Difference between revisions of "Chemistry"

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|Morphine||N/A||0.4||No||See [[Chemistry#Medical Chems|medical section]].||See medical section.||Large doses can work as a substitute for Ketamine if you run out/never had any but still want to incapacitate people.
|Morphine||N/A||0.4||No||See [[Chemistry#Medical Chems|medical section]].||See medical section.||Large doses can work as a substitute for Ketamine if you run out/never had any but still want to incapacitate people.
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|Sulfonal||Acetone + Diethylamine + Sulfur||0.1||No||+1 TOX, KOs in 22 cycles.||Puts someone out while slowly poisoning them to death.||Slower-acting than ketamine, but has a very slow depletion rate and can eventually kill with the escalating TOX damage.
|Sulfonal||Acetone + Diethylamine + Sulfur||0.1||No||+1 TOX, KOs in 22 cycles.||Puts someone out while slowly poisoning them to death.||Induces and continues to induce drowsiness at 11 cycles onward; makes the user faint at the 22nd cycle with a roughly ~20% chance to faint each cycle after that; doesn't do a good job at keeping someone out until the chem has depleted, but still very debilitating.
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|Sodium Thiopental||N/A. Poison bottles and derelict medbot injections.||0.7||No||KOs in ten cycles. Major total stamina penalty.||Like ketamine, but with slightly slower depletion.||One of the reasons to run from the derelict medibots, they will inject you with this constantly if they catch you.
|Sodium Thiopental||N/A. Poison bottles and derelict medbot injections.||0.7||No||KOs in ten cycles. Major total stamina penalty.||Like ketamine, but with slightly slower depletion.||One of the reasons to run from the derelict medibots, they will inject you with this constantly if they catch you.

Revision as of 22:51, 2 April 2015

Chemistry
Location

200px

Chemisty looks like this but covered in piss fog.

Access

Research Director, Scientist


This is where scientists go to brew up chemicals. Gets set on fire every other twice a round.

Oh boy I can't wait to melt my eyebrows off!

Here's a quick look at the devices scattered across the room.

Chem Dispenser: Dispenses a whole slew of chemicals. Use a beaker (or any liquid-bearing container) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu.

Heating/Cooling Unit: Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press Activate to start the heating/cooling process.

CheMaster 3000: Used to turn chemicals into pills or other containers, though it can also isolate or remove reagents from the inserted beaker. When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. Another option is to fill medical patches or medicine bottles with the chemical of your choice. If you need more information, the CheMaster can analyze any reagent and display a short summary. This may or may not actually describe their functions in a way that makes sense.

ChemiCompiler: See the section below.

ValuChimp: Dispenses monkeys, a valuable commodity for the modern scientist.

Last but not least, a lone firebot watches over the room, waiting for the inevitable fire.

Note: Generally, the exact contents of beakers and other reagent containers can't be examined directly. A pair of spectroscopic goggles or a reagent scanner (PDA or separate) are recommended.

ChemiCompiler

Main article: ChemiCompiler

A complicated chemistry device, which uses a programming language derived from Brainfuck. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the r[number] slots. It also has a pill generator, a vial generator and an ejection port.

Registers:

  • ptr = data pointer (16-bit) (Data is 0-indexed.)
  • iptr = instruction pointer (16-bit) (1-indexed.)
  • sx = source register (8-bit) (Valid sources are 1-10 for the 1 through 10 reagent reservoirs.)
  • tx = target register (16-bit) (Valid targets are reservoirs as above, or 11 for pill generator, 12 for vial generator, or 13 for ejection port.)
  • ax = amount register (16-bit)

Commands:

  • > = ++ptr
  • < = --ptr
  • + = ++*ptr
  • - = --*ptr
  • [ = while (*ptr) {
  • ] = }
  • { = mov *ptr sx
  • } = mov sx *ptr
  • ( = mov *ptr tx
  • ) = mov tx *ptr
  • ^ = mov *ptr ax
  • ' = mov ax *ptr
  • $ = Heat or cool reagent in sx to ((273 - tx) + ax) Kelvin.
  • @ = Transfer ax units of reagent from reservoir sx to target tx.
  • ~ = "Compile" the code, so it cannot be retrieved again via the load button.

Both the heating and transferring steps are delayed. Heating takes as long as the chemistry lab heater would take. Transferring reagents takes 1/4 * amount seconds. The machine generates a pill or vial if they are targeted, or sends reagents out the ejection port.

Note: The portable version of the ChemiCompiler only has 6 reagent reservoirs.

Ok so how do I make napalm?

Hold your horses, pyromaniacs. First things first, we need to discuss some important... *groan* safety tips:

  • Mix potentially-explosive chemicals in the test chamber. It's through the door on the left, where there's reinforced floors and walls that can tank explosions better. Keeping other scientists and the mixing lab out of the collateral damage is one less reason for them to murder you leave you to fry from your own fireball for potentially ruining their round. And if you can't mix the explosive stuff in another room, at the very least warn your colleagues before you do it, and try not to destroy the outer walls that lead into space.
  • Always wear your standard-issue gas mask and a biosuit + bio hood from the closets. This can't be stressed enough; some chemicals are accompanied with a "The solution generates a strong vapor!" message upon successful mixing, giving everyone adjacent to the tile a big whiff of the chemical that was just mixed on it. The full gas mask/biosuit set immunizes you to this and most chemical smokes and TOUCH reactions, protecting you from your colleagues' shenanigans as well as your own. There is no reason not to do this unless you're trying to choke on your own poisons.
  • Pay attention to what other scientists are doing and don't get in their way. For example, if someone places a beaker into a reagent heater and runs away from it, he's probably anticipating a fireball or smoke of some degree and it's wise not to go look at, lest you get a face-full of it.
  • Make liberal use of stabilizing agent. If you see a recipe that mentions stabilizing agent, always use it when mixing the recipe in question so it doesn't literally blow up in your face. It's a good practice to do this for recipes you're unfamiliar with. Be wary, however, that stabilizing agent doesn't work with everything - these cases should be mixed in the aforementioned test chamber.
  • Test harmful or unknown chemicals on monkeys, NOT other people. This is why you have the ValuChimp. Monkeys are NPCs with damage counters just like that of a human's, so they'll provide an accurate representation of what would happen if you use that chemical mix on a human. This is doubly important if you're a round antagonist, as you will need to make sure your deathchems actually cause death instead of just provoking your target into toolboxing you.

