Skip to content

Reference: all numbers

Batch size

The Quantity field sets how many pills one craft produces. The valid range is 1 to 25; values outside it are clamped.

The total effect budget is split evenly across the batch. To keep large batches worthwhile, each pill gets a compensating potency bonus — and with it, a rising debuff risk.

Potency bonus

Potency bonus by batch size 0% 4% 8% 12% 16% 1 5 10 15 20 25 pills per craft bonus potency bonus

The curve is deliberately split in two: below 15 pills the gain is negligible; from 16 it rises linearly to 15% at the maximum batch size.

Debuff chance

Two independent rolls are made for each pill in the batch — light and heavy. A single pill can get both, one, or neither.

Debuff chance by batch size 0% 4% 8% 12% 16% 1 5 10 15 20 25 pills per craft chance per pill light heavy

The light debuff appears from 7 pills, peaks at 15% at 19, and disappears entirely after 20 — beyond that only the heavy one applies. The heavy debuff starts at 15 and rises to 12.5% at a batch of 25.

Debuff strength

Strength follows its own curve and is expressed as a share of the specific affliction's own maximum.

Debuff strength by batch size 0% 20% 40% 60% 80% 1 5 10 15 20 25 pills per craft share of maximum light heavy

Full table

Batch Potency bonus Light chance Heavy chance Light strength Heavy strength
1 0% 0% 0% 0% 0%
2 1% 0% 0% 0% 0%
3 1.1% 0% 0% 0% 0%
4 1.2% 0% 0% 0% 0%
5 1.3% 0% 0% 0% 0%
6 1.4% 0% 0% 0% 0%
7 1.6% 0% 0% 0% 0%
8 1.8% 0.2% 0% 1.1% 0%
9 2% 0.7% 0% 3.6% 0%
10 2.2% 1.4% 0% 7.1% 0%
11 2.4% 2.3% 0% 11.6% 0%
12 2.7% 3.4% 0% 16.9% 0%
13 2.9% 4.6% 0% 23.1% 0%
14 3.2% 6% 0% 30% 0%
15 3.5% 7.5% 0% 37.6% 0%
16 5% 9.2% 0.8% 46% 2.2%
17 6.1% 11% 1.7% 55% 4.8%
18 7.2% 12.9% 2.7% 64.7% 7.6%
19 8.3% 15% 3.8% 75% 10.6%
20 9.4% 5% 5% 25% 14%
21 10.6% 0% 6.3% 0% 17.6%
22 11.7% 0% 7.7% 0% 21.6%
23 12.8% 0% 9.2% 0% 25.8%
24 13.9% 0% 10.8% 0% 30.2%
25 15% 0% 12.5% 0% 35%

Ingredient count

Beyond batch size, debuff chance depends on how many active ingredients are in the 12 slots in total — the sum, whether they are distinct items or several copies of one.

Added debuff chance by ingredient count 0% 4% 8% 12% 16% 1 2 3 4 5 6 7 8 9 10 11 12 total ingredients in craft added chance light heavy

Ingredients in craft Added to light Added to heavy
6 2.5% —
7 5% —
8 10% —
9 15% 2.5%
10 5% 5%
11 — 10%
12 — 15%

This addition stacks with the batch-size chance; the total is capped at 100%. It does not affect debuff strength, only probability.

Possible debuffs

When a roll succeeds, one random effect is picked from the matching list.

Light: chem addiction, organ damage, psychosis, burns, blunt trauma, paralysis

Heavy: husk infection, coma, cerebral hypoxia, hemotransfusion shock, liver damage, kidney damage, chem withdrawal

Coatings

Coating Skill Potency Duration Reliability
Basic 10 ×1.05 +10% —
Extended 25 — +35% —
Potent 25 ×1.15 — —
Advanced 45 ×1.25 +45% +5

Potency multiplies the strength of all active ingredients. Duration is added as a percentage of the effect's own duration and applies only to effects that are already spread over time and beneficial to the character. Reliability is added to skill for each active ingredient's success roll.

If the coating fails, the potency gain is lost and a penalty applies to skill instead of a bonus.

Skill

Active ingredients. Each gets a success roll with probability (skill + coating reliability) / the item's requirement. On success the normal effect applies; on failure, the item's own failure effect.

Combo recipes. The recipe always fires if the ingredients suffice — skill affects only strength: ×0.7 below the recipe's requirement and ×1.2 at or above it.

Substitution and leftovers

The effect-based substitution rate is bounded between 1/4 and 4 items per unit of the replaced reagent; pairs outside that range are not registered. A candidate must also cover at least a quarter of the replaced item's effects.

An unused substitute leftover becomes a strength bonus for the combo:

Combo bonus from unused leftover 0% 8% 16% 24% 32% 0 1 2 3 4 leftover (item units) bonus bonus

The bonus reaches its ceiling of 30% at a leftover of 3 units. It is added to the skill bonus rather than multiplied; the combined multiplier is hard-capped at ×1.5.