Chemistry

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Revision as of 11:50, 27 May 2015 by Convair880 (talk | contribs) (Added: Dragon's Breath, barium, hydrochloric acid, ether, acetaldehyde. And yes, some of the new reagents are pretty pointless.)
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Chemistry
Location

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Breeding ground for weapons of mass destruction and urine-infused smoke clouds alike.

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 and sleepy pens bypass these and go straight into the bloodstream. Addictions can only be triggered when the reagent is INGESTed.

Plant-specific effects apply to everything growing in a hydroponics tray.

Base Elements

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

Reagent Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addiction probability
(INGEST)
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.
Chlorine 0.4 Yes +1 BURN +3 POISON
Ethanol 0.4 No 100+ UNITS - 8% chance of +1/+2 TOX, slurred speech, dizziness, drowsiness, blurred vision and other effects.
300+ UNITS - 5% chance of extra +1/+2 TOX.
4% 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.
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.
Lithium 0.4 No Drooling and confused movement. Can also be extracted from omega weed.
Mercury 0.2 Yes (0.2 per 1 unit splashed) 70% chance of +1 BRAIN Can also be extracted from omega weed.
Phosphorus 0.4 No 66% chance of +1 GROWTH
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) +4 RAD (capped at 8 Gy) 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.
Sugar 0.4 No Jitteriness, minor stamina regeneration buff. 50% chance of 1x stun reduction, 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 noticeable 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.
Essential for plant growth to occur at all. 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 Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Acetone Oil + Welding Fuel + Oxygen 0.4 No +1.5 TOX Common ingredient in other recipes.
Ammonia Urine + Water @ 354 K OR Hydrogen + Nitrogen 0.4 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.
Ash Oil @ 474 K OR burn paper, collect the ash with a beaker. 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.
Compost Stuff produce into a compost tank. 0.4 No 66% chance of +1 HEALTH Fertilizer.
Diethylamine Ammonia + Ethanol @ 374 K 0.4 No 66% chance of +2 GROWTH Used for certain medical recipes and as fertilizer.
Phenol Water + Chlorine + Oil 0.4 No Used for certain medical recipes.
Potash Ash + Water @ 354 K OR Potassium + Chlorine + Sulfuric Acid 0.4 No 50% chance of +1 HEALTH, +1 GROWTH. 24% of +1 CROPSIZE, -1 HARVESTS Fertilizer.
Salt Water + Chlorine + Sodium 0.4 No 10+ UNITS: Creates a salt pile when applied to floor tiles. Useful as a weapon against wraiths.
Saltpetre Potash + Urine + Compost 0.4 No 80% chance of +3 HEALTH OR +3 GROWTH. 50% of +1 POTENCY, 24% of -1 CROPSIZE Fertilizer.
Space Cleaner Ammonia + Ethanol + Water 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.
Stabilizing Agent
(Stabilizer)
Iron + Oxygen + Hydrogen 0.4 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 Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addiction probability
(INGEST)
Notes
Ammonium Bicarbonate
(Smelling Salt)
N/A. Pro Puffs. 0.4 No 80% chance of -1 RAD Radiation is cumulative and causes TOX and BURN.
Antihol Ethanol + Charcoal 0.4 No Raises ethanol depletion rates by 8.

If less than +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 Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid. Venne mutation or omega weed. 0.2 No Dizziness, confused movement, minor total stamina buff, 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 more than -60 health: +1 TOX
If less than -25 health: -1 TOX, -3 BRUTE, -3 BURN

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 won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way.
Calomel Mercury + Chlorine @ 374 K 0.8 No Increases all depletion rates by 5.

If more than +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 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.

Blood tests without a reagent scanner: draw blood and analyze it with the CheMaster in the pharmacy.
Charcoal Ash + Salt @ 374 K or venne. 0.4 No -1.5 TOX. 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.
Chicken Soup N/A. Vending machines. 0.2 No 10% chance each of curing the cold, the flu and food poisoning Safe remedy for minor diseases.
Cryoxadone Cryostylane + Plasma + Acetone + Unstable Mutagen 0.4 No If body temp below 260 K: -10 OXY, -3 TOX, -12 BRUTE, -12 BURN 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.
Diphenhydramine
(Antihistamine)
Oil + Carbon + Bromine + Diethylamine + Ethanol 0.4 No Reduces jitteriness, significant stamina regeneration nerf. 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.
Ephedrine Sugar + Oil + Hydrogen + Diethylamine. Asomna or omega weed. 0.3 No 1x stun reduction, minor stamina regeneration buff, causes jitteriness, reduces drowsiness, warms you up slightly. Attempts to cap LOSEBREATH at 3. Heals 1 OXY if OXY damage > 75.