Got all that? Good. Now we can get started with the pyromania.

A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make something happen.

Preliminary information that u need 2 know!!

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 runs in 2 second intervals governed by the mob loop.

So if a chemical does 2 toxin damage each time life is called, it'll do 2 damage every two seconds. With a depletion rate of 1, it'll deplete 1 unit every two seconds, and so on and so on. 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.

Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches, flamethrower sprays, chemical smokes and chemical foams all apply touch reactions.

INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays bypass these and go straight into the bloodstream.

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.

Recipe Recipe Effects
Acetone Oil + Welding Fuel + Oxygen Common ingredient in other recipes.
Ammonia Hydrogen + Nitrogen More fertilizer, and an ingredient in a lot of other chems.
Ash Burn paper, collect the ash with a beaker. Basic ingredient in a couple of recipes.
Ash Oil @ 474 K You'll get 5 units of ash per 10 units of oil.
Diethylamine Ammonia + Ethanol @ 374 K Used for certain medical recipes and as fertilizer.
Phenol Water + Chlorine + Oil Used for certain medical recipes.
Potash Potassium + Chlorine + Sulfuric Acid Fertilizer.
Salt Water + Chlorine + Sodium Ordinary table salt.
Saltpetre Potash + Urine + Compost Fertilizer.
Space Cleaner Ammonia + Ethanol + Water Cleans stuff.
Stabilizing Agent Iron + Oxygen + Hydrogen 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 Depletion rate Effect per life cycle Immediate effect upon application Notes Overdose threshold
Saline-Glucose Solution Salt + Water + Sugar 0.15 33% chance of healing 2 points of BRUTE and BURN, 33% chance of regenerating 1 unit of blood. N/A The shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment.
Styptic Powder Aluminium + Hydrogen + Oxygen + Sulfuric Acid 2 55% chance per cycle of healing 2 points of BRUTE damage. TOUCH - Heal 1 point of brute per unit applied. Chance to reduce BLEEDING.
INGEST - Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it.
The go-to BRUTE and BLEEDING damage medication, Healing patches are filled with it. 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.
Silver Sulfadiazine Ammonia + Silver + Sulfur + Oxygen + Chlorine or commol. 2 55% chance per cycle of healing 2 points of BURN damage. TOUCH - Heal 1 point of burn per unit applied.
INGEST - Do 0.5 points of tox damage per unit ingested.
The BURN damage equivalent of styptic powder, so the same application methods still apply: only go for topical doses. Burn patches start with this.
Synthflesh Blood + Carbon + Styptic Powder 0.4 N/A TOUCH - Heals 1.5 BRUTE and 1.5 BURN per unit applied. Instantly heals all BLEEDING. An excellent fixer of both 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.
Omnizine N/A. White weed, glowing fruits, warm donk pockets and spaghetti arrabbiata. 0.2 Heals one each of OXY, TOX, BRUTE and BURN per cycle. Chance to reduce BLEEDING by 1. N/A Slightly addictive, but is otherwise an amazing cure-all. Medbay will love the botanists if they supply them with it.

Note: 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.
30
Charcoal Ash + Salt @ 374 K or venne. 0.4 Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. N/A Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.
Calomel Mercury + Chlorine @ 374 K 2 Increases all depletion rates by 5. +5 TOX damage while health > 20. N/A Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.

