Medical (Rimworld Supplement)

From D&D Wiki

Jump to: navigation, search

Medical Skills are essential to any adventurous party who doesn’t want to bleed out in the woods.

Level 1[edit]

You can use use medicine to heal the wounds of your humanoid allies outside combat or as an action.

Level 2[edit]

You can heal constructs with Tinker’s tools or Smith’s tools.

Level 3[edit]

You can now craft herbal medicine at a crafting spot.

Level 4[edit]

You can now craft medicine at a drug lab. You only need level 4 intellect to do so.

Level 5[edit]

You now can craft basic organs and bionics.

Level 6[edit]

You can no longer get addicted to drugs aside from Luciferium.

Level 7[edit]

You can heal the wounds of elementals. The treatment depends on the elemental. Fire is treated with chemfuel, Water is treated with water, etc.

Level 8[edit]

You can make advanced bionics.

Level 9[edit]

You can now make advanced implants.

Level 10[edit]

You can now heal as a bonus action.

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Rimworld franchise, and/or include content directly affiliated with and/or owned by Ludeon Studios. D&D Wiki neither claims nor implies any rights to Rimworld copyrights, trademarks, or logos, nor any owned by Ludeon Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: