyme + (1) Saltpetre + (1) Space Cleaner + (1) Mercury + (1) Mugwort @ 374 K -> (6) Bath Salts

OR

Extract from omega weed

OR

Randomly find in artifact beakers/watering cans.
0.6 No +3 Stamina Regeneration, 60% chance of canceling out all stuns, i.e. Paralysis, Stunned, and Weakened. 8-20% chances of bad side-effects: growing a tramp beard, confused movement, +5 BRUTE, up to 5 units of either meth/crank/neurotoxin, hallucinations and scary text messages.

OVERDOSE (20) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be confused movement, blurred vision, jitteriness, stuns, contracting non-contagious berserker, extra +2 TOX, +1 BRAIN, +5 BRUTE.
INGEST - Does +5 RAD, +5 TOX, +10 BRAIN 80% Dump all the Discount Dan's flavours into a bathtub and heat it with a welder, you'll probably find it. Makes you nearly impervious to stuns, on top of a above-average stamina buff, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. Overdose will likely kill you from a half dozen different types of escalating damage, even taking too many occasional doses can easily be lethal.
Cannabidiol (CBD) N/A. Extract from cannabis. 0.4 No Yawning, sighing, feelings of peace, occasional drowsiness, 10% chance of causing confused movement and weakened status effect.
Cat Drugs (1) Catonium + (1) Psilocybin + (1) Ammonia + (1) Welding Fuel @ 374 K -> (3) Cat Drugs

OR

Extract from omega weed

OR

Randomly find in artifact beakers/watering cans.
0.4 No Causes you to meow, hiss, and hallucinate. Amusing text messages. Gimmick drug, good for laughs or confusing the hell out of people.
Crank (1) Diphenhydramine + (1) Ammonia + (1) Lithium + (1) Welding Fuel + (1) Sulfuric Acid @ 374 K -> (5) Crank

OR

Extract from omega weed

OR

Randomly find in artifact beakers/watering cans.
0.4 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 60%. 8% chance of decaying into up to 2 units of meth, 6% of increasing body temperature, 4% of causing jitteriness and +1 TOX.

OVERDOSE (20) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be confused movement, jitteriness, stuns, contracting non-contagious berserker, additional body temperature increase, up to extra +5 TOX, up to +8 BRAIN, +5 BRUTE.
50% Warms you up, makes you jittery as hell. Very addictive, but the stun reduction effect is pretty nice for fighting

Note: Mixing crank comes with an explosion (2x2, low severity), which cannot be prevented by stabilizing agent.
Jenkem (1) Urine + (1) Compost -> (2) Jenkem 0.4 No Causes dizziness. 10% chance of +1 TOX 30% Low-quality sewage drug. Mostly harmless, but the constant screen-shaking is irritating and makes it hard to click on objects.
Krokodil (1) Morphine + (1) Diphenhydramine + (1) Space Cleaner + (1) Phosphorous + (1) Potassium + (1) Welding Fuel @ 374 K -> (5) Krokodil

OR

Extract from omega weed.
0.4 No Reduces jitteriness. 25% of +1 BRAIN, 15% of reducing body temperature, 5% of short stun and +1 TOX, +1 BRAIN, 2% of +2 BRUTE.

OVERDOSE (20) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be additional body temp reduction, stuns, up to extra +3 TOX, up to +3 BRAIN, up to +25 BRUTE. Can even make all your skin rot off.
50% Overdose can be very lethal and leave you looking like a half-rotten corpse, but can potentially heal back from that and just wander around being terrifying.
LSBee N/A. Get stung by a psychedelic space bee. 0.4 No Messages about a buzzing sound in your ears. Hallucinate swarms of angry bees. Pretty much a weaker LSD that causes bee hallucinations.
Lysergic Acid Diethylamide (LSD) (1) Diethylamine + (1) Space Fungus -> (3) LSD

OR

Extract from rainbow weed or omega weed.
0.4 No Pretty lights and hallucinations. Imaginary monsters start chasing you around. The changeling's hallucinogenic sting injects this.
Methamphetamine (1) Ephedrine + (1) Phosphorous + (1) Hydrogen + (1) Iodine @ 374 K -> (3) Methamphetamine

OR

Extract from Robust asomna or omega weed

OR

Obtain from Robust-Eez.
0.6 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 50%, +3 Stamina Regeneration, increases movement speed.

Causes jitteriness, reduces drowsiness. 50% chance of +1 BRAIN.

OVERDOSE (20) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be jitteriness, stuns, confused movement or chance of dropping items hold in either hand.
60% Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you.

Meth inhibits the effects of triple meth, causing triple meth to cause no effect and preventing you from combining the two.
Nicotine N/A. Cigs, nicotine patches, eggplants, and tobacco. 0.4 No +1 Stamina Regeneration, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 8%. 50% chance of causing jitteriness.

OVERDOSE (35) - Does +1 TOX, 8% chance of extra +1/+2 TOX. Scales with dose. Effects can be confused movement, stuns, body temperature increase, jitteriness, up to +6 TOX (additional), up to +20 OXY.
70% Slight stimulant best bundled with other minor stimulants. Slapping a whole bunch of nicotine patches on someone can kill them with escalating TOX and OXY damage.
Nicotwaine N/A. Extract from twobacco leaves. 0.4 No +3 to Stamina Regeneration, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 11%, 10% chance of +2 TOX, 5% chance to remove all stuns & do +4 TOX. Jittering, shivering, and mildly ominous messages about how fast your heart is beating.

OVERDOSE (70) - Does +2 TOX. Moderate overdoses cause twitching, confused movement, body temperature rises in 30-60 degrees, and up to +5 TOX. Severe overdoses can cause stuns, paralysis, up to +20 OXY, and up to +5 TOX and is characterized by drooling, gasping, jittering, and/or messages about your hearting pounding and needing help.
100% Nicotine, but better -- sort of. It stun reduction is better than nicotine and coffee, but not as good as meth, though it has comparable stamina regen boost and more manageable side effects.
Omegazine N/A 0.4 No IF 5+ UNITS: Blocks all incoming Stunned, Paralysis, and Weakened debuffs, cancels out all stuns, +500 Max Stamina, +500 Stamina Regeneration. Removes misstep, sleepiness, Disorient, and Slowed debuffs. Reduces misstep, dizziness, and drowsiness. -5 OXY/TOX, -10 BRUTE/BURN.

IF < 5 UNITS: +2 TOX, +1 BRUTE, 10% chance of 4 seconds of Stunned.
Formerly known simply as "stimulants", this divine healing and anti-stun chemical only works while volume is greater than five units. As it wears off to under five units, it hits you with some nasty side-effects.

Essentially an admin-only chemical. This is one of the handful of chems that is blacklisted from things like artifact chemical bombs, artifact cell leaks, and other things that can pull from all the chemicals in the game.
Psilocybin N/A. Mushroom and cannabis mutation. 0.4 No Pretty lights and hallucinations, occasionally a short stun. Can make you hallucinate stuff like gunshots and attack messages. Might freak someone out if they don't know what's going on.
Space Drugs (1) Mercury + (1) Sugar + (1) Lithium -> (3) Space Drugs

OR

(1) Safrole + (1) Salbutamol + (1) Nitrogen + (1) Water -> (1) Space Drugs

OR

Extract from omega weed.
0.2 No Pretty lights, confused movement. 65% Heat it to create neurotoxin. Otherwise, it just makes the screen shift colors. Alt. recipe involving safrole is a loose take on MDMA and is designed to facilitate a clever splice.
Tetrahydrocannabinol (THC) N/A. Cannabis. 0.4 No Giggling, stuttering, occasional drowsiness, 4% chance of causing confused movement. Doubles duration of buffs gained from food. Doesn't really do a whole lot besides causing the munchies, but people are usually pretty happy to smoke any joints you leave laying around.
Triple Meth Secret!

OR

Find inside artifact beakers/watering cans.

OR

Rarely shows up in Juicer 'Rillos.
0.2 No Reduces duration of incoming Stunned, Weakened, and Paralysis debuffs by 98%. +1000 Stamina Regeneration. Removes sleepiness and any Disorient debuffs. Causes jitteriness, dizziness, and severe misstep. +1 BRAIN damage. 50% chance of shivering, rapid blinking, and twitching

OVERDOSE (20) - Effects scale with dose. Dropping items, messages about hands flipping and flailing. Severe misstep, jitteriness, up to 10 seconds of Weakened debuff, messages about inability to control legs
Hardcore stimulant that's basically meth on steroids. The stun resistance essentially blocks most stuns, and the insane stamina regeneration ensures you'll get right back up afterwards if you're rendered unconscious. However, the severe misstep chance means it'll hard to move in any specific direction, making escape difficult, and the brain damage can be a major issue.

None of these effects occur if you meth in you! In other words, you can't combine the two.

Food and Drink

All manner of chems related to foods, drinks, and things that go in them or can be created from them. While all chems can be ingested, these are specifically meant to be consumed...just not always with beneficial effects.

Reagent Recipe Dep. rate Pen. skin? Per life cycle Immediate effect upon application Addict prob. Notes
???? N/A. Extract from Purple goop, ???? (food), smoldering messes, physical manifestations of the very concept of fried foods, and low-quality botany crops. 0.4 No INGEST - Food poisoning, stuns the consumer briefly.
Beer N/A. Dispense from alcohol dispensers.

OR

Find in beer bottles (duh)

OR

Distill from wheat.
0.4 No Decays into 0.07 units of ethanol. INGEST & Below 280K - Heals 5 TOX damage. At this temperature, the beer is named "Chilled Beer". Name changes to "Chilled Beer" when below 280K and "Warm Beer" above when 280. Chilled Beer only heals immediately after it's ingested, not when it's in your bloodstream, so an IV drip (which constantly supplies chems in small increments) of it is better than a pill (which supplies it all in one go).
Beepskybräu Security Schwarzbier (1) Beer + (1) Nanomachines -> (2) Beepskybräu Security Schwarzbier

OR

Distill from roboburgers

OR

Randomly find in artifact beakers/watering cans.
0.4 No Decays into 0.1 units of ethanol.

IF IN A VEHICLE: 2 seconds of Weakened, 10 seconds of Stunned. Victim is ejected from vehicle. Drunk driving is a crime, you know!
The "shock" you get from attempting drunk driving with this can cure certain diseases and damage cyberhearts. The reason it doesn't burn you is because it's coming straight from your liver.
Beff (1) Meat Slurry + (2) Partially Hydrogenated Space-Soybean Oil + (1) Plasma -> (4) Beff 0.4 No 8% chance of decaying into 0.8 units of either partially hydrogenated space-soybean oil/toxic slurry/synthflesh/changeling blood/corn syrup/porktonium. 5% chance of decaying into up to 3 units of cholesterol
Bilk (1) Milk + (1) Beer -> (2) Bilk 0.075 No Attempts to cap LOSEBREATH at 10 and OXY at 85.

If total health and LOSEBREATH are less than 0, -1 TOX, -1 BRUTE, -1 BURN
Essentially, a weaker version of ephedrine that can act like a weak omnizine if you're at low health.
Bitters N/A. Dispense from an alcohol dispenser.