Note: Blood tests without a reagent scanner: draw blood and analyze it with the CheMaster in the pharmacy.
Hunchback Bourbon + Cola + Tomato Juice 0.4 Increases all depletion rates by 8. +2 TOX damage while health > 0. N/A 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. Hunchback may also induce food poisoning.
Potassium Iodide Potassium + Iodine or nureous. 0.4 80% chance of removing 1 RAD. Radiation is cumulative and causes TOX and BURN. N/A Simple and weak, but can help counter radiation events and radium somewhat.
Pentetic Acid Welding Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide 0.4 Reduces 7 RAD, heals 4 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage N/A Apex anti-tox/anti-rad treatment.
Cryoxadone Cryostylane + Plasma + Acetone + Unstable Mutagen 0.4 If body temp is below 240 K, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN N/A Requires cooling the target before it kicks in, but heals incredibly well. The cryo tanks in medbay run off of 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.
Ephedrine Sugar + Oil + Hydrogen + Diethylamine. Asomna or omega weed. 0.3 Stun reduction per cycle, increases run speed slightly, minor stamina regeneration buff, stabilizes crit. N/A It's pretty much just a weaker analogue of medbay's epinephrine, but it's addictive and has a few more side effects. 35
Epinephrine Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine 0.2 Reduces most of the knockout/stun effects, minor stamina regeneration buff. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. N/A Can make you pretty sick in overdoses. Rapidly counters histamine / allergic reactions. 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. 20
Atropine Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid. Venne mutation or omega weed. 0.2 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. N/A 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 won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. 25
Salicyclic Acid
(Painkiller)
Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid or contusine. 0.1 If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. N/A 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. 25
Morphine N/A. Vendors as well as QM can provide it. 0.4 Dramatically counters movement reduction from severe injury, severe stamina regeneration penalty. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. N/A Low doses are useful for the painkiller, but high doses can knock someone out for a while. Addictive. 20
Salbutamol Salicylic Acid + Lithium + Aluminium + Bromine + Ammonia or contusine mutation. 0.2 Heals 6 OXY damage, reduces LOSEBREATH by 4. N/A 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. Really underused emergency med, makes dealing with critical-health people a lot easier since OXY damage is usually what kills in-crit patients in the end.
Perfluorodecalin Hydrogen + Fluorine + Oil @ 374 K 0.4 Heals 25 OXY damage, causes LOSEBREATH. You can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. N/A Fantastic for criminal activity because it silences people. Also 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. Somewhat addictive.
Mannitol Sugar + Hydrogen + Water or venne mutation. 0.4 Heals 3 BRAIN damage. N/A Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc. Use a health analyzer to check for brain damage.
Mutadone Unstable Mutagen + Acetone + Bromine or venne mutation. 0.4 Chance to remove one genetic bioeffect. N/A Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Giving this to someone with superpowers will really ruin their day.
Spaceacillin Space Fungus + Ethanol 0.4 Rolls a chance to cure some specific diseases. N/A You probably won't use this much unless a random disease event hits. Space fungus, which mostly grows in maintenance tunnels, is acquired by scraping it off of walls with your beaker.
Diphenhydramine
(Antihistamine)
Oil + Carbon + Bromine + Diethylamine + Ethanol 0.4 Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. N/A Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings or itching powder.
Haloperidol Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil or omega weed. 0.4 Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Severe stamina regeneration penalty. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. N/A Treat it like a general antipsychotic. Useful to treat/neutralize drugged up maniacs.
Antihol Ethanol + Charcoal 0.4 Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. N/A Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.
Insulin N/A. Vendors and Pro Puffs. 0.4 Raises sugar depletion rates by 5. N/A Handles hyperglycaemic coma.
Simethicone Hydrogen + Chlorine+ Silicon + Oxygen 0.4 Makes the victim unable to fart. Fiendish. N/A Truly fiendish.
Oculine Atropine + Spaceacillin + Saline-Glucose Solution or venne mutation. 0.4 30% chance to remove blindness, 80% chance to reduce eye damage by 1. N/A 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.
Teporone Silicon + Acetone + Plasma 0.4 Attempts to return body temp to normal in ten degree increments. N/A Not really ever used much, but spacewalking cocktails might need it. Addictive.
Lexorin N/A. Pro Puffs. 0.2 +1 TOX per cycle. N/A Prevents LOSEBREATH, but deals TOX damage over time. A more dangerous version of perfluorodecalin that allows you to talk in space without internals.
Yobihodazine N/A. Spaced rum. 0.4 Random chance to cause +1 BRAIN. N/A Another legacy spacewalking chem. Prevents OXY damage (but not LOSEBREATH) at the expense of occasional brain damage. Addictive.
Hairgrownium Carpet + Synthflesh + Ephedrine. Nureous mutation or omega weed. 0.4 Will eventually cause the users to grow a full set of hair. N/A Great cure for baldness.
Super Hairgrownium Iron + Methamphetamine + Hairgrownium 0.4 Grows tremendous hair and a fake moustache. N/A
Strange Reagent Omnizine + Holy Water + Unstable Mutagen 0.2 Does BRUTE and TOX damage at random intervals. N/A A miracle medical chem, this little beauty can bring the dead back to life! ...Well, if you're careful that is. If the cadaver is rotten or has more than 150 combined BRUTE+BURN, SR will gib them on use, and a corpse with too much BRAIN damage will immediately drop dead again. It can also be used to resurrect critters if you're a traitor and you feeling turning monsters loose on the station.

Note: 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.

Base Elements

Not everything that comes out of the chem dispenser is benign, some have their own quirks that you should watch out for.

Reagent Depletion Rate Penetrates skin? Per life cycle Notes
Chlorine 0.4 Yes +1 BURN Base element.
Fluorine 0.4 Yes +1 BURN, +1 TOX Base element.
Mercury 0.2 Yes (0.2 per 1 unit splashed) Causes low amounts of BRAIN damage. Base element. Can also be extracted from omega weed.
Lithium 0.4 No Drooling and confused movement. Base element. Can also be extracted from omega weed.
Sugar 0.4 No 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine. OVERDOSE - 200. Having a bit of sugar in you gives you a noticeable stun reduction, slight speed boost and minor stamina regeneration buff. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this.
Radium 0.4 Yes (0.5 per 1 unit splashed) +4 RAD (capped at 8 Gy) 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 sleepypen full of radium is pretty lethal over a few minutes.
Potassium 0.4 No Explodes when mixed with water. 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.
Ethanol 0.4 No 100+ units: Random chance to cause +1 or +2 TOX. Slurred speech, blurred vision and other effects. Every single brand of alcohol decays into this. The more potent the alcohol, the more ethanol it builds up in you. Higher amounts of ethanol have more severe consequences. Addictive.
Helium 0.4 No Does what you'd expect when inhaled (or injected). Harmless. Can be obtained from helium tanks.