If more than 0 health: 33% chance of -1 BRUTE, -1 BURN. 8% of -1 TOX
If less than 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 Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine 0.2 No 1x stun reduction, minor stamina regeneration buff, causes jitteriness, reduces drowsiness, warms you up slightly. Increases depletion rate of histamine by 15. Attempts to cap LOSEBREATH at 3 and OXY at 35. 5% chance of -1 BRAIN. Rolls a chance to fix cardiac failure.

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.
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.
Ether Hydrochloric Acid + Ethanol + Oxygen 0.4 No See notes. Behaves exactly the same as morphine.
Hairgrownium Carpet + Synthflesh + Ephedrine. Nureous mutation or omega weed. 0.4 Yes 10% chance of growing a full set of hair. Great cure for baldness.
Haloperidol Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil or omega weed. 0.4 No Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Severe stamina regeneration penalty, causes drowsiness. 20% chance of +1 BRAIN. 5% of curing space madness and berserker. Treat it like a general anti-psychotic. Useful for treating/neutralizing drugged-up maniacs.
Hunchback Bourbon + Cola + Tomato Juice 0.4 No Increases all depletion rates by 8. 10% chance of contracting food poisoning.

If more than +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. Vendors and Pro Puffs. 0.4 No Raises sugar depletion rates by 5. Handles hyperglycaemic coma.
Lexorin N/A. Pro Puffs. 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 Sugar + Hydrogen + Water or venne mutation. 0.4 No -3 BRAIN Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, etc.
Morphine N/A. Vendors as well as QM can provide it. 0.4 No Dramatically counters movement reduction from severe injury, severe stamina regeneration penalty, 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.
Mutadone Unstable Mutagen + Acetone + Bromine or venne mutation. 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 Atropine + Spaceacillin + Saline-Glucose Solution or venne mutation. 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. White weed, glowing fruits, warm donk pockets and spaghetti arrabbiata. 0.2 No -2 BRUTE, -2 BURN, -1 TOX, -1 OXY. 50% chance of -1 LOSEBREATH, 33% 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 Welding Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide 0.4 No -7 RAD, increases all depletion rates by 4. 75% chance of -4 TOX, 33% of +1 BRUTE. Apex anti-tox/anti-rad treatment.
Perfluorodecalin Hydrogen + Fluorine + Oil @ 374 K 0.4 No -25 OXY, increases LOSEBREATH to and caps it at 5. You can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of -1 BRUTE, -1 BURN. 20% 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.
Potassium Iodide Potassium + Iodine or nureous. 0.4 No 80% chance of -1 RAD Radiation is cumulative and causes TOX and BURN. Simple and weak, but can help counter radiation events and radium somewhat.
Salbutamol Salicylic Acid + Lithium + Aluminium + Bromine + Ammonia or contusine mutation. 0.2 No -6 OXY, -4 LOSEBREATH 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.
Salicyclic Acid
(Painkiller)
Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid or 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 Salt + Water + Sugar 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 Ammonia + Silver + Sulfur + Oxygen + Chlorine or 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 Hydrogen + Chlorine+ Silicon + Oxygen 0.4 No Makes the victim unable to fart. Fiendish. Truly fiendish.
Spaceacillin Space Fungus + Ethanol 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 a random disease event hits. Space fungus, which mostly grows in maintenance tunnels, is acquired by scraping it off of walls with your beaker.
Strange Reagent Omnizine + Holy Water + Unstable Mutagen 0.2 No +2 BRUTE, +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 Aluminium + Hydrogen + Oxygen + Sulfuric Acid 3 No -2 BRUTE TOUCH - Heals 1 BRUTE per unit applied. Can reduce BLEEDING by up to 5.