OR

Extract from bilious ipecacunha roots.
0.4 No On INGEST - If consumed alone, stuns and has a 25% chance to cause vomiting. Used in several cocktails. Don't consume it alone!
Bo Jack Daniel's N/A. Find in bottles of Bo Jack Daniel's. 0.4 No Decays into 5 units of ethanol.

8% chance to give you a beard if you're a male and don't already have one. Sensations of manliness.

8% chance to say a "drunktalk" line, randomly picked from a set unique to this drink.
INGEST - Puts 0.75 * volume of Bo Jack Daniel's ingested units of ethanol in you.

If volume of Bo Jack Daniel's drunk > 10 units, makes you vomit it all out and paralyzes you for 3 seconds. Does not occur if you have alcohol resistance.
Makes you quite drunk, sometimes makes you say something rather depressing. Can absolutely devastate your your liver.
BOOrbon (1) Bourbon + (1) Ectoplasm -> (2) BOOrbon 0.4 No Decays into 0.6 units of ethanol. Makes a spooky sound upon mixing.
Brave Bull (1) Tequila + (1) Coffee -> (2) Brave Bull 0.4 No Decays into 0.35 units of ethanol.

Reduces incoming Stunned, Weakened, and Paralysis debuffs by 8%.
Surprisingly stimulating drink, though rather mildly so. 8% stun resistance might not sound like much, but it's higher than the ones for coffee, sugar, and nicotine, although it comes with no stamina boosts, and there definitely are better options, such as meth.
Bread N/A. Use a loaf or slice of bread (any type) on a beaker. 0.4 No 5+ UNITS: Creates bread slices when applied to floor tiles.
Butter N/A. Extract from... well, butter. 0.4 No Decays into 1 unit of cholesterol. Makes floors slippery upon application.
Caledonium N/A. Extract from haggis. 0.4 No Grants the "Scottish accent" mutation for exactly three minutes, giving you the peculiar vocabulary and accent of tartan-wearing highlanders. Higher doses don't change the "three minutes" part but do still extend the duration of the accent, simply due to being in your system for longer. TOUCH / INGEST - Same effect. Basically a Scots trait you can turn on and off. Even the smallest doses will give you the accent for at least three minutes, so you only need a little bit at a time to get your accent back.
Capsaicin N/A. Spaghetti arrabbiata. Extracted from any chili and omega cannabis leaves. 0.4 No Stuttering, increases body temperature slightly. 10% chance of stunning briefly.

20+ UNITS: 10% of up to +10 OXY.
TOUCH - Causes blurred vision, confused movement, short stun (blocked by masks). 50% chance of temporary blindness.

INGEST - Stuttering. 80+ UNITS: medium-duration stun
1% Crowd dispersal grenades contain this.
Cheese Milk + Vomit.

OR

Extract from cheese sandwiches made with spooky bread.
0.4 No 3% chance to create 1-2 units of cholesterol. 5+ UNITS: Creates a slice of cheese when applied on the floor. Fun to mix with smoke powder and a great way to replenish the kitchen's cheese stocks.
Cheese Substitute N/A. Extract from magical jelly beans and certain Discount Dan's burritos. 0.4 No OVERDOSE (50) - 8% chance of 1 to 2 TOX damage. 10%
Chicken Soup N/A. Find in chicken soup cups from coffee machines. 0.2 No 10% chance each of curing the common cold, influenza, avian flu, and food poisoning Safe remedy for minor diseases.
Chocolate N/A. Extract from Chocolate ice-cream, chocolate chip cookies, chocolaty drinks, Hetz Cups, and chocolate bars. 0.4 No Raises body temperature very slightly. Decays into 0.8 units of sugar. Removes any Freeze. 3+ UNITS: Creates a chocolate bar on the floor. Grody.
Cholesterol N/A. Extracted from many meat dishes. 0.4 No -10 Maximum Stamina.

OVERDOSE (25) - Scales with dose.
25+ UNITS: ~5% chance of up to +2 TOX, odd feelings in chest.
45+ UNITS: ~7% of up to +4 TOX, chest pains & aches.
125+ UNITS: ~2% of medium-duration stun and cardiac failure, painful burning sensation in chest
Turns a non-special blob tile into a lipid cell Not very dangerous in low quantities, though it does have fun overdose messages. A side-effect of consuming too many meaty dishes.
Cola (1) Soda Water + (1) Sugar -> (2) Cola

OR

Find in any kind of soda.

OR

Dispense from the soda fountain.
0.4 No Reduces drowsiness.

If current body temperature is above base body temp (37C/310K), i.e. hotter than should be, lowers body temperature by 5 degrees until it reaches base body temp (37C/310K).
Call it pop, call it soda, call it coke, it's a refreshing beverage that actually helps cool you down all the same.
Coffee N/A. Obtain from robust coffee and coffeemakers. 0.4 No +2 Stamina Regeneration, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 7%. Causes jitteriness and increases body temperature slightly, reduces drowsiness and dizziness. 5% Safe and easy to obtain stimulant with minor stamina regeneration buff.
Corn Starch N/A. Extract from corn and bee kibble. 0.4 No Corn-related precursor.
Corn Syrup (1) Corn Starch + (1) Sulfuric Acid @ 374 K -> (2) Corn Syrup 0.4 No Decays into 1.2 units of sugar. A sufficiently high dose can easily lead to hyperglycaemic shock.
Curacao N/A. Find inside Curacao Liqueur bottles, natch. 0.4 No Decays into 2 units of ethanol.

5% chance to drunkenly say a random line unique to this drink.
This surprisingly strong, distinctly blue liqueur is used in a couple of tropical drinks. You can find a bottle of it in a unique bar in the Trench on Oshan and Manta, and Manta's Bar starts with one.
Death Spice N/A. Find inside pills from (????) pill bottles. 0.4 No 0.0001% (i.e. one in a million) chance to straight up kill you. Feel lucky?
Decaf Espresso N/A. Dispense from espresso machine. 0.4 No +2 Stamina Regeneration, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 2.5%. Increases body temperature by 5 Kelvin. Causes jitteriness, reduces drowsiness and dizziness, resets sleepiness. 1% Espresso, but with less cafffine, so it provides smaller stamina and stun resistance boosts, and it's not as addictive. This makes it not too different from coffee.
Dragon's Breath Secret! 1 No Decays into 5 units of ethanol. 50% chance of 2 seconds of Stunned, 8% chances of various funny text messages.

Severe effects scale with volume: [0.2% * volume] chance of +99 BURNING if victim is already on fire, [0.1% * volume] chance of burning them up completely (fire-gibbed)
INGEST - If already on fire: 20% chance of +30 BURNING Neutralized by milk. You need hundreds units for the instadeath chance to be noticeable, but a sleepy pen's worth still has disastrous effects on the liver.

A reference to a similarly fiery drink from Hero's Quest, highlighted in this scene.
Ecto Cooler (1) Orange Juice + (1) Ectoplasm + (1) Uranium -> (3) Ecto Cooler

OR

Randomly find inside artifact beakers/watering cans, fancy beer, and hobo wines.
0.4 No Decays into 1 unit of VHFCS. 10% chance to also decay into 1 unit of strange green goop. The strange green goop can let you see Ghosts. Watch out for the VHFCS though, or the pancreas damage might make you into one of them.
Egg N/A. Use an egg or space bee egg on a drinking glass.

OR

Find inside certain Hungry Dan's TV Dinners. Randomly find in pills from ???? pill bottles.
0.4 No 8% chance of farting, 3% of decaying into up to 2 units of cholesterol. Ask the Botanists for space bee eggs, or buy them from Bombini, a bee merchant (in more ways than one) who usually resides in the Space Diner.
Egg Nog (1) Egg + (1) Milk + (1) Sugar -> (3) Egg Nog 0.4 No Decays into 1.6u sugar On TOUCH or INGEST: Feel filled with christmas spirit, which heals small amounts of OXY, TOX, BURN, and BRUTE, heals all organs a bit of organ damage, reduces bleeding, and replenishes blood. You'll be jolly after finding out how useful of a medical chem this seasonal treat is.
El Diablo Chili N/A. Extract from El Diablo chili. 0.4 No Causes stuttering, gasping, and choking.

Raises body temperature.

25% chance of causing the oxygen deprivation effect, restricting speech.
INGEST - Stuns and has a 20% chance to set you on fire. Not for the faint of heart!
Energy drink Secret!

OR

Obtain from Brotein Shake Dragon Balls and artifact beakers/watering cans.
0.4 No +2 Stamina Regeneration, increased movement speed, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 25%. Increases body temperature by 5 Kelvin. Causes jitteriness, reduces drowsiness and dizziness, resets sleepiness.

Upon depleting, causes blurred vision, slowed movement, and dizziness, duration is based on how long the chem was in your system.

OVERDOSE (25) - Chance to induce heart failure based on how long the chem was in your system.
8% Imagine coffee, but with a movement speed buff and a meaner crash and overdose.
Espresso N/A. Dispense from espresso machine. 0.4 No +3 Stamina Regeneration, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 10%. Increases body temperature by 5 Kelvin. Causes jitteriness, reduces drowsiness and dizziness, resets sleepiness. 5% Coffee, but better, due to the extra caffeine, though also harder to obtain.
Essence of Elvis N/A. Extract from foods containing Elvis bread, namely: 0.4 No Grants the Elvis's accent for exactly three minutes. Higher doses do not change the "three minutes" part, but do still extend the duration of accent, simply due to being in your system for longer. TOUCH / INGEST - Same effect. Elvis lives through the power of chemistry! The best part is that you only need a little bit of Elvis each time you want to extend the duration, since even the smallest of doses grant Elvis's accent for at least three minutes.
Expresso (1) Espresso + (3) Neurotoxin -> (3) Expresso 0.4 No +2 BRAIN damage. +3 Stamina Regneration, reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 25%.

Increases body temperature by 5 Kelvin. Causes jitteriness, reduces drowsiness and dizziness, resets sleepiness.
5% The dimwitted brother of espresso. Grammar is not exactly its strong suit, but inflicting brain damage is. Also a rather risky stun-resist drink.
Fleur-de-lys N/A. Extract from pizza-ghetti 0.4 No Grants three minutes of Frontal Gyrus Alteration Type-Q.

OVERDOSE (30) - 5% chance of 1-2 BRAIN damage. Message about destruction of culture.
TOUCH / INGEST - Grants three minutes of Frontal Gyrus Alteration Type-Q. 10% Essentially, so long as it's in your system, and then a few minutes after it leaves, you have a French-Canadian/Quebecois accent.
Freeze Secret! 1 No Decays into 3 units of ethanol, lowers body temperature by 10 Kelvin. 40% chance of 2 BURN damage, 20% chance of setting Stunned to 30 seconds, 15% chance of coughing, sneezing, and/or gasping, 10% chance of "chilling" messages.