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 Depletion rate Penetrates skin? Per life cycle Application effects Notes
Uranium N/A 0.4 No +2 RAD Some vending machine junk contains this.
Unstable Mutagen Radium + Plasma + Chlorine OR Epinephrine + Neurotoxin 0.3 No +2 RAD, 4% chance to trigger a bad mutation. Another solid, easy-level poison, though it's usually used as a precursor to other chems.
Stable Mutagen Unstable Mutagen + Lithium + Bromine + Acetone 0.4 No +2 RAD. If used in conjunction with blood, then injected, it will result in the person taking on the appearance and DNA of the blood's owner. The changeling's DNA sting works like this, for instance.
Toxic Slurry N/A. Slurrypods. 0.4 No 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. Mostly just annoying, but it can be deadly over time if the RNG cooperates.
Glowing Slurry N/A. Omega slurrypods. 0.4 No +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. Scrambles your genes to hell and back.
Polonium N/A. Poison bottles. 0.1 Yes +8 RAD Irradiates the hell out of you. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly.
Cholesterol N/A. Extracted from many meat dishes. 0.4 No Minor total stamina penalty.
OVERDOSE - Random chance to deal minor TOX damage, drop items hold in either hand. A short stun is also possible.
Not very dangerous. A side-effect of consuming too many meaty dishes. Overdose threshold is 25 units.
Porktonium N/A. Extracted from everything that contains bacon. 0.2 No OVERDOSE - An 8% chance of metabolizing to 10 cyanide, 15 radium and 2 cholesterol for every 0.2 units above 125. Porktonium depletes fairly slowly and an overdose can be very lethal.
Itching Powder Ammonia + Welding Fuel + Space Fungus or omega weed. 0.3 Yes Lots of annoying random effects, chances to do BRUTE damage from scratching. 6% chance to decay into 1-3 units of histamine. Prank chem but can be debilitating as hell in large doses. A source of histamine.
Glitter Silver + Itching Powder + Colorful Reagent + Paper 0.1 Yes 10% chance to cause +1 BRUTE, 5% to do +2 BRUTE. 1% chance to decay into 1 unit of histamine. Makes your mob glitter. Occasional BRUTE damage from scratching, similar to itching powder.
Ants N/A. It accumulates on floor tiles that foodstuffs have been left on, indicated with a animated sprite. 0.4 No +2 BRUTE Causes everyone to scream on TOUCH or INGEST. 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.
Spiders Ingest ants + unstable mutagen and use the *dance emote OR see the recipe hint. 0.4 No 50% chance for +1 BRUTE, 10% chance for +2 BRUTE, 10% chance for +5 BRUTE, random chance to stun briefly. Failing all of that, 10% chance to barf up some spiders. You get spiders all over you! You also take +2 BRUTE. Reaction on application to a turf is that you get a bunch of spiders all over it. Spider friends! Sometimes they're a bit grumpy, though.
Capsaicin N/A. Spaghetti arrabbiata. Extracted from any chili and omega cannabis leaves. 0.4 No Random chance to cough and drop items hold in either hand, or a short stun. Causes stammered speech. TOUCH - Temporary eye problems, confused movement. Blocked by masks. Crowd dispersal grenades contain this.
Formaldehyde
(Embalming Fluid)
Ethanol + Oxygen + Silver @ 424 K 0.4 Yes +1 TOX, 10% chance to decay into 5-15 units of histamine. The high chance of decaying into histamine makes it a really mean poison. Inject into a corpse to prevent rotting.
Histamine N/A. Omega weed. 0.2 No Dose-dependent, ranges from annoying to incredibly lethal. Messes your vision up and makes you cough and sneeze a lot and take occasional BRUTE damage. Overdose (20) will cause increasingly worse and rapidly fatal effects simulating anaphylaxis and ramps up BRUTE, TOX and OXY damage like mad. Very deadly. Epinephrine, methamphetamine and especially diphenhydamine will counteract it as targeted meds.
Venom N/A. Poison bottles. 0.2 No Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 histamine. Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright.
Ghost Chili Juice N/A. Ghostlier chili. 0.4 No Can drop items hold in either hand. Chance to throw up, removing the remaining amount of GCJ from the bloodstream. Ingesting too much of this has a chance to instantly burn up someone. Can be effective in a sleepy pen, if the RNG is on your side.
Toxin N/A 0.4 No +2 TOX The old generic toxin, still kicking around in a few places.
Neurotoxin Space Drugs @ 674 K 1 No +1 TOX per cycle. Also deals +1 BRAIN, per cycle, up to 60 before it slows down. Also causes dizziness and confusion. When injected it will not start metabolizing right away. On its 5th cycle it will start metabolizing, then knock that person out 12 cycles later. 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. One of horrible things that changelings can sting you with.
Atrazine
(Weedkiller)
Chlorine + Hydrogen + Nitrogen 0.4 No +2 TOX Pretty much the new generic toxin. Botany has a bunch of it right away.
Capulettium Neurotoxin + Chlorine + Hydrogen 0.4 No Makes living things appear dead. This essentially lets you play possum. Know someone is hunting you? Inject yourself with this and Rest just before they find you, and they'll mistake you for dead!
Capulettium plus Capulettium + Methamphetamine + Ephedrine 0.4 No Instant and ongoing silence until chemical fully depletes. Completely paralyzes vocal cords and prevents the use of all emotes. Also makes a mob appear dead if they are resting. Telepathy or machine talk can get around the vocal paralysis.
Amanitin N/A. Syndicate sauce, poison bottles, mutant mushrooms. 0.4 No Delayed, dose-specific. On the last cycle that it's in you, it hits you with a stack of TOX damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. This is a stealth poison. 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.
Aconitum Secret! 0.4 No +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. Toxic + suffocation, behaves like a weaker coniine.
Curare N/A. Poison bottles or contusine mutation. 0.1 Yes +1 TOX, +1 OXY, paralyzes after 11 cycles. 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.
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. Used to share the "deadliest poison" title with initropidril, until the concentrated version was implemented.
Lipolicide Mercury + Ephedrine + Diethylamine 0.4 No +1 TOX unless they keep eating food. Mostly just annoying, but easy to get from weight-loss shakes.
Cyanide Oil + Ammonia + Oxygen @ 374 K, poison bottles or 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.
Sarin Secret! Also poison bottles. 0.1 Yes Does +1 TOX, +1 BRAIN, and +1 BURN per cycle. Additionally causes +5 LOSEBREATH, +2 brain (total, not additional) and ongoing paralysis after sixty cycles. Randomly causes stuns, shaking, vomiting, screaming, and seizures. Bombards the victim with a lot of scary messages. Can kill surprisingly quickly if left unchecked. Can be neutralized with atropine, or handled with wide-spectrum meds.
Ketamine N/A. Sleepy pens and poison bottles. 0.8 Yes KOs in ten cycles. Knocks you the fuck out. Sleepy pens come pre-loaded with this. A typical dose from one should last 6-8 minutes.
Morphine N/A 0.4 No See medical section. See medical section. Large doses can work as a substitute for Ketamine if you run out/never had any but still want to incapacitate people.
Sulfonal Acetone + Diethylamine + Sulfur 0.1 No +1 TOX, KOs in 22 cycles. Puts someone out while slowly poisoning them to death. Induces and continues to induce drowsiness at 11 cycles onward; makes the user faint at the 22nd cycle with a roughly ~20% chance to faint each cycle after that; doesn't do a good job at keeping someone out until the chem has depleted, but still very debilitating.
Sodium Thiopental N/A. Poison bottles and derelict medbot injections. 0.7 No KOs in ten cycles. Major total stamina penalty. Like ketamine, but with slightly slower depletion. One of the reasons to run from the derelict medibots, they will inject you with this constantly if they catch you.
Pancuronium N/A. Poison bottles and derelict medbot injections. 0.2 No 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH. Basically a much meaner curare. The other reason to run from the derelict medibots, as this will be injected along with the sodium thiopental, which will eventually kill you while you can't even scream for help. A very nasty disabling poison for traitors to make use of.
Initropidril Secret! Also poison bottles. 0.4 No Major stamina regeneration buff. 33% chance to hit with 5-25 TOX. 5-10% chances to stun and cause suffocation or immediate heart failure. RNG-based poison, can either kill you ridiculously fast or agonizingly slowly. Before the concentrated version was introduced, this was tied for coniine for the fastest kill chem.
Royal Initrobeedril Secret! Also poison bottles. 0.2 No Escalating OXY and TOX damage, chance to stun and cause LOSEBREATH. Turns victim yellow and eventually gibs them, leaving a queen bee behind. Extremely lethal, though at least 5 units are required for a guaranteed kill. Royal initro essentially turns the victim's heart into a monstrous bee bearing their name, so it's not ideal for stealthy assassinations.
Rajaijah
(Madness toxin)
Secret! Also poison bottles. 0.1 No Brain damage, jitteriness, major stamina regeneration buff. KOs, then an AI takes over your mob, forcing you to attack people nearby (and occasionally yourself). Lots of scary text messages. The AI 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 stamina buff. You may be familiar with Syndicate NPCs, which can be summoned with telescience. Rajaijah makes use of the same AI. 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.