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 Iron + Methamphetamine + Hairgrownium 0.4 Yes Grows tremendous hair and a fake moustache.
Synthflesh Blood + Carbon + Styptic Powder 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 Silicon + Acetone + Plasma 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.
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 Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Addiction probability
(INGEST)
Notes
Acetaldehyde Chromium + Oxygen + Copper + Ethanol @ 549 K 0.4 Yes +1 BURN +4 POISON Basic poison.
Aconitum Secret! 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 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.
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)
Chlorine + Hydrogen + Nitrogen 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 Neurotoxin + Chlorine + Hydrogen 0.4 No Causes blurred vision and drowsiness. Knocks the victim out and makes them appear dead on 11th cycle. This essentially lets you play possum. Know someone is hunting you? Inject yourself with this 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, also prevents the use of all emotes. Makes the victim appear dead if they're resting. Telepathy or machine talk can get around the vocal paralysis.
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.
Cholesterol N/A. Extracted from many meat dishes. 0.4 No Minor total stamina penalty

OVERDOSE (25) - Scales with dose.
25+ UNITS: ~5% chance of up to +2 TOX
45+ UNITS: ~7% of up to +4 TOX
125+ UNITS: ~2% of medium-duration stun and cardiac failure
Not very dangerous in low quantities. A side-effect of consuming too many meaty dishes.
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 Oil + Ammonia + Oxygen @ 374 K, poison bottles or deathweed. 0.1 Yes +1.5 TOX. 10% chance of +1 LOSEBREATH, 8% 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.
Dragon's Breath Secret! 0.4 No 50% chance of stunning briefly, 8% chances of various funny text messages.

Severe effects scale with volume: [2% * volume] chance of +99 BURNING if victim is already on fire, [1% * volume] chance of burning them up completely (fire-gibbed)
INGEST - If already on fire: 20% chance of +30 BURNING Neutralized by milk. Higher doses can be extremely lethal, ideal for use in a sleepy pen.
Formaldehyde
(Embalming Fluid)
Ethanol + Oxygen + Silver @ 424 K 0.4 Yes +1 TOX, 10% chance of decaying into up 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.
Glitter Silver + Itching Powder + Colorful Reagent + Paper 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.
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.
Glowing Slurry N/A. 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. Omega weed, byproduct of certain reagents. 0.2 No 10% chance of blurred vision OR +1 BRUTE, 5% of +2 BRUTE

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
Dose-dependent, ranges from annoying to incredibly lethal. Epinephrine, methamphetamine and especially diphenhydamine will counteract it as targeted meds.
Initropidril Secret! Also poison bottles. 0.4 No Major stamina regeneration buff. 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, can either kill you ridiculously fast or agonizingly slowly.
Itching Powder Ammonia + Welding Fuel + Space Fungus or omega weed. 0.3 Yes Lots of annoying random effects like jitteriness and stuns. 2-15% chances of up to +5 BRUTE. 6% 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 Significant total stamina penalty. Causes blurred vision, KOs on 11th cycle. Sleepy pens come pre-loaded with this. A typical dose from one should last 6-8 minutes.
Lipolicide Mercury + Ephedrine + Diethylamine 0.2 No +1 TOX unless the victim keeps eating food. 10% chance of healing obesity. Mostly just annoying, but easy to get from weight-loss shakes.
Neurotoxin Space Drugs @ 674 K 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 14th 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 can sting you with.
Pancuronium N/A. Poison bottles and derelict medbot injections. 0.2 No Severe total stamina penalty. Will permastun on 11th cycle.

If permastunned: 10% chance of +1 LOSEBREATH, 7% of +3 LOSEBREATH
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, basically a much meaner curare.
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.
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.
Rajaijah
(Madness toxin)
Secret! Also poison bottles. 0.1 No +0.5 BRAIN, jitteriness, drowsiness, major stamina regeneration buff. 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 be familiar with Syndicate NPCs, which can be summoned with 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 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! Also 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! Also 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. Can be neutralized with atropine, or handled with wide-spectrum meds.
Sodium Thiopental N/A. Poison bottles, derelict medbot injections, and space bee stings. 0.7 No Major total stamina penalty, 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; it also doesn't knock out for nearly as long once the chem wears off. One of the reasons to run from the derelict medibots, they will inject you with this constantly if they catch you.
Spiders Ingest ants + unstable mutagen and use the *dance emote OR see the recipe hint. 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 spiders when applied to floor tiles.