[0.2% * volume] chance of freezing up into an ice statue.
Chocolate neutralizes freeze, removing all traces of it in the body. Like Dragon's Breath, it's fun to put in a sleepy pen. Try combining the two!
George Melonium N/A. Rainbow melons. 0.4 No INGEST - Random effect, can be an explosion (1x1, low severity), spawning up to 40 units of random drugs or poisons, -30 of OXY/TOX/BRUTE/BURN/BRAIN or a long-duration stun. Surprisingly weaponizable.
Ghost Chili Juice N/A. Ghostlier chili. 0.4 No 50% chance of stunning briefly. 33% of throwing up, removing the remaining amount of GCJ from the bloodstream. 10% of setting the victim alight, 5% of burning them up completely (fire-gibbed) Neutralized by milk. Can be effective in a sleepy pen if the RNG is on your side.
Gin and Chronic (1) Gin and Tonic + (1) THC -> (2) Gin and Chronic 0.4 No Decays into 0.25 units of ethanol

10% chance of decaying into 1 to 10 units of THC.
Duuuuuuuuuuuude.
Gin and Sonic (1) Gin and Tonic + (1) Meth -> (2) Gin and Sonic 0.4 No Reduces duration of incoming Stunned, Weakened, and Paralysis by 6%. Causes jitteriness, reduces drowsiness.

8% chance to decay into 1.2 units of meth, turn the icon for your current shoes into the one for red shoes (this does not actually change your shoes), and then either make you say something about going fast or just output it into your chat (50-50 chance of either).

Decays into 0.2 units of ethanol.
Yes, it's a reference to that platformer series (among other things) with the blue hedgehog. One of the few alcoholic drinks for stun resistance, though arguably worse than just meth by itself.
Ginger Ale N/A. Obtain from Delightful Dan's Ginger Ale from GTMs and from fancy cola. 0.4 No 4% chance to burp. Bubbly soda that can be used for Moscow Mule.
Grapefruit juice N/A. Extract from grapefruits and grapefruit wedges. 0.4 No Removes 0.5 units of every medical chem in bloodstream. TOUCH - Juice in your eye, ouch! 75% chance to cause blurriness, blocked by wearing any mask and/or head slot item. Per life effect references grapefruit juice reducing effectiveness of some medicines in real life.
Grasshopper (3) Crème de Menthe + (1) Chocolate + (1) Vanilla -> (5) Grasshopper

OR

(1) Mint + (1) Vodka + (1) Sugar + (1) Chocolate + (1) Vanilla -> (5) Grasshopper
0.4 No Once it runs out, turns you into a roachperson for an amount of time proportionate to how long it was in your system.
Gravy (1) Porktonium + (1) Milk + (1) Corn Starch @ 373K -> (3) Gravy 0.4 No The perfect companion to mashed potatoes.
Grog Secret!

OR

Find in artifact beakers/watering cans.
0.4 No Decays into 5 units of ethanol. 15% chance of +1 TOX. Makes you a pirate captain complete with dreadlocks, full beard, eyepatch and matching name.

TOUCH - 75% chance of +25 BRUTE and disfiguring the victim's face, 25% of +5 BRUTE. 20% chance of melting items.
More of a gimmick chem than legitimately destructive.
Guacamole N/A.Extract from the guacamole dish and sometimes Discount Dan's strudel.

OR

Find inside Pro Puff cigarettes.
0.4 No
Honey N/A. Extract from honey globs.

OR

Eat said globs, draw out your blood with a syringe or IV.
0.4 No Decays into 0.4 units of sugar. 5+ UNITS: Creates honey globs when applied to floors. Honey are horked up by space bees and are often found in few bee-themed areas.
Honey Tea (1) Honey + (1) Tea -> (2) Honey Tea 0.4 No Shows messages about being calmed and relaxed.

Seperate 5% chance to cure the common cold, 3% chance to cure the flu, and a 3% chance to cure food poisoning.
1%
Honky Tonic (1) Tonic Water + (1) Neurotoxin + (1) Colorful Reagent + (1) Space Lube -> (4) Honky Tonic 0.4 No Decays into 1 unit of ethanol

10% chance to cause 2 seconds of Stunned and Weakened, make you laugh, and produce a honking noise.

4% chance to procedurely generate a silly string of word salad, in the general format of introductory phrase + adjective + noun + ending remark.
Essentially, a cocktail for Clowns! Tonic water can be obtained from the alcohol dispensers in the Bar.
Ketchup N/A. Extract from ketchup packets. 0.4 No 5+ UNITS: Creates ketchup splotches when applied to floor tiles.
Lemon Juice N/A. Dispense from soda fountain.

OR

Extract from lemons, certain popsicles, key lime pie, and sometimes Discount Dan's strudel.

OR

Randomly find inside fancy colas, hobo wine, fancy beer, and Discount Dan cigarillos.
0.4 No TOUCH - Juice in your eyes, it stings! 75% chance for you to gasp and for your screen to blur a bit. Does not actually cause any eye damage, blocked by wearing a mask and/or head slot item. Frequently used in various cocktails and other drinks.
Lemonade (3) Lemon Juice + (1) Sugar -> (4) Lemonade

OR

Find inside Dan's Tonic. Randomly find inside fancy colas, hobo wine, and fancy beer.
0.4 No TOUCH - Citrus in your eyes, it stings! 75% chance for you to gasp and for your screen to blur a bit. Does not actually cause any eye damage, blocked by wearing a mask and/or head slot item.

INGEST - Makes you visible pucker if you don't drink it with enough sugar (enough sugar is <33% sugar by volume)! Purely cosmetic effect.
Just like real life, the ingredient ratio can be somewhat finicky, and it's best enjoyed with lots of sugar.
Lime Juice N/A. Dispense from soda fountain.

OR

Extract from limes, certain popsicles, lemon meringue pie, and sometimes Discount Dan's strudel.

OR

Randomly find inside fancy colas, hobo wine, fancy beer, and Discount Dan cigarillos.
0.4 No TOUCH - Juice in your eyes, it stings! 75% chance for you to gasp and for your screen to blur a bit. Does not actually cause any eye damage, blocked by wearing a mask and/or head slot item. Just like in real life, a common ingredient in several mixed drinks.
Limeade (3) Lime Juice + (1) Sugar -> (4) Limeade

OR

Extract from flockburger.
0.4 No TOUCH - Citrus in your eyes, it stings! 75% chance for you to gasp and for your screen to blur a bit. Does not actually cause any eye damage, blocked by wearing a mask and/or head slot item.

INGEST - Makes you visible pucker if you don't drink it with enough sugar (enough sugar is <33% sugar by volume)! Purely cosmetic effect.
Lemonade's lesser-known but nevertheless well-enjoyed sister. It enhances the flavor of radio chicken sandwiches!
Ling Island Iced Tea (1) Long Island Iced Tea + (1) Neurotoxin -> (2) Ling Island Iced Tea 0.4 No Keeps track of a alchohol counter variable that starts at 0. Each tick it's in you, that variable increases by 0.2-0.3. On the last cycle that it's in you, it hits you with a stack of alchohol counter + 2-3 ethanol. The alcoholic version of amanitin - gets you drunk all at once. If you keep drinking, you can stave off the ethanol dump!
Mashed Potatoes N/A.Extract from the mashed potatoes dish. 0.4 No The perfect companion to gravy.
Meat Slurry (1) Blood + (1) Corn Starch -> (2) Meat Slurry 0.4 No 4% chance of decaying into up to 3 units of cholesterol. 5+ UNITS: 10% chance of creating slippery gibs when applied to floor tiles.
Milk N/A. Found in, well, milk bottles, milk jugs, and certain Discount Dan's products. 0.4 No If total TOX damage is less than 25: -1 TOX.

IF SKELETON: -2 BRUTE, -2 BURN, and -1 TOX. 15% chance of amusing misspelling of "bones".

Removes caspicin 5 units at time. Removes all Dragon's Breath and Ghost Chili Juice, completely consuming the milk.
Milk is good for your bones, especially if you're a skeleton.
Mint N/A. Extract from mint. 0.4 No Attempts to lower body temp to 0° C in 5 degree increments. An essential ingredient in mint-based cocktails.
Mint Julep (1) Mint + 1 Bourbon + 1 Sugar -> (3) Mint Julep 0.4 No Decays into 0.15 units of ethanol.

Attempts to cool you down to about 7 degrees Celsius/280 Kelvin in 5 degrees increments. Does nothing if you're already below that temp.
Essentially, mint as an alcoholic drink.
Mint Tea (1) Mint + (1) Tea -> (2) Mint Tea 0.4 No Cools down body temperature to 7C/280K in 5 degree increments.
Monosodium glutamate (MSG) N/A. Extract from most Discount Dan's products 0.2 No BLOOD TYPE NOT A+: 10% chance of 2-4 TOX damage, 7% chance of short- to medium-duration stun

BLOOD TYPE A+: Same as above, but much less often.
INGEST: Messages about food tasting amazing. The secret of Discount Dan's: migraine-inducing salt that discriminates by blood type!
Moonshine N/A. Find in jugs of syndie moonshine, pills from (????) pill bottles, and artifact beakers/watering cans. 0.2 No Decays into 5 units of ethanol and triples the effects of ethanol. INGEST & IF Traitor OR Spy Thief: Gives 10 units of omnizine. Potent brew that heals traitors and spy thieves. and makes nontraitors absolutely smashed. Beware of omnizine overdose.
Mutini Secret! 1 No Each lifetick, grants a random genetic mutation - including unlisted ones normally impossible to acquire - then takes it away a few seconds later. Lovely-coloured drink that can give you many different powers.
Mustard N/A. Squirt a mustard bottle into a container. 0.4 No
Nicotini (1) Martini + (1) Nicotine -> (2) Nicotini 0.4 No Decays into 0.3 units of ethanol.

Decays into 1 unit of nicotine.
Get your fix of ethanol AND nicotine at the same time! Perfect for a Detective.
Orange Juice N/A. Dispense from soda fountain.

OR

Extract from oranges and certain popsicles.

OR

Find inside Orange-Aid, natch. Randomly find inside fancy colas, hobo wine, fancy beer, and Discount Dan cigarillos.
0.4 No TOUCH - OJ in your eyes, it stings! 75% chance for you to gasp and for your screen to blur a bit. Luckily, this does not actually cause any eye damage, and you can prevent it by wearing something in your mask and/or head slots.

INGEST - OJ and mouthwash don't mix, yuck. Makes you grimace if you have menthol in you. Purely cosmetic effect.
An essential ingredient in many different cocktails.
Partially Hydrogenated Space-Soybean Oil (1) Space-Soybean Oil + (1) Hydrogen @ 524 K -> (2) Partially Hydrogenated Space-Soybean Oil

OR

Extract from Discount Dan's burritos, noodles, TV dinners, and snack cakes
0.2 (75+ UNITS: 0.4) No 15% chance of decaying into up to 3 units of cholesterol, 8% chance of decaying into 5 units of porktonium.

OVERDOSE (75) - 10% chance of +5 OXY, 5% of +25 OXY and a medium-duration stun
Potentially, a sufficiently large dose of soybean oil could be used as a delayed stealth poison if the RNG cooperates.
Peach Juice N/A.Extract from peaches and peach rings.

OR

Find inside Delightful Dan's Peachy Punch.
0.4 No 6% chance to decay into 2 units of VHFCS.

8% chance to decay into 2 units of apple juice.
Not real peach juice, but a mixture made to resemble it. Fairly bad for your pancreas because of the VHFCS decay product, which tends to break down into lots of sugar, but less so than the drinks that directly contain VHFCS.
Peach Schnapps (1) Vodka + (1) Peach Juice -> (2) Peach Schnapps 0.4 No Decays into 0.25 units of ethanol.

4% chance to decay into 2 units of VHFCS.
Peachy. Nothing like hurting your pancreas and your liver with the dual prong ethanol & VHFCS attack.
Pepper N/A. Shake a pepper shaker into a container. 0.4 No
Pepperoni (1) Beff + (1) Synthflesh + (1) Saltpetre -> (2) Pepperoni

OR

Extract from pepperoni logs and slices
0.4 No TOUCH - Funny text messages, 50% chance of +1 BRUTE (blocked by headgear).
Pickle juice N/A. Extract from pickles 0.4 No 15% chance to decay into antihol

Separate 15% chance to decay into charcoal
A poor man's antihol, courtesy of Hydroponics and the Chef.
Pizza N/A. Find in Soft Soft Pizza drinks.

OR

Extract from pizzaghetti.
1 No Fills you with 0.25 units of each of the following: tomato juice, cheese, bread, and pepperoni.

22% to make you burp.
5-9 UNITS+ (number chosen is random each time): When applied on items or flooring, turns them into a pizza version that can be eaten. Liquid pizza. Really. 10 units of it with smoke powder/aersol propellant can yield entertaining--and delicious--results.
Porktonium N/A. Extracted from everything that contains bacon. 0.2 No OVERDOSE (133) - 15% chance of metabolizing into up to 3 units of cholesterol, 8% of metabolizing into 15 units of radium and 10 units of cyanide Porktonium depletes fairly slowly and an overdose can be very lethal.
Port (1) Wine + (1) Sugar + (1) Iron + (1) Vodka -> (2) Port 0.4 No Decays into 0.2 units of ethanol.

15% chance to teleport you.
Prairie Fire (1) Tequila + (1) Capsaicin -> (2) Prairie Fire 0.4 No Decays into 0.25 units of ethanol.

20% chance to decay into 10-20 units of capsaicin.

10% chance to decay into 1-5 units of histamine.
Just as bad for you here as in real life.
Refried Beans N/A. Extract from certain Discount Dan's products. 0.4 No 10% chance to *fart.
Royal Jelly N/A.Extract from royal jelly globs.

OR

Eat said glob, extract your blood with a syringe or an IV.
0.4 No Decays into 0.8 units of sugar. Don't be greedy! There's another use for the royal jelly from Bombini. If you feed the glob to a larva rather than extract it for this, you can get a queen bee.
Safrole N/A. Extract from sassafras roots. 0.4 No An otherwise unremarkable precursor to space drugs.
Sangria (2) Planter's Punch + (1) Tonic Water + (1) Lemonade -> (4) Sangria

OR

(1) Wine + (1) Orange Juice + (1) Lemonade + (1) Rum -> (4) Sangria
0.4 No Raises you to body temp 127C/400K in 5 degree increments.

Decays into 0.2 units of ethanol.
Sarsaparilla N/A. Distill from sassafras roots. 0.4 No Lowers you to base body temp 37C/310K in 5 degree increments every few seconds. Basically cola that is renewable and comes without the rather minor drowsiness reduction.
Salt (1) Chlorine + (1) Sodium + (1) Water -> (2) Salt 0.4 No OVERDOSE (100) - 70% chance of inflicting +1 BRAIN and creating 1 unit of diluted fliptonium. 10+ UNITS: Creates a salt pile when applied to floor tiles. Useful as a weapon against wraiths and as an easy poison.
Screwdriver (1) Vodka + (1) Orange juice -> (2) Screwdriver 0.4 No Decays into 0.25 units of ethanol. Screws/unscrews stuff when poured onto something, like the other screwdriver.
Sewage N/A. Put Discount Dan's burritos in a still.

OR

Extract from bilious ipecacunha roots.
0.4 No 7% chance of 1 TOX damage. TOUCH/INGEST - Makes you vomit. Blarrgh. Of course it makes you vomit. What else were you expecting?
Sheltergrog Secret! 0.4 No Makes you into a shelterfrog-person as long as it's in your system.

Decays into 1.8 units of ethanol.
Imagine the shelterfrog emote from the game Shelter, but as a humanoid! No, really. It's better seen than explained.
Space-Soybean Oil N/A. Extract from soybeans and Discount Dan's burritos, noodles, TV dinners, and snack cakes 0.4 No 8% chance to decay into 5 units of porktonium, separate 10% chance to decay into 1-3 units of cholesterol
Squeeze (3) Bread + (2) Welding Fuel -> (2) Squeeze 0.4 No Decays into 1 unit of ethanol.

Deals 1 TOX
On INGEST - If consumed alone, stuns and has a 10% chance to induce vomiting.
The Satisfaction of Making Spaghetti N/A. As a skeleton, add tomato sauce or hot sauce to plain spaghetti and extract your blood with a syringe or IV. 0.4 No OVERDOSE (35) - 5% chance of +5 BRUTE, amusing message about bones hurting. 100% Or, just the Satisfaction. While you probably could use this as a poison, it's more of a silly little joke chem that references the Undertale meme of skeletons making spaghetti. And yes, you could get addicted to the satisfaction of making spaghetti--and it's very easy to.
Strange green goop (1) Ash + (1) Ectoplasm + (1) Salt -> (3) Strange Green Goop

OR

Find inside Pro Puffs cigarette packets.

OR

Decays from Ecto Cooler.
0.8 No Lets you see GHOSTS!
Suomium N/A. Sometimes administered by artifact injectors 0.4 No Grants the Finnish accent mutation for three minutes. TOUCH/INGEST - Same effect. As long as this reagent's in you, and for a few minutes afterwards, you have a Finnish accent.
Swedium N/A. Extract from swedish meatballs. 0.4 No Grants the Swedish accent mutation for three minutes at any dose level. TOUCH/INGEST - Same effect. As with reversium, while the three minutes part doesn't change with dose level, larger doses do mean the accent lasts longer than with smaller doses, due to the simple fact that the swedium's in your bloodstream for longer.
Tea N/A. Dispense from the soda fountain.

OR

Find in cups of tea from coffee machines.
0.4 No Removes 1 unit each of Toxin and Toxic Slurry. 1% Its name changes to "iced tea" when it goes below 7C/280K and "hot tea" when above 40C/313K, and the CheMaster Analyze descriptions change to reflect the temperatures, but it remains functionally the same.
Tonic Water N/A. Dispense from alcohol dispenser. 0.4 No Freezes when cooled (0° C), boils away when heated (100 °C).
Triple Triple (1) Triple Citrus + (1) Triple Meth + (1) Triplepiss -> (3) Triple Triple 0.6 No +3333 Stamina Regeneration. Blocks incoming Stunned, Weaken, and Paralysis effects. Removes all drowsiness, Disorient, Stunned, Weakened, and Paralysis effects. Inflicts jitteriness, dizziness, and massive misstep chance. Causes twitching, rapid blinking, and shivering.

+1 BRAIN damage.

15% chance of cause vomiting, with a 33% chance to vomit a lemon, 33% an orange, 32% a lime, and a 1% to vomit all three. Amusing messages about citrus obsession.

10% chance to urinate.

Unique visual effects.

OVERDOSE (33) - +3 TOX damage. +9 BRAIN damage. Inflicts severe dizzyness. Causes screaming.

25% chance to vomit a lemon, lime, and orange.

Fruit hallucinations.
INGEST - Heals 9 TOX damage. Sensation of feeling refreshed. Really better seen than explained.

No, that +3333 is not a typo. This is meant to be like triple meth, but with more insane downsides and benefits.
Vanilla N/A. Dispense from the soda dispenser.

OR

Extract from vanilla ice cream and Discount Dan's strudel.

OR

Randomly find inside Discount Dan noodles, Little Danny's Twinkies, fancy colas, hobo wine, fancy beer, Wired Dan's Kafe Kick, Pro Puffs, and Discount Dan cigarillos.
0.4 No INGEST - 4% chance to remove all genetic powers.

TOUCH - Same as ingest, but it's 1.32% chance.
A common flavorant. It's completely unreliable to weaponise or use reliably, but once in a while vanilla's plainness will rub off on you.
Very-High-Fructose Corn Syrup (VHFCS) (1) Corn Syrup + (1) Denatured Enzyme -> (1) VHFCS + (1) Denatured Enzyme

OR

Find inside any soda that isn't Grones or Orange-Aid
0.4 No Decays into 2.4 units of sugar. A more potent form of corn syrup that can more easily induce hyperglycaemic shock.
Weird Cheese (1) Milk + (1) Green Vomit -> (1) Weird Cheese

OR

Extract from weird cheese.
0.4 No 5% chance of adding 1-3 units of cholesterol. 5+ UNITS: Creates a slice of weird cheese when applied to floor tiles. 5% Essentially the SS13 version of Limburger and other stinky cheeses. Fun to make chemsmoke with.
Worcestershire Sauce N/A. Extract from toast sandwich 0.4 No Grants Frontal Gyrus Alteration Type-Y. TOUCH / INGEST - Grants three minutes of Frontal Gyrus Alteration Type-Y. 10% So long as it's in your system, and then a few minutes after it leaves, you have a Space Yorkshire accent. Worcestershire sauce is not actually from Space Yorkshire, but it grants its accent nonetheless.

Regular Drinks

All of the following drinks have no particular special properties. They all have a depletion rate of 0.4.

Drink Recipe Pen. skin? Eth.
Apple Juice N/A. Extract from apples. No N/A
Bee's Knees (1) Gin + (1) Lemon Juice + (1) Honey -> (3) Bee's Knees No 0.3
Black Russian (1) Vodka + (1) Coffee -> (2) Black Russian No .15
Bloody Mary (1) Vodka + (1) Tomato Juice -> (2) Bloody Mary No .25
Bloody Scary (1) Vodka + (1) Changeling blood -> (2) Bloody Scary No .3
Blueberry Juice N/A. Extract from blueberries. No N/A
Blue Hawaiian (3) Piña Colada + (1) Curacao + (1) Ice -> (5) Blue Hawaiian

OR

(1) Rum + (1) Curacao + (1) Pineapple Juice + (1) Coconut Milk + (1) Ice -> (5) Blue Hawaiian
No .18
Blue Lagoon (1) Vodka + (1) Curacao + (1) Lemonade -> (3) Blue Lagoon No .1
Bourbon N/A. Dispense from the alcohol dispenser or Booze-O-Mat.

OR

Put corn into a still.
No 0.45
Brass Monkey (1) Rum + (1) Vodka + (1) Orange Juice -> (3) Brass Monkey No .3
Carrot Juice N/A. Extract from carrots. No N/A
Champagne N/A. Dispense from the alcohol dispenser or Booze-O-Mat. No 0.12
Cherry Juice N/A. Dispense from the soda fountain.

OR

Extract from cherries.
No N/A
Chocolate Milk (1) Milk + (1) Chocolate -> (2) Chocolate Milk No N/A
Coconut Milk N/A. Dispense from the soda fountain. No N/A
Cider N/A. Dispense from the alcohol dispenser or Booze-O-Mat.