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.

Example nanomachines: 1.5 (threshold) + 0.4 (depletion rate) = 1.9 (infection on the next life tick).

Reagent Recipe Depletion rate Penetrates skin? Units to infect
(adjusted)
Application effects Notes
Bee N/A. Space bee eggs. 0.4 No 0.4 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.
Nanomachines N/A. Poison bottles and roburgers. 0.4 No 1.9 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 boring yourself.
Prions N/A. Poison bottles, brain burgers. 0.4 No 4.9 Infects the victim with kuru. Kuru is incurable and will paralyze somebody within seconds of injection. Death will follow within a couple of minutes.
Gibbis N/A. Poison bottles. 0.4 No 2.9 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.
Spider eggs N/A. Poison bottles. 0.4 No 2.9 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.
Pure bacon grease N/A. Poison bottles. 0.4 No 4.9 100% chance to cause cardiac failure. Cardiac failure can be a very serious condition without easy access to epinephrine or another stimulant.
Concentrated initropidril N/A. Poison bottles. 0.4 No 4.9 100% chance to cause cardiac arrest. Liquid heart attack! This reagent lets you skip cardiac failure (and thus its RNG) entirely for a faster death.
Space heartworms N/A. Poison bottles. 0.4 No 4.9 100% chance to cause cardiac abscondment. Generally lethal without an immediate heart transplant.

Acids

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

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Application effects Notes
Sulfuric Acid Sulfur + Hydrogen + Oxygen 0.4 No +1 TOX, +1 BURN. TOUCH - Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face. Can melt items, 40% chance. A precursor to many other chems.
Fluorosulfuric Acid Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 374 K 0.4 No +1 TOX, +1 BURN. TOUCH - Splash over 10 units to melt a face or headgear. +75 BRUTE to the face. Can melt items, 100% chance.

Pyrotechnic Chems

The flashy stuff. If you have a hankering for fire and explosions, this is the section for you.

Reagent Recipe Depletion rate Penetrates skin? Ignition temp Per life cycle Application effects Notes
Plasma N/A 0.4 No 374 K +1 TOX TOUCH - If target is already burning, extend burning duration by +30. Fireball if ignited.
Welding Fuel N/A 0.4 No 474 K If inside a burning person, extends burning duration by +2. TOUCH - If target is already burning, extend burning duration by +30. Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes. The more there is when it's ignited, the bigger the fireball it produces.
Oil Carbon + Hydrogen + Welding Fuel 0.4 No 474 K N/A TOUCH - Can lubricate cyborg joints and temporarily make them move faster. Burns with a small smoky fire, yielding ash. Can make floors slippery if splashed around. Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
Napalm Sugar + Welding Fuel + Ethanol 0.4 No 374 K If inside a burning person, extends burning duration by +10. TOUCH - If target is already burning, extend burning duration by +70. This is the jellied-gas sort of napalm. Mostly harmless until a heat source is encountered. Like welding fuel, more napalm means a bigger fire.
Phlogiston Phosphorous + Sulfuric Acid + Plasma (+ Stabilizing Agent) or commol mutation. 0.4 No N/A +1 BURN, +1 BURNING and sets you alight. Scales with the BURNING var - the longer you are on fire, the more BURN damage you will take per cycle (up to +4). TOUCH and INGEST - Self-burning, sets you alight. Don't be deceived by that meager +1, having phlogiston in the bloodstream can be very dangerous without a fire extinguisher or firebot. Even then, they can't prevent you from spontaneously igniting every cycle.
Chlorine Trifluoride (CLF3) Chlorine (1) + Fluorine (3) @ 424 K 4 No N/A If already on fire, +5 BURN and +4 BURNING. Scales with the BURNING var - the longer you are on fire, the more BURN damage you will take per cycle (up to +7). TOUCH and INGEST - Sets you alight, +50 BURNING. Makes a temporary 3x3 fireball when it comes into existence, so be careful when mixing. ClF3 applied to a surface burns things that wouldn't otherwise burn, sometimes through the very floors of the station and exposing it to the vacuum of space. A very popular starting deathchem. Reacts violently with carbon tetrachloride (firefighting foam).
Smoke Powder Potassium + Phosphorous + Sugar (+ Stabilizing Agent) 0.4 No 374 K N/A N/A When mixed without stabilizer, or heated with stabilizer, it'll spew out a large cloud of smoke instantaneously. It then takes up to three other chems (the ones with the most units present) from its container with it, inflicting their TOUCH reactions and making them breathable through the air (read: gives them "Penetrates Skin = Yes" functionality) for whatever is hit by the smoke. Very handy for delivering chemicals that otherwise need to be injected to work.

