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Guide to Nanites
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===Healing Programs=== Healing programs fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it's advisable to activate them manually when necessary. {| class="wikitable sortable" border="1" width=100%; || style="text-align: center;" |- ! scope="col" width=10% | Program ! scope="col" class="unsortable" | Effect ! scope="col" width=5% | Volume per second ! scope="col" width=5% | Trigger Cost ! scope="col" width=5% | Trigger Cooldown ! scope="col" width=7% | Required Techweb ! scope="col" class="unsortable" width=8% | Corruptions |- !Accelerated Regeneration | The nanites boost the host's natural regeneration, healing them slowly over time (0.5 brute and burn). <i>Does not consume nanites while the host is undamaged.</i> | 0.5 | -- | -- | Biological | Necrosis |- !Temperature Adjustment | The nanites adjust the host's internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature. | 3.5 | -- | -- | Mesh | Dermalysis |- !Blood Purification | The nanites purge 1 toxin damage and 1u of all chemicals from the host's bloodstream. Like most other programs it consumes nanites even if it has no effect (change from Aug, 2020). | 1 | -- | -- | Smart | Hypoxemia, Necrosis |- !Neural Regeneration | The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage. Heals 1 brain damage and has 10% chance to heal basic level [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|brain traumas]]. | 1.5 | -- | -- | Neural | Neuro-Necrosis |- !Blood Regeneration | The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood. | 1 | -- | -- | Biological | Hypoxemia |- !Mechanical Repair | The nanites fix damage in the host's mechanical limbs. Heals 1 brute and burn spread across damaged limbs. Does not consume nanites if the limbs are undamaged. | 0.5 | -- | -- | Basic | Necrosis |- !Selective Blood Purification | The nanites purge 1 toxin damage and 1u [[Guide_to_chemistry#Toxins|toxin]] reagents from the host's bloodstream, while ignoring non-toxin chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate. | 2 | -- | -- | Harmonic | Hypoxemia, Necrosis |- !Bio-Reconstruction | The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect. Heals 2 brute and burn damage. | 5.5 | -- | -- | Harmonic | Hypoxemia, Necrosis |- !Neural Reimaging | The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter. Heals 2 brain damage and has 10% chance to heal up to lobotomy level [[Guide_to_Traumas#Deep-rooted_Prefix|brain traumas]]. | 3 | -- | -- | Harmonic | Neuro-Necrosis, Brain Misfire |- !Defibrillation | The nanites shock the host's heart when triggered, bringing them back to life if the body can sustain it. The revive has the same requirements to work as an ordinary [[Guide_to_medicine#Defibrillation|defibrillation]], except the revive will not heal toxin or suffocation damage, and will not deal any suffocation damage. This means the body must have under 180 total of all basic damage types + cellular. The ghost gets a message and 8 seconds to re-enter their body after the trigger. | -- | 25 | 12s | Harmonic | Shocking |- |}
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