OR

Put apples or pears into a still.
No 0.06
Cosmopolitan (1) Vodka + (1) Cranberry Juice + (1) Lime Juice -> (3) Cosmopolitan

OR

(2) Vodka Gimlet + (1) Cranberry Juice -> (3) Cosmopolitan
No .1
Cranberry Juice N/A. Dispense from the soda fountain. No N/A
Crème de Menthe (1) Mint + (1) Vodka + (1) Sugar -> (3) Crème de Menthe No .4
Daiquiri (1) Rum + (1) Lime Juice + (1) Sugar -> (3) Daiquiri

OR

(1) Rum + (2) Limeade -> (2) Daiquiri
No .25
Derby (1) Gin + (1) Bitters + (1) Mint -> (3) Derby No .4
Diesel (1) Snakebite + (1) Cranberry juice -> (2) Diesel No .25
Duck Fart (1) Bourbon + (1) Milk + (1) Coffee -> (3) Duck Fart No 0.6
Espresso Martini (1) Vodka + (1) Chocolate + (1) Sugar + (1) Espresso -> (4) Espresso Martini No .1
Fluffy Critter (1) Rum + (1) Lime Juice + (1) Lemonade + (1) Strawberry Juice -> (4) Fluffy Critter No .2
French 75 (1) Lemonade + (1) Gin + (1) Champagne -> (3) French 75 No .15
Gimlet (1) Gin + (1) Lime Juice -> (2) Gimlet No .25
Gin N/A. Dispense from the alcohol dispenser or Booze-O-Mat. No 0.4
Gin and Tonic (1) Gin + (1) Tonic Water -> (2) Gin and Tonic No .25
Gin Fizz (1) Gin + (1) Lemon Juice + (1) Water -> (3) Gin Fizz No .25
Gunfire (1) Tea + (1) Rum -> (2) Gunfire No .1
Half and Half (1) Lemon Juice + (1) Sweet Tea -> (2) Half and Half

OR

(1) Lemonade + (1) Sweet Tea -> (2) Half and Half

OR

(1) Lemonade + (1) Tea -> (2) Half and Half
No N/A
Horse's Neck (1) Bourbon + (1) Bitters + (1) Ginger Ale -> (3) Horse's Neck No .5
Hot Buttered Rum (1) Rum + (1) Cider + (1) Butter -> (3) Hot Buttered Rum No .3
Irish Coffee (1) Coffee + (1) Bourbon + (1) Milk + (1) Sugar -> (4) Irish Coffee No .1
Jean Harlow (1) Rum + (1) Vermouth -> (2) Jean Harlow No .6
Kalimoxto (1) Cola + (1) Wine -> (2) Kalimoxto No .3
Long Beach Iced Tea (1) Tequila + (1) Sex on the Beach + (1) Rum + (1) Gin + (1) Lemon Juice-> (5) Long Beach Iced Tea No .4
Long Island Iced Tea (1) Tequila + (1) Screwdriver + (1) Rum + (1) Gin + (1) Lemon Juice + (1) Cola -> (6) Long Island Iced Tea No .4
Mai Tai (1) Rum + (1) Lime Juice + (1) Orange Juice -> (4) Mai Tai No .3
Manhattan (1) Bourbon + (1) Vermouth + (1) Bitters -> (3) Manhattan No .3
Margarita (1) Tequila + (1) Orange Juice + (1) Lime Juice -> (3) Margarita No .2
Martini (1) Gin + (1) Vermouth -> (2) Martini No .3
Mead N/A. Dispense from a Booze-O-Mat.

OR

Put honey into a still.
No 0.3
Michelada (1) Beer + (1) Tomato Juice + (1) Capsaicin -> (3) Michelada No .1
Mind Eraser (1) Vodka Tonic + (1) Coffee -> (2) Mind Eraser No .3
Mimosa (1) Orange Juice + (1) Champagne -> (1) Mimosa No .05
Mojito (3) Daiquiri + (1) Mint -> (4) Mojito

OR

(1) Mint + (1) Lime Juice + (1) Rum + (1) Sugar -> (4) Mojito
No .2
Moscow Mule (2) Vodka Gimlet + (1) Ginger Ale -> (3) Moscow Mule

OR

(1) Vodka + (1) Ginger Ale + (1) Lime Juice -> (3) Moscow Mule
No .15
Murdini (1) Martini + (1) Apple Juice + (1) Suicider -> (3) Murdini No 1.1
Necroni (1) Gin + (1) Vermouth + (1) Bitters + (1) Ectoplasm -> (4) Necroni

OR

(2) Negroni + (1) Ectoplasm -> (3) Necroni
No .5
Negroni (1) Gin + (1) Vermouth + (1) Bitters -> (3) Negroni

OR

(2) Martini + (1) Bitters -> (3) Negroni
No .6
Old Fashioned (1) Bourbon + (1) Bitters + (1) Water + (1) Sugar -> (4) Old Fashioned No .5
Paloma (1) Tequila + (1) Grapefruit Juice + (1) Lime Juice -> (3) Paloma No .1
Phil Collins (1) Vodka Tonic + (1) Lemonade -> (2) Phil Collins No 0.3
Piña Colada (1) Pineapple Juice + (1) Rum + (1) Coconut Milk -> (4) Piña Colada No .2
Pineapple Juice N/A. Dispense from the soda fountain.

OR

Extract from pineapples
No N/A
Pink Gin and Tonic (1) Gin and Tonic + (1) Bitters -> (2) Pink Gin and Tonic No .3
Pink Lemonade (1) Grenadine + (1) Lemonade -> (2) Pink Lemonade No N/A
Planter's Punch (1) Rum + (1) Lemonade -> (2) Planter's Punch No .4
Radler (1) Beer + (1) Lemonade -> (2) Radler No .1
Rice Wine N/A. Put rice into a still. No 0.15
Rose (1) Vermouth + (1) Cherry Juice + (1) Strawberry Juice -> (3) Rose No .3
Rum N/A. Dispense from the alcohol dispenser or Booze-O-Mat.

OR

Put sugarcane or sugar into a still.
No 0.6
Rum and Cola (1) Rum + (1) Cola -> (2) Rum and Cola No .7
Sea Breeze (1) Vodka + (1) Cranberry Juice + (1) Grapefruit Juice -> (3) Sea Breeze No .2
Sex on the Beach (1) Vodka + (1) Cranberry Juice + (1) Orange Juice -> (3) Sex on the Beach

OR

(2) Screwdriver + (1) Cranberry Juice -> (2) Sex on the Beach
No .1
Simple Syrup (1) Sugar + (1) Water @ 353 K -> (2) Simple Syrup No N/A
Snakebite (1) Cider + (1) Beer -> (2) Snakebite No .15
Soda Water (1) Carbon + (1) Oxygen + (1) Water -> (2) Soda Water No N/A
Space-Cuba Libre (2) Rum and Cola + (1) Lime Juice -> (3) Space-Cuba Libre No .1
Spiced Rum (1) Rum + (1) Capsaicin -> (2) Spiced Rum No 0.6
Strawberry juice N/A. Extract from, naturally, strawberries, strawberry pies, and Delectable Dan's Scrumptious Strudel. No N/A
Strawberry Milk (1) Milk + (1) Strawberry juice -> (2) Strawberry Milk No N/A
Suicider (1) Cider + (1) Vodka + (1) Epinephrine + (1) Welding fuel -> (4) Suicider

OR

Extract or distill from omega weed.
No 1
Sweet Tea (1) Sugar + (1) Tea -> (2) Sweet Tea No N/A
Three Mile Island Iced Tea (1) Vodka + (1) Gin + (1) Tequila + (1) Cola + (1) Curacao -> (5) Three Mile Island Iced Tea No .6
Tequila N/A. Dispense from the alcohol dispenser or Booze-O-Mat. No 0.6
Tequila Sunrise (1) Tequila + (1) Orange Juice + (1) Sugar -> (3) Tequila Sunrise No .22
Tequini (1) Tequila + (1) Vermouth -> (2) Tequini No .4
Tomato Juice N/A. Dispense from the soda fountain.

OR

Extract from tomatoes
No N/A
Tom Collins (1) Gin + (1) Tonic Water + (1) Lemonade -> (3) Tom Collins

OR

(2) Gin and Tonic + (1) Lemonade -> (3) Tom Collins
No .18
Vermouth N/A. Dispense from the alcohol dispenser. No 0.15
Vodka N/A. Dispense from the alcohol dispenser or Booze-O-Mat.

OR

Put potatoes into a still.
No 0.5
Vodka Gimlet (1) Vodka + (1) Lime Juice -> (2) Vodka Gimlet No .25
Vodka Martini (1) Vodka + (1) Vermouth -> (2) Vodka Martini No .3
Vodka Tonic (1) Vodka + (1) Tonic Water -> (2) Vodka Tonic No .25
Whiskey Sour (1) Bourbon + (1) Lemon Juice + (1) Sugar -> (3) Whiskey Sour

OR

(1) Bourbon + (2) Lemonade -> (2) Whiskey Sour
No .2
White Russian (1) Vodka + (1) Coffee + (1) Milk -> (3) White Russian

OR

(2) Black Russian + (1) Milk -> (3) White Russian
No .3
White Wine N/A. Put green grapes into a still. No 0.13
Wine N/A. Dispense from the alcohol dispenser or Booze-O-Mat.

OR

Put grapes into a still.
No 0.13

Miscellanea

A section for the stranger chems in the game that are hard to classify anywhere else.

Reagent Recipe Dep. rate Pen. skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addict prob. Notes
Ageinium Secret!

OR

Find inside Pro Puffs cigarette packets.
0.4 No IF AGE > 140: 30% chance to increase age by one.

3% chance of mildly concerning messages about feeling older.

1.2% chance of screaming.
Increases your age, indirectly affecting the pitch of the voice clips used for things like talking, gasping, farting, screaming, c-saber swinging, and toy sword swiping in...interesting ways.
Ash Burn paper, collect the ash with a beaker.

OR

(1) Paper @ 424K -> (1) Ash
0.4 No 80% chance of +1 HEALTH OR +1 GROWTH Fertilizer, and basic ingredient in a couple of recipes. You'll get 5 units of ash per 10 units of oil.
Blood N/A. Draw blood from somebody with a syringe or IV drip. 0.4 No See stable mutagen. 5+ UNITS: Creates slippery blood stains when applied to floor tiles.

INGEST - Provides nourishment for vampires.
If plant is man-eater: +3 GROWTH Changeling blood reacts to heat (324 K), which can be used to identify them.
Booster Enzyme Secret!

OR

Randomly find in artifact beakers/watering cans.
0.4 No For each of the following reagents, creates 2 units of it, if there are less than 20 units of said reagent in your bloodstream: Essentially, keeps meth and certain medical chem levels at around 20 units within your bloodstream. It won't trigger overdoses for any chems that have them at 20 units or higher, but it can trigger the ones with OD thresholds lower than that, although none of the chems it can duplicate have that.