The maximum size of the smoke scales with the amount of powder, for example 5 units for 3x3 and 10 units for 5x5.

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 (blame BYOND).
Fluorosurfactant Fluorine + Carbon + Sulphuric Acid (+ Water) 0.4 No N/A N/A N/A Turns into foam when combined with water, causes people to slip on it if they're running. Unlike smoke powder, foam isn't limited to three chems and inflicts TOUCH reactions from everything it takes with it, though they won't penetrate skin unless they're supposed to. The amount of foam made depends on how much fluorosurfactant and water are used.

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.
Flash Powder Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizing Agent) 0.4 Yes 374 K N/A N/A Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.
Hootingium
(Sonic Powder)
Oxygen + Cola + Phosphorous (+ Stabilizing Agent) 0.4 Yes 374 K N/A N/A Deafens and stuns within five tiles, blocked by earmuffs. Can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!
Black Powder Saltpetre + Charcoal + Sulfur 0.05 Yes 474 K N/A N/A Sparks, then blows up a second or two later. Damage scales up with reagent volume, so 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 No N/A N/A N/A 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.
Thermite Iron + Oxygen + Aluminium 0.4 No N/A N/A TOUCH - If already burning, set BURNING to 100. Burns through metal walls after splashing it on and heating it up with an igniter or other heat source. You may have to heat the wall 5-10 times to ignite the thermite. If someone is on fire, dumping thermite on them is very mean.
Pyrosium Plasma + Radium + Phosphorous (+ Oxygen) 0.4 No N/A N/A N/A 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. Fun for delayed self-heating reactions.
Cryostylane Water + Plasma + Nitrogen (+ Oxygen) or chili mutation. 0.4 No N/A N/A TOUCH - Forms a layer of slippery ice when dumped on the floor and freezes anybody in a large block of ice, preventing any actions short of speaking or breaking out. 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.

While frozen in an ice cube, you are immune to most outside dangers, though you will still take damage from active poisons and especially being on fire. As a panic option, the quick freeze is also handy for immediately activating cryoxadone.
Argine N/A. Magical beans. 0.4 No 272 K N/A N/A 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.
Sorium Mercury + Oxygen + Nitrogen + Carbon (+ Stabilizing Agent) 0.4 No 474 K N/A Sends everything flying from the detonation point. When sorium is mixed without stabilizer, or stabilized and then heated a fair bit, it explodes into a shockwave and blasts everything away that isn't bolted down. The shockwave is explosive in typing and thus does minor BRUTE damage, and anything that hits you when blown away will also do some BRUTE. Sorium doesn't reliably transfer to floor tiles, however.
Liquid Dark Matter Plasma + Radium + Carbon (+ Stabilizing Agent) 0.4 No 474 K N/A Sucks everything into the detonation point. Pretty much the inverse of sorium. Despite not doing any damage on its own however, it's far more dangerous, as getting sucked in and hit by a hundred different objects is easily enough to do crit levels of BRUTE damage. Very devious and disorienting, though LDM can't be applied to floor tiles in a reliable fashion.

Drugs

420 smoke weed errydayy

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Overdose threshold Notes
Nicotine N/A. Cigs, nicotine patches, eggplants. 0.4 No Stun reduction per cycle, slight stamina regeneration buff. Overdoses become rapidly deadly. 35 Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating TOX and OXY damage. Addictive.
Cat Drugs Catonium + Psilocybin + Ammonia + Welding Fuel @ 374 K or omega weed. 0.4 No Causes you to meow, hiss, and hallucinate. Amusing text messages. N/A Gimmick drug, good for laughs or confusing the hell out of people.
Space Drugs Mercury + Sugar + Lithium or omega weed. 0.2 No Pretty lights! N/A Heat it to create neurotoxin. Otherwise, it just does some weird things to your movement and makes everything flash colors like the bar's party button. Addictive.
Psilocybin N/A. Mushroom and cannabis mutation. 0.4 No Pretty lights and hallucinations. N/A Can make you hallucinate stuff like gunshots and attack messages. Might freak someone out if they don't know what's going on.
George Melonium N/A. Rainbow melons. 0.4 No INGEST - See notes. N/A Random effect on ingestion, which can be an explosion, full rejuvenation, extreme highness or a rather long stun.
Jenkem Urine + Compost 0.4 No Random chance to deal +1 TOX per cycle. Causes dizziness. N/A Low-quality sewage drugs. Mostly harmless, but the constant screen-shaking is irritating and makes it hard to click on objects.
Lysergic Acid Diethylamide (LSD) Diethylamine + Space Fungus or cannabis mutation. 0.4 No Pretty lights and hallucinations. N/A Imaginary monsters start chasing you around. The changeling's hallucinogenic sting injects this.
Tetrahydrocannabinol (THC) N/A. Cannabis. 0.4 No Giggling, stuttering, occasional drowsiness and movement confusion. N/A Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around.
Synaptizine N/A. Syndicate donk pockets, spaghetti w/ meatballs and arrabbiata. 0.4 No Stun reduction per cycle, slight stamina regeneration buff. 40 Similar to ephedrine in regards to stun reduction and stamina benefits, but with less severe overdose effects.
Crank Diphenhydramine + Ammonia + Lithium + Sulfuric Acid + Welding Fuel @ 374 K or omega weed. 0.4 No 2x stun reduction per cycle. Warms you up, makes you jittery as hell. 20 Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious berserker. Very addictive, but the stun reduction effect is pretty nice for fighting

