Information compiled from various sources, especially the original (but occasionally erroneous) Full Chemical List.
It is important to note that the effect of a chemical depends on your creature's genome. The effects listed here apply to typical creatures, especially but not exclusively normal breeds of Norns. Some creatures like Toxic Norns will have completely different reactions to certain chemicals. It is possible for mutations to be introduced which cause an otherwise normal Norn to develop an unusual reaction to a chemical. This can cause positive effects like immunity to a disease or immortality, or it may cause negative effects such as death at birth. Therefore, the tables listed below can only be considered general guidelines, though they will hold most of the time.
NOTE: Do not be alarmed when chemicals marked "bad" appear in your creature's bloodstream, unless they are toxins. Many are normal, they just produce negative effects when injected. Chemicals marked "vital" are necessary to your creature's survival and you may need to inject them if they are lacking, but injecting them when there is already a good supply may have no effect. Also, be warned that the good/bad column does not take into account how your creature will feel, only how it affects the creature's health.
Any unlisted chemical is called unknownase. It has no effect.
Produced when a creature is suffocating, hungry for carbohytate or drowning. Causes choking sensation and slight injury to muscles. Though this sounds bad, production of lactate is not a bad thing: it's the body's way of telling the creature that they should do something about their inability to breathe, for instance, to get out of the water!
Produced from glucose. Turns ADP into ATP. Injecting ATP or energy would be more direct.
All food eventually produces glucose. It then becomes pyruvate, and then, one hopes, ATP.
Starch storage chemical. Glycotoxin can deplete this.
Found in high concentration in seeds, and smaller concentration in fruits. Of course, it can also be injected.
This stuff, believe it or not, is actually good. A stage in the breakdown of fat.
A by-product of the breakdown of fat. Sometimes converted to Pyruvate and Amino acid
Another stage in the breakdown of fat.
When your creature needs to store fat for the long-term, the fat becomes this. This is the stuff that makes them fat, but they'll never really be obese.
Fat is actually a good thing. It's found in food and critters.
Long-term storage of protein. Inject to counteract effects of muscle toxin.
Food source found in food and fruit.
When protein is broken down, it becomes this.
This silly-sounding chemical simply makes your creature adopt a "going-downhill" gait. It is only produced when it is actually going downhill.
Like downatrophin, but for uphill situations.
Dissolved carbon dioxide
A waste product (from the breaking down of pyruvate) that is removed from the body by the lungs.
Waste product from protein digestion which controls urination. (No, you don't get to see the creatures urinate.)
Nothing to be alarmed about if you see it in your creature's bloodstream, but don't inject it because it's somewhat toxic. It is a waste product which is naturally turned into urea.
Indicates the presence of breathable air, with water produces oxygen.
Used to break down pyruvate, which makes energy. This produces dissolved carbon dioxide as a waste product.
By-product of metabolism and also a coolant.
The final product of the breakdown of glucose. It can also save your creature's life in an energy crisis. It turns ADP back into ATP.
ATP is the staple of your creature's bloodstream. Without it, your creature would be dead, and in fact there's an extremely lethal poison that takes advantage of this (ATP Decoupler). ATP is used for almost all bodily functions.
When ATP's energy is used up, it becomes this. There's little point in injecting it (ATP would be the better choice), but its presence in the bloodstream is very normal. When glucose is broken down, ADP becomes ATP.
Produced when the creature is fertile, and ready to mate. Needs opposite sex pheromone to convert it into sex drive.
Lowers the sex drive when the creature is not ready to mate for any reason
Opposite sex pheromone
This Is produced when a creature senses another creature of the correct Species and sex, the presence of this chemical triggers the convert of arousal potential into sex drive.
Indicates the fertility of a female (no oestrogen, no kisspop). Sharply falling levels of oestrogen indicates the most fertile time for the female.
Produced during pregnancy. Triggers egg-laying once it reaches a threshold. A shot of progesterone may help a pregnant norn deliver her child. Progesterone also prevents pregnancy for a short time after the norn lays her egg. Fun fact: injecting progesterone into a female will make her body think she is pregnant, her stomach will grow and her body will change in order to concieve,but don't worry, this will wear off and the creature will return to normal.