Useful for farming omnizine and other somewhat rare reagents, if you extract them from the bloodstream with a syringe or an IV bag. Could also help fuel a meth-powered rampage or a heal-chem-mix for the dying.
Calcium Carbonate (1) Calcium + (2) Chlorine + (2) Sodium + (1) Carbon + (3) Oxygen -> (1) Calcium Carbonate + (2) Salt 0.4 No Creates salt on reaction.
Calcium Sulfate (1) Sulfuric Acid + (1) Calcium Carbonate -> (1) Calcium Sulfate 0.4 No Creates Water on reaction.
Carbon Tetrachloride
(Firefighting Foam)
(1) Chlorine + (1) Sulfur + (1) Carbon -> (3) Carbon Tetrachloride 0.4 No See CLF3. TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire.
Carpet (1) Space Fungus + (1) Blood -> (2) Carpet 0.4 No 5+ UNITS: Creates a dirty carpet when applied to floor tiles.
Catonium N/A. Extract from Catnip/Nepeta cataria 0.4 No A cat drugs precursor that makes cats purr, roll about, and do weird cat things.
Chalk (4) Calcium Sulfate + (1) Oil -> (5) Chalk 0.4 No 5+ UNITS: Creates a stick of chalk when applied to floor tiles.
Cloaked Panellus Extract N/A. Extract from cloaked panellus mushrooms. 0.1 No If there are 5+ units of this in a container or mob, it is impossible to assess the chemical contents of it with a reagent scanner or similar. Instead, scanning outputs the message "ERR: SPECTROSCOPIC ANALYSIS OF THIS SUBSTANCE IS NOT POSSIBLE."
Colorful Reagent (1) Plasma + (1) Radium + (1) Stabilizing Agent + (1) Space Drugs + (1) Cryoxadone + (1) Triple Citrus -> (6) Colorful Reagent

OR

Randomly find in artifact beakers/watering cans.
0.4 No INGEST - Changes your blood to a random colour.

TOUCH - Paints almost everything it touches with a random colour.
Foaming or smoking this can be fun.
Coagulated Gnesis N/A. Use a beaker or similar on puddles of teal fluid or weird stringy fibers. 0.05, see Notes No Converts your blood into more coagulated gnesis, at 2 units converted to 2 units of gnesis per second. Ominous messages about various body parts changing. Hearing flockdrone beeping.

100+ UNITS: Beeping and messages occur more often, and messages describe...significant changes.

300+ UNITS: Flat 1% chance of gibbing into an AI (i.e. non-controllable) flockbit.
ON TURF:
10+ UNITS: Creates either a scrap of gnesis or shard of transparent gnesis
50+ UNITS: If possible, converts furniture item into its flock equivalent, such as tiles into flocktile and chairs into flockchairs.

TOUCH: Paints item/mob a rather dark shade of teal, adds "teal-stained" if possible. People splashed with gnesis get a fun message about how the chem feels like oil paint and a less fun one about it permanently staining them, which is misleading since showers and such still remove it.

INGEST: Amusing message about the gnesis tasting like children's modeling clay.
It eats your blood from the inside out--grisly! To delay such a cruel and unusual fate, refill your blood with packs or filgrastim, saline, and other blood-restoring chems. To avoid it, take lots of calomel to flush it out faster than it can convert it.

Converts other reagents in the container into more gnesis, at a max of 2 units of gnesis for 2 units of non-gnesis reagent, per second, per reagent. It can convert multiple different reagents at a time, increasing total gnesis created every second, but this otherwise does not affect conversion speed for each reagent. If there are no other reagents, it decays, losing 2 units per second. Both occur in any and all containers, e.g. beakers, glasses, pills, patches, ampoules, food, etc.
Compost N/A. Stuff produce into a compost tank. 0.4 No 66% chance of +1 HEALTH Fertilizer.
Denatured Enzyme (1) Booster Enzyme @ 424 K -> (1) Denatured Enzyme

OR

Extract from certain Discount Dan's products

OR

Randomly find in artifact beakers/watering cans.
0.4 No An otherwise completely useless chem that's a precursor to many other chems, secret and non-secret.
Diluted Fliptonium (1) Fliptonium + (2) Water -> (3) Diluted Fliptonium 0.1 No Makes you flip off nearby people.

OVERDOSE (30) - 8% chance of +1/+2 TOX.
5%
Ectoplasm N/A. Obtain from Spooky Dan's Horrotastic Cola.

OR

Extract from ectoplasm globs; slices of dread; terror toast; "killed" cheese sandwiches; spooky peanut butter sandwiches; killer beenut butter sandwiches; "scare wich project" sandwiches; murderwiches; synthmeat steinwiches; spookies; and full moon pies.
0.4 No Ominous but ultimately harmless sensations of something that isn't there, i.e. the heebie-jeebies. 10+ UNITS: Creates a surprisingly edible blob of ectoplasm. As a blob, it's surprisingly malleable when processed.
Fartonium (1) Egg + (1) Refried Beans + (1) ???? + (1) Cheese Substitute -> (2) Fartonium

OR

extract from buttburgers

OR

Randomly find in artifact beakers/watering cans.
0.4 No 66% chance of farting.

If simethicone is present: funny text messages, 5-25% chances of up to +4 BRUTE
Non-stop farty party.
Flaptonium (1) Egg + (1) Colorful Reagent + (1) Chicken Soup + (1) Strange Reagent + (1) Blood @ 374 K -> REACTION N/A N/A Makes a parrot upon synthesis, similar to life. Squawk!
Fliptonium (1) Gin and Sonic + (1) Liquid Dark Matter + (1) Chocolate + (1) Ephedrine -> (4) Fliptonium

OR

Randomly find in artifact beakers/watering cans.
0.2 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 9%, +2 Stamina Regeneration buff. Spins your mob constantly. Causes jitteriness, reduces drowsiness.

OVERDOSE (15) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be confused movement, stuns, drop items hold in either hand, jitteriness
10% Increases your stamina regen and stun resistance somewhat and makes you spin, whoa.
Foamed Metal (3) (Aluminium or Iron) + (1) Fluorosurfactant + (1) Sulfuric Acid -> REACTION N/A N/A Reacts immediately upon mixing. After a short delay, the foam will turn into weak metal walls (and floors, if there isn't one on the tile), which can be destroyed with a few whacks of a blunt object.

A silly chem that can be as helpful or as harmful as you want it to be, you can either plug up holes in the station or inconvenience people with huge metal obstructions. Unlike other foams, this one can't be slipped on (since it doesn't use water).
Fog N/A 0.4 No The secret of fog grenades. Smoke powder clouds made from fog block line of sight. X-Ray Vision counteracts it, letting you see what's lurking inside and outside the fog, while mesons only let see the walls and floors beyond.
Glowing Fliptonium Secret!

OR

Rare, random find in artifact beakers/watering cans.
0.1 No Reduces duration of incoming Weaken, Stunned, & Paralyzed debuffs by 60%, +4 Stamina Regeneration. Makes you jittery, reduces drowsiness by 12.

Makes you spin a random direction. Starts fast and becomes slower he longer it's in you.

OVERDOSE (15) - Same as fliptonium
When applied a turf, mob, or object, makes it spin a random direction and speed. Effects do not change with dose. 1% Basically, fliptonium but even more powerful. Don't go too crazy or you'll ruin your eyes.
Grass Gro N/A. Extract from grass leaves. 0.4 No When applied on floor tiles, creates a tile of grass. There are many purely aesthetic variations of these tiles, and they can be removed by prying out the tile with a crowbar and placing it back on the plating. Pretty. A viable alternative to carpet.
Green vomit N/A. Put bilious ipecacunha roots in a still.

OR

Click on a green vomit pile with a beaker or similar container.

OR

Find inside Pro Puffs cigarette packets.
0.4 No 5+ UNITS: Creates a slippery glob of green vomit. Grody. When you collect this from a green vomit pile, anyone who sees you may vomit from sheer disgust. Green vomit piles often result from ingesting toxic slurry, and they can be found in a few disgustingly ill-kept places and occasionally around a Port-a-Puke.
Holy Water (1) Water + (1) Wine + (1) Mercury -> (3) Holy Water

OR

Extract garlic.

OR

Find in holy water vials from the Chapel office.
0.4 No TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire. -10 BRAIN if person does not have Atheist trait, 1% chance of curing diseases.

TOUCH/INGEST - If target is vampire: +1.25 BURN and -1.25 blood per unit applied, to a max of 110.
Will be displayed as simply "water" in the chem dispenser and reagent scanner.reagent scanner.
Honkfartium (1) Simethicone + (1) Fartonium@ 374 K -> (1) Honkfartium 0.4 No Changes your fart sounds into honking noises. Farty party clown style.
Ice (1) Water @ 273 K -> (1) Ice 0.4 No 5+ UNITS: Creates a solid, non-slippery chunk of ice when applied to floor tiles. The frozen state of water. The reagent turns to water when brought to a temperature higher than 0° C.
Life (5x) Synthflesh + (2x) Blood + (x) Strange Reagent @ 374 K -> REACTION N/A N/A Creates a random NPC immediately upon synthesis for you to play with. Be careful though, not all of them are friendly! Note that you have to get the reagent numbers exactly right, otherwise you'll just produce a critter or meat cube - while the ratio is provided, you need to have a certain "x" multiplier to get a good result.

Note: Spamming this in a public area as a non-antag isn't advised, as you could end up with a bunch of the violent mobs that will attack the crew.
Liquified Space Rubber Secret! 0.4 No When you come in contact with a mob, both you and the mob bounce off of each other. The bouncing itself does not hurt, but you can take damage if you collide into something, moreso if it's something like a glass table. Also known as flubber or LSR. People can be flung more than a screen length away by this chem, quite far. Being on Help intent does not prevent being bounced, but wearing magboots does, for both sides.
Luminol (1) Oxygen + (1) Hydrogen + (1) Nitrogen + (1) Carbon -> (3) Luminol 0.4 No 5+ UNITS: Shows blood stains that might have been removed. Add hydrogen and nitrogen last so you don't make ammonia. Highly useful for Detectives!
Magnesium-Ammonium Chloride (1) Magnesium Chloride + (6) Ammonia @ 303K -> (1) Magnesium-Ammonium Chloride 0.4 No
Magnesium Chloride (1) Magnesium + (2) Hydrochloric Acid -> (1) Magnesium Chloride + (2) Hydrogen

OR

(1) Magnesium-Ammonium Chloride @ 423K -> (1) Magnesium Chloride + (6) Ammonia
0.4 No
Nectar Automatically produced by some plants in their hydroponics tray; use Propellant to smoke it out. 0.4 No Doesn't really do anything or get used for anything except attract bees to the hydroponics trays - leave it in there!
Organic Superlubricant (1) Space Lube + (1) Helium -> (1) Organic Superlubricant 0.4 No When applied to floor tiles and other turf, temporarily creates an extremely slippery surface that makes people slip and fall regardless of they were running or walking. Deals BRUTE damage to people who slip.
Paper N/A. Use a sheet of paper on a beaker. 0.4 No 5+ UNITS: Creates ripped up paper when applied to floor tiles.
Potash (1) Ash + (1) Water @ 354 K -> (1) Potash

OR

(1) Potassium + (1) Chlorine + (1) Sulfuric Acid -> (2) Potash
0.4 No 50% chance of +1 HEALTH, +1 GROWTH. 24% of +1 CROPSIZE, -1 HARVESTS Fertilizer.
Pure hugs N/A. Hug a cute and adorable friend and get hugged back.