TOUCH/INGEST - You get spiders all over you! You also take +2 BRUTE.
Spider friends! Sometimes they're a bit grumpy, though.
Stable Mutagen Unstable Mutagen + Lithium + Bromine + Acetone 0.4 No +2 RAD. 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. 80% chance of up to -3 GROWTH, 16% of a random mutation The changeling's DNA sting works like this, for instance.
Sulfonal Acetone + Diethylamine + Sulfur 0.1 No +1 TOX. Minor total stamina penalty, 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, sulfonal is still very debilitating.
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 0.4 No +2 TOX +1 POISON The old generic toxin, still kicking around in a few places.
Unstable Mutagen Radium + Plasma + Chlorine OR Epinephrine + Neurotoxin 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 0.4 No +2 RAD +2 RAD, 24% chance of a random mutation Some vending machine junk contains this.
Venom N/A. Poison bottles. 0.2 No +1 TOX, +1 BRUTE. 25% chance of decaying into up to 10 units of histamine.

20+ UNITS: +2 TOX and +2 BRUTE (total, not additionally)
40+ UNITS: 4% chance of gibbing the victim outright

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.
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.
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.
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.
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.
Space heartworms N/A. Poison bottles. 0.4 No 4.9 100% chance to cause cardiac abscondment. Generally lethal without an immediate heart transplant.
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.

Acids

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

Reagent Recipe Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Hydrochloric Acid Hydrogen + Chlorine + Water 0.4 No See notes. Behaves exactly the same as sulfuric acid.
Sulfuric Acid Sulfur + Hydrogen + Oxygen 0.4 No +1 TOX, +1 BURN TOUCH - 40% chance of melting items
10+ UNITS: Does 15 BRUTE damage
25+ UNITS: 75% chance of +20 BRUTE and disfiguring the victim's face (blocked by headgear)

INGEST - 10+ UNITS: Scales with dose, up to +20 BRUTE
+5 ACID, -3 GROWTH A precursor to many other chems.
Fluorosulfuric Acid Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 374 K 0.4 No +1 TOX, +1 BURN TOUCH - Up to +20 BRUTE, 100% chance of melting items
9+ UNITS: melts headgear, otherwise +75 BRUTE and disfigures the victim's face

INGEST - 5+ UNITS: Scales with dose, up to +75 BRUTE
+10 ACID, -5 GROWTH

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 Depletion rate Penetrates skin? Ignition temp Ignition effect Per life cycle Immediate effect upon application Per plant cycle
(plant tray)
Notes
Argine N/A. Magical beans. 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 Saltpetre + Charcoal + Sulfur 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) Chlorine (1) + Fluorine (3) @ 424 K 4 No N/A (with ff-foam: instant) Makes a 3x3 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. Can burn through floor tiles all well.

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 Water + Plasma + Nitrogen (+ Oxygen) or chili mutation. 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 drastically. 3+ UNITS: Creates a layer of slippery ice when applied to floor tiles, reduces the temperature of plasma fires.

TOUCH - Sets BURNING to 0. Freezes anybody in a large block of ice, preventing any actions short of speaking or breaking out.
While frozen in an ice cube, you are immune to most outside dangers, though you will still take damage from active poisons. As a panic option, the quick freeze is also handy for immediately activating cryoxadone.
Flash Powder Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizing Agent) 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 Fluorine + Carbon + Sulphuric Acid (+ Water) 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. 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.

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)
Oxygen + Cola + Phosphorous (+ Stabilizing Agent) 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!
Liquid Dark Matter Plasma + Radium + Carbon (+ Stabilizing Agent) 0.4 No Instant (stabilizer: 474 K) Sucks everything into the detonation point. Range (up to 4x4) and throw-force scale with volume. 25% chance of being applied to floor tiles. Pretty much the inverse of sorium. It's far more dangerous, however, 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.
Napalm Sugar + Welding Fuel + Ethanol 0.4 No 374 K Small to large fireball, scales with volume (up to 8x8). If already on fire: +10 BURNING. TOUCH - If already on fire: +70 BURNING +1 POISON Mostly harmless until a heat source is encountered.
Oil Carbon + Hydrogen + Welding Fuel 0.4 No 474 K Small to large fireball, scales with volume (up to 8x8). Yields 0.5 units of ash per 1 unit of oil. Creates a streak of slippery oil when applied to floor tiles.