Note: Mixing crank comes with an explosion, which cannot be prevented by stabilizing agent.
Krokodil Diphenhydramine + Morphine + Space Cleaner + Potassium + Phosphorous + Welding Fuel @ 374 K or omega weed. 0.4 No Cools and calms you down, occasional BRAIN and TOX damage. 20 Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse, but can potentially heal back from that and just wander around being terrifying. Additive.
Methamphetamine Ephedrine + Iodine + Phosphorous + Hydrogen @ 374 K. Robust asomna or omega weed. 0.4 No 3x stun reduction per cycle, significant stamina regeneration buff, makes you really jittery, dramatically increases movement speed. 20 Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. Addiction rate of roughly 20-30% when INGESTed.
Bath Salts ???? + Monosodium Glutamate + Saltpetre + Mercury + Space Cleaner + Mugwort + Denatured Enzyme @ 374 K or omega weed. 0.6 No Makes you nearly impervious to stuns and grants a stamina regeneration buff, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. 20 Dump all the Discount Dan's flavours into a bathtub and heat it with a welder, you'll probably find it. Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists first. Decays into a bunch of other drugs and poisons.
Aranesp Epinephrine + Atropine + Insulin 0.4 No +1 TOX per cycle, random chance to cause stuns along with LOSEBREATH and a large amount of OXY damage. N/A While aranesp grants a significant total stamina and regeneration buff, 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.
Stimulants N/A. Stimpack. 0.4 No -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero, extreme total stamina and regeneration buff. N/A Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some TOX and BRUTE damage.

Miscellanea

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

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Notes
Silicate Silicon + Oxygen + Aluminium 0.4 No N/A N/A Reinforces windows. It may be applied up to four times, with each application making the window stronger than the last.
Corn Syrup Corn Starch + Sulfuric Acid @ 374 K 0.4 No Decays into sugar. N/A 1 unit of corn syrup result in ~3 units of sugar, so a sufficiently high dose can be useful to cause a hyperglycaemic shock.
Carpet Space Fungus + Blood 0.4 No N/A N/A Creates a dirty carpet on the floor.
Carbon Tetrachloride
(Firefighting Foam)
Carbon + Sulfur + Chlorine 0.4 No N/A TOUCH - Reduces the BURNING var when splashed on people who are on fire. Extinguishes fires. Reacts violently with chlorine trifluoride.
Holy Water Water + Wine + Mercury or garlic. 0.4 No N/A TOUCH - Splashing holy water onto a vampire burns them quite badly. Injecting holy water has the same result.
Space Lube Silicon + Oxygen + Water 0.4 No N/A Crates a very slippery surface when applied to floor tiles. Causes people to slip and fall regardless of running or walking. Anybody falling down will take BRUTE damage in the process.
Foamed Metal Fluorosurfactant + Sulfuric Acid + (Aluminium or Iron) N/A N/A 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).
Life Strange Reagent + Synthflesh + Blood @ 374 K N/A N/A 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 meat cube.

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.
Partially Hydrogenated Space-Soybean Oil Space-Soybean Oil + Hydrogen @ 524 K 0.2 No Chance to decay into cholesterol or porktonium. N/A 50 units metabolize to ca. 70 units of porktonium, a reagent with crippling overdose effects. Potentially, this soybean oil could be used as a delayed stealth poison, if the RNG cooperates.
Meat Slurry Corn Starch + Blood 0.4 No Chance to decay into cholesterol. N/A
Beff Partially Hydrogenated Space-Soybean Oil + Meat Slurry + Plasma 0.4 No Chance to decay into cholesterol, porktonium, partially hydrogenated space-soybean oil or synthetic flesh. N/A
Pepperoni Saltpetre + Beff + Synthflesh 0.4 No N/A TOUCH - Funny text messages, may cause +1 BRUTE.
Paper N/A. Use a sheet of paper on a beaker. 0.4 No N/A N/A Ingredient of another recipe, otherwise mostly useless. Will make little ripped up paper decals if splashed on the floor, though.
Bread N/A. Use a loaf or slice of bread (any type) on a beaker. 0.4 No N/A N/A Will make bread slices if splashed on the floor, but is otherwise completely useless.
Colorful Reagent Plasma + Radium + Space Drugs + Cryoxadone + Triple Citrus (+ Stabilizing Agent) 0.4 No N/A INGEST - Changes the colour of your blood.
TOUCH - Paints almost everything it touches with a random colour.
Harmless, and foaming or smoking this can be fun.
Fliptonium Gin and Sonic + Liquid Dark Matter + Chocolate + Ephedrine 0.2 No Slight stun reduction and stamina regeneration buff.
OVERDOSE - Random chance to cause stun, confused movement or +1 TOX.
N/A Spins your mob constantly. The overdose threshold is 15 units and fliptonium is also addictive.
Diluted Fliptonium Fliptonium + Water 0.1 No Makes you flip people off nearby.
OVERDOSE - Random chance to cause +2 TOX.
N/A Slightly addictive. The overdose threshold is 30 units.
Egg N/A. Eggplant mutation or use an egg on a drinking glass. 0.4 No Forces your mob to fart occasionally. N/A
Fartonium Refried Beans + Egg + ???? + Cheese Substitute 0.4 No Forces your mob to fart constantly. N/A Non-stop farty party. No negative side-effects, unless simethicone is also in the bloodstream, in which case you'll get funny text messages and may take +1 BRUTE per cycle.
Flaptonium Egg + Colorful Reagent + Chicken Soup + Strange Reagent + Blood @ 374 K N/A N/A N/A N/A Makes a parrot upon reaction, similar to life. Squawk!
Space Fungus N/A. Fungi from botany or patches growing on walls. 0.4 No N/A INGEST - Food poisoning, chance to create a minor amount of toxin (reagent). Space fungus is acquired by scraping it off of walls with your beaker. It mostly grows in maintenance tunnels, so you might need to request appropriate access to get at it.
???? N/A. Purple goop or ???? (food). 0.4 No N/A INGEST - Food poisoning, stuns the consumer briefly.
Urine N/A. Fill your stomach with water, then use the *piss emote or pee in a drinking glass. 0.4 No N/A Temporarily makes the floor slippery.