OR

Randomly find in artifact beakers/watering cans.
0.4 No Dawwww.
Pure love (1) Pure hugs + (1) Chocolate -> (2) Pure Love

OR

Extract from heartburgers.

OR

Randomly find in artifact beakers/watering cans.
0.4 No Sets your intent to Help intent if you were on Harm intent, gives you feel-good messages, and makes you semi-awkwardly *hug people next to you. What is love? It's sweetness and kindness. Potentially useful, if tricky to administer, against someone trying to beat you up.
Reversium Secret! 0.4 No Grants the 'reversed speech' mutation for 3 min, making you say everything backwards. TOUCH / INGEST - Same effect.

When poured on insulated gloves, makes them into unsulated gloves, removing their electrical protection.
Harmless though somewhat annoying fun. The duration can be extended by having excess reversium in your bloodstream.
Rubber N/A. Deep-fry and extract a sheet of rubber. 0.4 No 5+ UNITS: Creates a sheet of rubber when applied to floor tiles.
Sakuride (1)Pure Love + (1) Tea + (1) Colorful Reagent -> (3) Sakuride 0.4 No 1+ UNITS: Creates sakura petals when applied to turf. Petal overlays are a cleanable mess.
Saltpetre (1) Urine + (1) Compost + (1) Potash -> (3) Saltpetre 0.4 No 80% chance of +3 HEALTH OR +3 GROWTH. 50% of +1 POTENCY, 24% of -1 CROPSIZE Fertilizer.
Silicate (1) Aluminium + (1) Silicon + (1) Oxygen -> (3) Silicate 0.4 No Reinforces windows up to a maximum durability of 500. Every application makes the window twice as strong. A standard reinforced window has about 80 durability.
Space Cleaner (1) Ammonia + (1) Ethanol + (1) Water -> (3) Space Cleaner 0.4 No OVERDOSE (5) - 8% chance of +1/+2 TOX. TOUCH - Removes cleanable messes and forensic evidence when splashed onto people, objects or turfs. Cleans stuff.
Space Fungus N/A. Extract from mushrooms from botany

OR

Click on patches of fungus growing on walls with a beaker or similar container.
0.4 No INGEST - 50% chance of contracting food poisoning, 10% of up to 5 units of toxin (reagent). Up to +3 ENDURANCE Space fungus is acquired by scraping it off walls with your beaker. It mostly grows in maintenance tunnels, so you might need to request appropriate access to get at it.
Space Lube (1) Water + (1) Silicon + (1) Oxygen -> (3) Space Lube 0.4 No When applied to floor tiles and other turf, temporarily creates an extremely slippery surface that makes people slip and fall regardless of they were running or walking. Deals no damage to people who slip, but people can take still take damage from slipping into walls and other solid objects. More space lube the turf stays slippery for longer, to a maximum of 80 seconds. Has a damaging variant.
Triplepiss Secret!

OR

Find in drugs from ??? pill bottles.
0.4 No 5+ UNITS: Temporarily creates slippery puddles of urine when applied to floor tiles. References one of the joke responses old admin Popecrunch gave when asked about the recipe for initropidril.
Urine N/A. Fill your stomach with water, then use the *piss emote or pee in a drinking glass or beaker.

OR

Click on a urine puddle with a beaker or similar.
0.4 No 5+ UNITS: Temporarily creates slippery puddles of urine when applied to floor tiles.
Vomit N/A. Use a beaker on a puddle of vomit.

OR

Extract from bilious ipecacunha roots.
0.4 No 5+ UNITS: Creates slippery pools of vomit when applied to floor tiles. You can vomit by getting drunk and puking all over the floor or by ingesting sewage or space ipecac. There's also a green variant of vomit, which can be scooped in a beaker to make others vomit.
Yee Nee/yee. Yee yee yee Yee yee.

(N/A. Possible reagent for artifact injectors.)
0.4 Nee Yee yee yee yee-yee. Yee yee yee. Yee yee yee yee yee yee yee "Yee" yee yee. Yee yee yee yee yee.

(Makes you a lizard-person. Grants yee accent. Causes hallucinations of dinosaurs from the animation "yee" came from. Plays song from same animation.)
Yee, yee'yee yee yee yee yee Yee yee. Yee yee yee Yee yee yee.

(Yes, it's a reference to the yee meme. Blame former admin Wonkmin for this.)

SECRET CHEMS

A secret chemical is a chemical whose recipe is secret. Secret means a specific thing on Goonstation, and it's different from the kind of secrecy associated with something like "secret underground bunker" or "effects of substance on corpses is secret". The recipes of secret chems are kept hidden to allow for the joy of discovery, and if you wish to reveal the recipe to someone, you must observe some key principles:

  1. The person must explicitly consent to being told the recipe. As with everything in life, silence is not consent.
  2. The reveal must take place in private. This is more nuanced than you think.
    • Your options in-game are very limited, because no means of communications is truly private. PDA messages can be snooped on, paper messages can be read by others, phones, whispering, and face-to-face conversation can be eavesdropped, and Ghosts can accidentally see all of these. Radio is definitely not private, and neither are silicon machine talk or similar. It might as well not be worth it to try revealing it in-game.
    • Adminhelp, prayer, and mentorhelp are not considered appropriate channels for asking to be given secret chem recipes.
    • Obviously, public Goonstation Discord and forums are definitely not private.
    • On the other hand, Discord DMs, forum private messages, and the Goonstation Discord #imspoiler channel are all considered acceptable ways to reveal secret chems recipes.

To be clear, saying the names of secret chems or explaining their effects is not violating secret content policy; those are not what makes them secret.

Now with that out of the way: Welcome to the fun section! If you're a scientist who enjoys his job and does it often, then you've probably heard the names of these chemicals thrown around every so often. These are considered the final learning curve before being dubbed an A+ chemist, so if you want to become a true scientific force on the station, taking a stab at these mysteries is within your best interests. Don't be discouraged by their difficulty, you're not the only one! Be diligent, be patient, and use what you've learned from mixing the previous chems on this page.

Difficulty ratings assume a fair amount of knowledge, something along the lines of knowing what at least half of the chems on this page do. It is possible to make them as a novice, but most of these chems' recipes were not designed around surface-level knowledge.

Reagent Comps Hint Difficulty Effect Notes
Ageinium 5 What reminds you of old people? Moderate Gradually increases your age. At the moment this only affects various sounds you make. How far can you go?
Anima 5 What's happening to the objects? Take this into consideration. Difficult Brings inanimate objects to life to attack people, gives odd visions when injected. The bigger the object you animate, the more health it has and damage it does, though smaller objects can be harder to click. What Anima actually affects is a bit all over the place, but if it can be dragged, assume it can be animated. The means for mixing this are nonstandard and guaranteed to be harmful, be advised!

Note: Fiddling around with this in small doses is fine, but for the love of God, don't throw it at everywhere and everything if you aren't a round antagonist!
Bombini 4 Bombini wouldn't bee drinking one of these. A couple shots will leave your ears ringing. Easy (maybe Average) A sweet and tasty drink when enjoyed in moderation. OVERDOSE (20) Fire 8 spikes, take 10 BRUTE damage, deplete 5u. OVERDOSE (40) Fire 16 spikes, take 20 BRUTE, deplete 10u. Multiple spikes can hit a single target and each spike deals 7 BRUTE damage with a chance to slightly bleed Excessive consumption may result in a stinging sensation.
Booster Enzyme 7 Do a little research on real life enzymes. Difficult Duplicates certain beneficial chemicals in your bloodstream. Each time booster enzyme decays, it will create 2 units of any beneficial medical chem that's already in your body up to a cap of 20 - note that this does not proc overdose thresholds of 20 or higher (but it will for lower thresholds!). A neat tool for farming rarer medicinal reagents, or for making you nigh-immortal with said reagents.
Bubsium 4 What does bubs like? Go bother him to find out. Easy Consumption of this chemical may lead to bubs-like properties. bubs
Chlorine Azide 6 How is chlorine azide basically made in real life? Elementary Explodes the moment it's created, stabilizing agent or not. It won't breach through the floor or blow down a wall, but it can certainly take out the chem dispenser. There's a reason the code for its recipe has the comment "death 2 chemists" (in the 2016 public release, at least). You might stumble upon it accidentally when mixing lots of random basic chems together.
Crabby Party Secret Formula 4 100% Sea Weed Easiest Creates a Party Crab on synthesis He's having a great time. are you having a great time?
Crime 5 A bunch of things assistants might like. Average-Hard Allows you to remove things from people five times faster. Wow. Become the world's speediest shoe thief.
Deep Fried Dabs 2 It's all in the name. Easy Forces you to dab. Wow. How do you do, fellow kids?
Pure Dabs 4 Starts out extremely potent and extra greasy; needs to be cleansed before it's safe to consume. Medium Makes you a master in the art of dabbing. Not that that's anything to be proud of
Extreme Dabs 5 EXTREME!! Extreme Your dabs will rock the station. And also likely kill you. It's probably what you deserve, anyways.
Disguiseium 5 What chems make things look like other things? Average-Hard A complicated chemical. When made it will make the second most common reagent in a container look like the most common reagent. However, its effects will not be changed. You'll never trust a reagent scanner again.
Directed Nanites 4 What would nanites need to help you rather than harm you? Easy Slowly replaces one or more organs with their cyber variants. A good chem for doctors to use!
Dragon's Breath 5 Hot chemicals. Easy See Poisons and Toxic Shit. This has a chance of rolling instant death for every cycle it's in your blood, yikes! And if the RNG spares you, you'll still be utterly wasted. This is technically a bartender concoction, but it's dangerous enough to have been thrown into this list.
Energy Drink 3 If you can figure out voltagen, the remaining two ingredients should be quite obvious. Easy Stun reduction, minor stamina regeneration buff, speed boost, chance to cause jitteriness.
On depletion - slowed movement, dizziness, blurred vision, random chance to KO.
OVERDOSE - May cause cardiac failure.
Basically the energy drink from the future, with just as mean of a crash. Despite this it's a welcome alternative to methamphetamine since it has next-to-none of its cons... just don't overdose on it. Addictive.
Enriched MSG 12 Think of really tasty things. Difficult Heals 1 OXY/TOX/LOSEBREATH and 3 BRUTE/BURN per cycle. Pretty much super-omnizine, with more addiction and custom flavor texts if you overdose. Far and away the best healing chem.
Feather Fluid 7 Amnesiac bird. Easy Infects you with the Avian Flu, which will eventually turn you into a bird. Don't overthink the recipe. What do you know already?

Note: Don't use this on other people unless you're an antag or they agree!
Fermid 4 Consider the name "fermid" and what a fermid looks like. Difficult Creates a hostile fermid at the point of reaction. Fermids are the nasty critters that plagued the (now removed) mining z-level, being stubbornly durable and injecting any human they see with harmful toxins; fortunately they cannot target cyborgs. The recipe used to be laughably easy, but after seeing the harm spontaneous fermid swarms could cause, it was wisely made more difficult and thrown into secrets section.