TOUCH - Lubricates cyborg joints and temporarily make them move faster.
Used as a stand-in for benzene, toulene, napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.
Phlogiston Phosphorous + Sulfuric Acid + Plasma (+ Stabilizing Agent) or commol mutation. 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. Even then, they can't prevent you from spontaneously igniting every cycle.
Phlogiston Dust Phlogiston + Charcoal + Phosphorous + Sulfur 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.
Plasma N/A 0.4 No 374 K Small to large fireball, scales with volume (up to 8x8). +1 TOX. Increases depletion rate of epinephrine by 2. Cannot be applied to floor tiles.

TOUCH - If already on fire: +30 BURNING
+2 POISON
Pyrosium Plasma + Radium + Phosphorous (+ Oxygen) 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. Fun for delayed self-heating reactions.
Smoke Powder Potassium + Phosphorous + Sugar (+ Stabilizing Agent) 0.4 No Instant (stabilizer: 374 K) 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. It 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.

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.
Sorium Mercury + Oxygen + Nitrogen + Carbon (+ Stabilizing Agent) 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. Blasts everything away that isn't bolted down. Anything that hits you will do some BRUTE, and as will crashing into windows, walls and other objects.
Thermite Iron + Oxygen + Aluminium 0.4 No 374 K (floor/wall only) 100% chance of burning through walls. Can burn through floor tiles all well (not guaranteed). 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 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 Depletion rate Penetrates skin? Per life cycle Immediate effect upon application Addiction probability
(INGEST)
Notes
Aranesp Epinephrine + Atropine + Insulin 0.4 No Major total stamina and regeneration buff. 90% chance of +1 TOX, 5% of a stun alongside +15 OXY and +1 LOSEBREATH While aranesp grants a significant 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 ???? + Monosodium Glutamate + Saltpetre + Mercury + Space Cleaner + Mugwort + Denatured Enzyme @ 374 K or omega weed. 0.6 No Notable stamina regeneration buff, 60% chance of canceling out all stuns. 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, 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.
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. Gimmick drug, good for laughs or confusing the hell out of people.
Coffee N/A. Vending machines. 0.4 No Minor stamina regeneration buff, 50% chance of 1x stun reduction. Causes jitteriness and increases body temperature slightly, reduces drowsiness and dizziness. 5% Safe and easy to obtain stimulant.
Crank Diphenhydramine + Ammonia + Lithium + Sulfuric Acid + Welding Fuel @ 374 K or omega weed. 0.4 No 2x stun reduction. 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.
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.
Jenkem Urine + Compost 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 Diphenhydramine + Morphine + Space Cleaner + Potassium + Phosphorous + Welding Fuel @ 374 K or 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.
Lysergic Acid Diethylamide (LSD) Diethylamine + Space Fungus or cannabis mutation. 0.4 No Pretty lights and hallucinations. Imaginary monsters start chasing you around. The changeling's hallucinogenic sting injects this.
Methamphetamine Ephedrine + Iodine + Phosphorous + Hydrogen @ 374 K. Robust asomna or omega weed. 0.6 No 2.5x stun reduction, significant stamina regeneration buff, 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 stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you.
Nicotine N/A. Cigs, nicotine patches, eggplants. 0.4 No Slight stamina regeneration buff, 50% chance of 1x stun reduction and 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% Slapping a whole bunch of nicotine patches on someone can kill them with escalating TOX and OXY damage.
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 Mercury + Sugar + Lithium or omega weed. 0.2 No Pretty lights, confused movement. 65% Heat it to create neurotoxin. Otherwise, it just makes everything flash colors like the bar's party button.
Stimulants N/A. Stimpack. 0.4 No IF 5+ UNITS: cancels out all stuns, extreme total stamina and regeneration buff. -5 OXY/TOX, -10 BRUTE/BURN. Reduces dizziness and drowsiness.