SECRET CHEMS

Let's get one thing straight, people. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the ghosts hear you. Admins will get mad at you if you spread them. Keep this shit to yourselves.

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.

Reagent Components Hint Difficulty Effect Notes
Anima 4 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!
Booster Enzyme 7 Do a little research on real life enzymes. Difficult Duplicates 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.
Dragon's Breath 5 Hot chemicals. Easy Fiery cocktail with a chance of turning the drinker to ash, leaving no body or even gibs behind. Also a very potent alcohol. 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 barman concoction, but it's dangerous enough to have been thrown into this list.
Enriched MSG 12 Think of really tasty things. Difficult Heals 2 OXY/TOX/BRUTE/BURN/LOSEBREATH per cycle. Pretty much super-omnizine, with more addiction and custom flavor texts if you overdose. Far and away the best healing chem in the game short of stimulants. If you know how to make it, booster enzyme works wonderfully with this.
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.
Grog 11 Look up the Monkey Island Grog recipe, then find its equivalents in SS13. Average Makes your name "Captain <name>", gives you an eyepatch, and makes you EXTREMELY drunk if you consume it. Inflicts BRUTE damage and melts faces on TOUCH. Another horrifying drink from barman 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.
Initropidril 7 Anything not good for your heart is probably good for this. Average 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.
Initrobeedril 4 The name is a strong hint in and of itself. 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.
Lumen 5 It's composed of glowing or light-related reagents. Average A reagent that emits lights. Can be used to light up dark areas; color of the light is dependent on the reagent colors Lumen is paired with.
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.
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. Addictive. Has a secret use.
Rotting 3 Think of horrible food and something else unpleasant. Difficult Infects the victim with tissue necrosis. Gradually turns you into a spooky skeleton, but is otherwise completely harmless. Good for... well, playing dead, if you want to use it that way.
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.
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.
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 your QGP is not going to be used on willing victims or as an after-round party favor, then it has no place anywhere near the station. The admins will smite you if you violate this; that's how dangerous this shit is. You've been warned.
Spiders 2 Spiders have even more arms to hug with. Easy-Peasy See Poisons and Toxic Shit. Not a secret chem itself, but one of its ingredients is.
Glowing Fliptonium 5 Spoiler: one of the ingredients is fliptonium! The other four make it glow, make it more powerful, and a little bit trippy and spooky. 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.
Nitrogen Triiodide (NI3) 5 Contains nitrogen and iodine as advertised, but this stuff's pretty wet. Wonder where all that moisture is coming from? Average Stays wet for 20 seconds - after it dries, it rolls a very high chance to explode if disturbed in ANY way. NI3 is best described as combining the functionality of chlorine azide and black powder. If dumped/sprayed/smoked/whatevered onto the floor before it dries, it will appear as a purple goop before drying into a "contact explosive" dust that will explode if anyone so much as breathes on it. Unlike black powder its damage does not scale with reagent volume, but big patches of it are still very deadly.
Rajaijah
(Madness toxin)
8 Most of the ingredients are bad for your mind. 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.

These chemical words are big and hurt my brain.

Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.

Textbooks and References

Discount Dan's Quik-Tips

  • Don't fucking expect anything. Just because the pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.
  • Don't fucking over-think. Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.
  • Don't fucking start with deadly recipes. One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.
  • Don't fucking randomly insert chemicals. This is the #1 cause of chemistry fires. You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical griefer genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.

Chemical Warfare

Syndicate scientists are widely regarded as one of the most, if not THE most, dangerous threats in the game, and chemistry is the main reason for it. Burning the station to a crisp, spraying toxic goo everywhere, lethal injections... this is all just another day in the office for a regular chemist, so I'm sure you can imagine that a traitorous one is infinitely worse as it's a free ticket to do all those nasty things you couldn't do while you were an actual crew member!

Simply put, any and every method of applying chemicals to people is now a weapon. Spray bottles and emagged hyposprays are quick, quiet and painless (for you) chem application tools. Beakers and beaker assemblies make cheap-yet-fantastic gas bombs. The traitor-granted chemistry grenade kit allows you to construct devastating chemical bombs. Flamethrowers are even more horrible; they convert chemicals into a spray that lets all included reagents penetrate skin (up to a little over five injected per shot), ignore biosuits/internals/gas masks and can hit multiple targets at once if aimed carefully, and the flamethrower can activate most heat-reactant chems in the spray by turning its igniter on.

Of course, you're far from invincible, so stocking up on beneficial chems to use for yourself is highly recommended - throwing poison and fire all over the place will have an angry mob out for your blood rather quickly, you know! Once you learn how to jump over this hurdle, the only limit to the destruction you can cause (other than BYOND, of course) is your imagination.

Supplementary Video

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