Note: PLEASE don't spam these as a non-antag. This is why the recipe was changed in the first place.
Freeze 5 Cold chems. What makes you freeze? Average Decays into ethanol. Lowers your body temperature and inflicts brief stuns and burn damage. Severe effect scales with volume: [0.1% * volume] chance of being turned into an ice statue. Functionally the same as Dragon's Breath, but it freezes you to death instead of frying you.
Glowing Fliptonium 4 Spoiler: one of the ingredients is fliptonium! The other three make it spooky, make it more powerful, and a little bit trippy. Difficult (Hopefully?) Works like regular fliptonium, with the exception that it affects mobs, objects and turfs on application, as opposed to just mobs and objects. It also gives more stun resistance/stamina buff/etc than normal fliptonium. The recipe is intended to be difficult to make, not to figure out, really. The effect is pretty crazy and does far more to interrupt peoples' rounds than, say, colorful reagent or glitter.
Grog 11 Look up the Monkey Island Grog recipe, then find its equivalents in SS13. Grog was created before Kerosene was a thing. Immensely Difficult See Poisons and Toxic Shit. Another horrifying drink from Bartender territory, it ignores biosuits and will always captainize and do some BRUTE face-melting damage on TOUCH (though without destroying the Mask item, strangely). The amount of damage varies wildly depending on the delivery method. Ironically it's actually reasonably safe to drink, though you may want the alcohol resistance mutation before chugging it.
Hootagen 6 / 6 What are some things that are alive? What are owls known for? Where can you do more research on Owls? Average / Difficult Has a stable and unstable variant. The stable one gives you an owl suit and mask that you can't take off yourself. The unstable one... well, it's a little more violent. The unstable variant has some utility as a pseudo-deathchem. Also, owl masks don't work as internals. Use that as you will.
Initrobeedril 4 The name is a strong hint in and of itself. Notably, this is not found in poison bottles like its bigger cousin. Average Turns your heart into a memorial bee and makes it fly away. You'll know if someone was hit by this if they start turning yellow. For the victim, they'll get big red messages of their heart fluttering in their chest. This is a disease reagent, so it only needs to be in you a certain amount of cycles to infect you, which will eventually lead to the heart-bee evicting itself from your body and leave you with cardiac abscondment.

Note: And no, you can't get it back into your body, despite what the examine message says. Get a replacement heart or you'll die.
Initropidril 7 The biggest challenge. Only the most worldly spaceman should even attempt it. Requires triplepiss. Heart-stopping See Poisons and Toxic Shit. It can take a while to make, but it's worth the trouble since traitor poison bottles can be a crapshoot.
Juggernaut 5 A pain-killing and injury-treating concoction. Easy A potent painkiller that negates a significant amount of walkspeed loss from being hurt, with the additional special effect of absorbing and healing a portion of brute and burn damages taken between life cycles. Hits the user with the absorbed damage as it leaves their system.
OVERDOSE - Confused movement, dropping held items, stuns, forgetting how to breathe.
The damage-absorbing capabilities get less effective the more damage it has absorbed and the longer it has been present in your system. Has a slightly less-than-average depletion rate but also a low overdose threshold and fairly debilitating overdose effects. Bad side-effects occur if it's in your system for far too long.
Kerosene 6 You'll likely need some catalysts and heat for the reaction. Do some research on Thermochemical synthesis and whatever comes to mind first for Synthesis of High Density Aviation Fuel... but maybe take a less organic route. Difficult Makes nice and pretty fireballs, like welding fuel, except without the "small explosion with enough fuel" and "makes people burn more when doused with it" bits. It's SS13 jet fuel. Has an...interesting (and rather memetic) reaction with certain alloys.
Mimicillium 4 Glamore, Stealth, Teleportation and American Freedom. These were the ingredients used to create Senator Death Badman. Difficult Kinda? A compound that attracts the undying attention of Senator Death Badman, know for his random crotch shots. Death Badman acts almost identically to a Gibshark, except he only gibs your pride.
Lumen 5 Think about what makes big lights. Now mix them together. Average A liquid which creates lights attached to whatever it is splashed on. It even changes color depending on what else is in the beaker! No you can't smoke it. The strength of the light scales with the amount of Lumen used.
Liquified Space Rubber 5 Requires some botany work. Contains several other griefy and movement-related chems. Average A powerful chem that makes you bounce off of other mobs when it is in your system. Can easily turn a room into a pinball machine. Combined with other chems like liquid dark matter, this can instantly turn a crowd into pure screaming chaos.
Medusa 6 A variety of rock-related chems are included. Hard Slowly turns the victim into stone. Be sure to artfully arrange your victims. Open a museum, charge admission.
Mutini 5 Every ingredient has its opposite. Keep in mind that and its effect, and most of it should be straight forward. Easy Gets you drunk, gives some brain damage, then cures it. More importantly, mutates you wildly and randomly, then reverses all those mutations - hopefully. Can even give you mutations that are otherwise impossible to get! A cocktail for the aspiring mad scientist and an excellent choice for getting your feet wet in figuring out secret chems. Most of the time it's harmless, but be aware that weird interactions or pure bad luck can potentially leave the imbiber dead or trapped in another dimension. If you find some gamebreaking error or weirdness, don't be afraid to adminhelp it and report via the Bug Report button in the top left! Bugs are bugs, warning or no.
Nitroglycerin 3 Do some research on real nitroglycerin. Easy Liquid explosive with an incredibly foul temperament. The slightest jostle can set this stuff off, with its power ranging from minor to vicious depending on the reagent volume. Woe betide anyone who gets too much of it in their bloodstream, as any subsequent attack will instantly gib them in a violent blast! Don't try to use it in smoke or foam. Bad things happen.

Note: This is the successor to Nitrogen-Triiodide, which functioned similarly by spreading contact explosive dust all over the floor and could be used in smoke and foam. It turned out to be a bit too abusable though, and was axed and later replaced with nitro.
Omega Hairgrownium 5 / 5 Gives you trippy and irregular haircuts. Easy Changes your hairstyle. Has a stable and unstable variant. One picks from all possible hairstyles, while the other picks from the pool of special genetics/barber haircuts. Pretty straightforward in effect. Don't use both variants together.
Quark-gluon Plasma ?? Ahaha, no. There will be no hints given for this abomination. You're on your own. Very Difficult Gibs any people it touches, destroys most items and critters it touches, deletes walls and floors on contact. Just to prove that there's no such thing as overkill in SS13. QGP is pure liquid destruction: it comes into existence as a massive sea of foam that obliterates anything in its path - people, Pods, critters, floors and walls, you name it.

Note: This is absolutely an antag-only chem in practical use. If you aren't an antag and aren't using QGP as an end-of-round party favor, then it has no place anywhere near the station.
Rajaijah
(Madness toxin)
8 Most of the ingredients are bad for your mind. Keep its effects in mind and most of it should be straightforwards. Difficult See Poisons and Toxic Shit. Like initropidril, it can be worth learning how to synthesize rajaijah if you don't trust the RNG of the poison bottle.
Reversium 4 One screws with your sprite, one screws with your DNA, one screws with your sprite and DNA, and one...is friendship? Normal See Miscellanea Highly confusing but ultimately harmless fun that lasts for three minutes. Have some mutadone handy if you want to end it early.
Rotting 4 Think of horrible food and something else unpleasant. Difficult Infects the victim with tissue necrosis. Gradually turns you into a spooky skeleton, which makes you unclonable without a certain cloning module. Good for keeping people you want to keep down, down.
Royal Initrobeedril 5 Again, the hint is in the name. Difficult See Poisons and Toxic Shit. Same mechanics as regular initrobeedril, with the caveat of the heart-bee being so huge that it gibs you upon emerging.
Sarin 8 One is a gift from Hydroponics. The other seven reflect how sarin is deployed in real life. Difficult Nasty poison gas that's highly volatile when created. Due to the fact that it penetrates skin, a gas mask alone is not sufficient to protect against sarin when made into chemsmoke. It features an unholy BRAIN-TOX-BURN triad on top of distinct jittering and stuns. If you ever wanted to commit crimes against Space Humanity like the Nuclear Operatives do when they break out the nerve agent grenades, this is your chem. You can think of it as an souped-up Neurotoxin that depletes more slowly and can penetrate the skin but is majorly weak against atropine.

Oh, and,uh, try not to end up on some watchlist.
Sea4 5 One ingredient is the Sea, one gives Sea4 its blasting power, one gives it a sticky yellow color, and two like to burn. Easy-Average Precision blasting explosive. Explosion scales, similarly to black powder; small amounts create small explosions; higher amounts make larger ones that also create sea bees, how cute! Get it?
Sheltergrog 2-99 The first two ingredients are easy. How to get the reaction to happen is the hard part. Average It makes you a frog. Nice. Lovingly sponsored by Zungy.
Sheltestgrog 2-99 Like sheltergrog, just be more precise. Average It makes you a frog but more. Nice. :shelterfrog:
Silver fulminate 3 It's just like making silver fulminate in real life. Easy Ridiculously sensitive gimmick chem that makes a gunshot-like pop when it's set off. It's even more sensitive than nitroglycerin; at least nitro doesn't explode under the weight of other nitro molecules. Not quite a secret chem in of itself, but it uses many of the same precursors to one.
Spiders 2 Spiders have even more arms to hug with. Easy-Peasy Makes spiders and spider piles when poured onto a tile. Bites people when it's inside them, youch. Get it? Spider has one recipe that's not secret, and one that is, because that one is meant to be a cute joke, similar to Crabby Party Secret Formula.
Strychnine 7 Robert Woodward could've taken some shortcuts. Moderate A rather quite unpleasant, crunchy death. Can be used as a performance enhancer!
Transparium 5 Can you see me? See through me? Easy Makes you pretty much invisible for a duration proportionate to the time it spends in your bloodstream. This has an overdose threshold of 30 units. You might not wanna go over that!
Triple Meth 1 Requires methamphetamine, obviously. The challenge is figuring out what to do with it. Easy Makes you unstunnable, very robust, and very dizzy. Taking this will cause your stamina regeneration to rise to obscene levels. The movement confusion can be limiting, but otherwise there is no better drug for laughing off stuns and stamina loss, and the added movement speed makes you pretty hard to click. Does not combine with regular meth; in fact, having meth in you makes triple meth have no effect. Addictive. Has a secret use.
Triplepiss 1 for both methods Short way: Take a piss with something magical in you, take the resultant liquid.

Long way: Take a piss with a different magical thing in you, take in (i.e. drink) the resultant liquid, repeat.
Piss-Hard Acts like standard piss. Harder to figure out than to actually make. An ancient secret from Goonstation's earliest years, whose very existence was kept hidden. Creation methods reference a beautiful joke story Popecrunch used to tell when asked how to make initropidril.
Voltagen (Liquid Electricity) 4 (+ Stabilizer) Think about stuff that could be used to produce power. Average Randomly targets nearby mobs with arc flashes when in the bloodstream (consuming every remaining unit) or instantly if mixed without stabilizing agent. Found in shock grenades and just as useful for crowd control. Arc flashes will stun and damage anyone who aren't wearing insulated gloves, so if you can nab a pair, popping a pill of this can give you a huge advantage when fighting another player.
Warp 5 Things that get you around quickly. Average Once injected, it saves your location. When it's out of your system, you teleport back to the start point. Great insurance policy for running into dangerous areas.
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