IF < 5 UNITS: +2 TOX, +1 BRUTE, 10% chance of medium-duration stun.
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.
Synaptizine N/A. Syndicate donk pockets, spaghetti w/ meatballs and arrabbiata. 0.4 No 1x stun reduction per cycle, slight stamina regeneration buff, reduces drowsiness. 50% chance of -1 BRAIN.

OVERDOSE (40) - 8% chance of +1/+2 TOX. Scales with dose. Effects can be dizziness, stuns or extra +1 TOX.
Similar to ephedrine in regards to stun reduction and stamina benefits, but with less severe overdose effects.
Tetrahydrocannabinol (THC) N/A. Cannabis. 0.4 No Giggling, stuttering, occasional drowsiness, 4% chance of causing confused movement. Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around.

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 Per plant cycle
(plant tray)
Addiction probability
(INGEST)
Notes
???? N/A. Purple goop or ???? (food) / smoldering mess. 0.4 No INGEST - Food poisoning, stuns the consumer briefly.
Beff Partially Hydrogenated Space-Soybean Oil + Meat Slurry + Plasma 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
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.
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.
Carbon Tetrachloride
(Firefighting Foam)
Carbon + Sulfur + Chlorine 0.4 No See CLF3. TOUCH - Reduces the BURNING var when splashed onto people, objects or turfs that are on fire.
Carpet Space Fungus + Blood 0.4 No 5+ UNITS: Creates a dirty carpet when applied to floor tiles.
Colorful Reagent Plasma + Radium + Space Drugs + Cryoxadone + Triple Citrus (+ Stabilizing Agent) 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.
Corn Syrup Corn Starch + Sulfuric Acid @ 374 K 0.4 No Decays into 1.2 units of sugar. A sufficiently high dose can easily lead to hyperglycaemic shock.
Diluted Fliptonium Fliptonium + Water 0.1 No Makes you flip off nearby people.

OVERDOSE (30) - 8% chance of +1/+2 TOX.
5%
Egg N/A. Eggplant mutation or use an egg on a drinking glass. 0.4 No 8% chance of farting, 3% of decaying into up to 2 units of cholesterol.
Fartonium Refried Beans + Egg + ???? + Cheese Substitute 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 Egg + Colorful Reagent + Chicken Soup + Strange Reagent + Blood @ 374 K N/A N/A Makes a parrot upon synthesis, similar to life. Squawk!
Fliptonium Gin and Sonic + Liquid Dark Matter + Chocolate + Ephedrine 0.2 No 1.5x stun reduction, slight 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%
Foamed Metal Fluorosurfactant + Sulfuric Acid + (Aluminium or Iron) 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).
Holy Water Water + Wine + Mercury or garlic. 0.4 No 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. -10 BRAIN, 1% chance of curing diseases.

TOUCH/INGEST - If target is vampire: +1.25 BURN and -1.25 blood per unit applied.
Life Strange Reagent + Synthflesh + Blood @ 374 K 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.

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.
Meat Slurry Corn Starch + Blood 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.
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.
Partially Hydrogenated Space-Soybean Oil Space-Soybean Oil + Hydrogen @ 524 K 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.
Pepperoni Saltpetre + Beff + Synthflesh 0.4 No TOUCH - Funny text messages, 50% chance of +1 BRUTE (blocked by headgear).
Silicate Silicon + Oxygen + Aluminium 0.4 No Reinforces windows up to a maximum durability of 1200. Every application makes the window twice as strong. A standard reinforced window has about 60 durability.
Space Fungus N/A. Fungi from botany or patches growing on walls. 0.4 No INGEST - 50% chance of contracting food poisoning, 10% of up to 5 units 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.
Space Lube Silicon + Oxygen + Water 0.4 No Temporarily 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.
Urine N/A. Fill your stomach with water, then use the *piss emote or pee in a drinking glass. 0.4 No 5+ UNITS: Temporarily creates slippery puddles of urine when applied to floor tiles.
Vomit N/A. Get drunk and puke all over the floor. 0.4 No 5+ UNITS: Creates slippery pools of vomit when applied to floor tiles. There's also a green variant of vomit, which can be scooped in a beaker to make others vomit.

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 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 in the game short of stimulants.
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. 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.
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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