Controls fertility in males.
Theoretically controls production of testosterone, but not actually used in C3.
Deteriorates the immune system and causes mutations in unborn children.
We all know that in real life, taking cyanide is only useful if you want to ensure your death. With creatures, it's no different. Cyanide will slow down the creation of ATP and will therefore kill your creature if you do nothing about it. It does have a cure: sodium thiosulphate, #96.
Disrupts regulatory functions.
Injected by stinging insects. Destroys adipose tissue.
Attacks creature's glycogen. Cure with arnica.
Causes sleepiness. Otherwise harmless to most creatures. Produced by some antigens.
Causes a fever. Otherwise harmless to most creatures. Produced by some antigens.
Causes sneezing, making disease contagious. Otherwise harmless to most creatures. Produced by some antigens.
Causes coughing, making disease contagious. Otherwise harmless to most creatures. Produced by some antigens.
ATP decoupler does its evil by taking your creature's ATP and quickly turning it all into ADP. It has a cure (medicine one, #92), but ATP decoupler works very fast, so chance of recovery is infinitesimal. An average creature will die within two seconds upon injection of even the smallest dose.
Interferes with oxygen supply.
Causes irrational fear and confusion.
Damages muscle tissue.
All antigens are the products of bacterial infections. They can cause organ damage; see C3 Organs to see what antigens attack which organs. Antigens also produce other chemicals. Note that Ettins are immune to all antigens except 0 through 2, and Grendels are immune to all antigens except 6 and 7. Norns should be particularly wary of antigen 5 because it produces "wounded", which can cause death!
This is actually a measure of injury. If the level gets too high, the result is death.
Cures ATP decoupler poisoning, but it's nearly impossible to get it in fast enough.
Combats histamines, stopping sneezing and coughing.
Chemicals 102 through 109 are antibodies 0 through 7, corresponding to antigens 0 through 7. Your creature will produce these antibodies on its own, but you can inject them to help combat antigens. Antibodies will only fight the corresponding antigen, for example, if your creature has antigen 5, you must inject antibody 5. You can even inject antibodies before the creature comes across the antigens, so that they're immunized.
Builds up muscle tissue.
Regulates urination and water coolation.
Controls "fight or flight".
Only found in Grendels. Influences decisions on whether or not a particular creature is friend or foe.
Only found in Ettins. Influences decisions on whether or not a particular creature is friend or foe.
Converts muscle tissue to amino acid (1->4 in default genome)
Creature ages as this depletes. A creature dies of old age when it nears zero. Continually injecting this will effectively make your creature immortal.
Prompts system to heal wounds. However, if it is too high, your Creature's life is endangered.
Produced when a drive is too high for an extended period of time.
Converts "sleepiness backup" to "sleepiness"
Sometimes drives need to be suppressed when a creature should have other priorities. You should not inject any of these chemicals, because drives produce stress.
Hunger for protein backup
Hunger for carb backup
Hunger for fat backup
Sex drive backup
Comfort drive backup
These represent your creature's drives. You should not inject any of these chemicals, because drives produce stress.
Hunger for protein
Hunger for carb
Hunger for fat
CA smell gradient chemicals
These represent stimuli -- sights, smells, etc. Injecting them will not harm your creature, though they will probably confuse it.
CA Water (from the sky)
CA Nutrient (plants)
CA Water (bodies of)
CA Creature egg
CA Norn smell
CA Grendel smell
CA Ettin smell
CA Norn home smell
CA Grendel home smell
CA Ettin home smell
CA Gadget smell
CA smell 19 [not used]
Produced when the corresponding drive is too high.
Stress (high H4C) [hunger for carbohydrate]
Stress (high H4P) [hunger for protein]
Stress (high H4F) [hunger for fat]
Stress (high Anger)
Stress (high Fear)
Stress (high Pain)
Stress (high Tired)
Stress (high Sleep)
Stress (high Crowded)
These are used to control your creature's learning and navigation. It is not a good idea to inject any of these except for the unused chemicals.
Produced when the creature tries something that doesn't work.