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.
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!
2
Pyruvate
Good
Produced from glucose. Turns ADP into ATP. Injecting ATP or energy would be more direct.
3
Glucose
Good
All food eventually produces glucose. It then becomes pyruvate, and then, one hopes, ATP.
4
Glycogen
Vital
Starch storage chemical. Glycotoxin can deplete this.
5
Starch
Good
Found in high concentration in seeds, and smaller concentration in fruits. Of course, it can also be injected.
6
Fatty acid
Good
This stuff, believe it or not, is actually good. A stage in the breakdown of fat.
7
Cholesterol
Neutral
A by-product of the breakdown of fat. Sometimes converted to Pyruvate and Amino acid
8
Triglyceride
Good
Another stage in the breakdown of fat.
9
Adipose tissue
Good
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.
10
Fat
Good
Fat is actually a good thing. It's found in food and critters.
11
Muscle tissue
Vital
Long-term storage of protein. Inject to counteract effects of muscle toxin.
12
Protein
Good
Food source found in food and fruit.
13
Amino acid
Good
When protein is broken down, it becomes this.
Movement[]
Number
Name
Good/bad
Description
17
Downatrophin
Neutral
This silly-sounding chemical simply makes your creature adopt a "going-downhill" gait. It is only produced when it is actually going downhill.
18
Upatrophin
Neutral
Like downatrophin, but for uphill situations.
Waste[]
Number
Name
Good/bad
Description
24
Dissolved carbon dioxide
Neutral
A waste product (from the breaking down of pyruvate) that is removed from the body by the lungs.
25
Urea
Neutral
Waste product from protein digestion which controls urination. (No, you don't get to see the creatures urinate.)
26
Ammonia
Bad
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.
Respiratory[]
Number
Name
Good/bad
Description
29
Air
Good
Indicates the presence of breathable air, with water produces oxygen.
30
Oxygen
Vital
Used to break down pyruvate, which makes energy. This produces dissolved carbon dioxide as a waste product.
33
Water
Good
By-product of metabolism and also a coolant.
34
Energy
Vital
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.
Reproductive[]
General[]
Number
Name
Good/bad
Description
39
Arousal potential
Good
Produced when the creature is fertile, and ready to mate. Needs opposite sex pheromone to convert it into sex drive.
40
Libido lowerer
neutral
Lowers the sex drive when the creature is not ready to mate for any reason
41
Opposite sex pheromone
Good
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.
Female[]
Number
Name
Good/bad
Description
46
Oestrogen
Good
Indicates the fertility of a female (no oestrogen, no kisspop). Sharply falling levels of oestrogen indicates the most fertile time for the female.
48
Progesterone
Good
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.
Male[]
Number
Name
Good/bad
Description
53
Testosterone
Good
Controls fertility in males.
54
Inhibin
Neutral
Theoretically controls production of testosterone, but not actually used in C3.
Toxins[]
Basic toxins[]
Number
Name
Good/bad
Description
66
Heavy metals
Bad
Deteriorates the immune system and causes mutations in unborn children.
67
Cyanide
Dangerous
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.
68
Belladonna
Very bad
Disrupts regulatory functions.
69
Geddonase
Bad
Injected by stinging insects. Destroys adipose tissue.
70
Glycotoxin
Bad
Attacks creature's glycogen. Cure with arnica.
71
Sleep toxin
Neutral
Causes sleepiness. Otherwise harmless to most creatures. Produced by some antigens.
72
Fever toxin
Neutral
Causes a fever. Otherwise harmless to most creatures. Produced by some antigens.
73
Histamine A
Neutral
Causes sneezing, making disease contagious. Otherwise harmless to most creatures. Produced by some antigens.
74
Histamine B
Neutral
Causes coughing, making disease contagious. Otherwise harmless to most creatures. Produced by some antigens.
75
Alcohol
Bad
Causes drunkenness.
78
ATP decoupler
Instant death
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.
79
Carbon monoxide
Very bad
Interferes with oxygen supply.
80
Fear toxin
Bad
Causes irrational fear and confusion.
81
Muscle toxin
Bad
Damages muscle tissue.
Antigens[]
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!
Number
Name
Produces
82
Antigen 0
Histamine B
83
Antigen 1
Histamine A
84
Antigen 2
Coldness
85
Antigen 3
Coldness
86
Antigen 4
Hotness
87
Antigen 5
Wounded
88
Antigen 6
Hotness
89
Antigen 7
Pain
Wounded[]
Number
Name
Good/bad
Description
90
Wounded
Dangerous
This is actually a measure of injury. If the level gets too high, the result is death.
Medicinal[]
Number
Name
Description
92
Medicine one
Cures ATP decoupler poisoning, but it's nearly impossible to get it in fast enough.
Combats histamines, stopping sneezing and coughing.
Immune system[]
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.
Regulatory[]
Number
Name
Good/bad
Description
112
Anabolic steroid
Neutral?
Builds up muscle tissue.
113
Pistle
Neutral?
Regulates urination and water coolation.
114
Insulin
Neutral?
Not used?
115
Glycolase
Neutral?
Not used?
116
Dehydrogenase
Good
Removes alcohol
117
Adrenaline
Bad
Controls "fight or flight".
118
Grendel nitrate
Neutral
Only found in Grendels. Influences decisions on whether or not a particular creature is friend or foe.
119
Ettin nitrate
Neutral
Only found in Ettins. Influences decisions on whether or not a particular creature is friend or foe.
121
Protease
Neutral?
Converts muscle tissue to amino acid (1->4 in default genome)
124
Activase
Neutral?
Not used?
125
Life
Vital
Creature ages as this depletes. A creature dies of old age when it nears zero. Continually injecting this will effectively make your creature immortal.
127
Injury
Good(ish)
Prompts system to heal wounds. However, if it is too high, your Creature's life is endangered.
128
Stress
Bad
Produced when a drive is too high for an extended period of time.
129
Sleepase
?
Converts "sleepiness backup" to "sleepiness"
Drive backups[]
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.
Number
Name
131
Pain backup
132
Hunger for protein backup
133
Hunger for carb backup
134
Hunger for fat backup
135
Coldness backup
136
Hotness backup
137
Tiredness backup
138
Sleepiness backup
139
Loneliness backup
140
Crowdedness backup
141
Fear backup
142
Boredom backup
143
Anger backup
144
Sex drive backup
145
Comfort drive backup
Drive chemicals[]
These represent your creature's drives. You should not inject any of these chemicals, because drives produce stress.
Number
Name
148
Pain
149
Hunger for protein
150
Hunger for carb
151
Hunger for fat
152
Coldness
153
Hotness
154
Tiredness
155
Sleepiness
156
Loneliness
157
Crowded
158
Fear
159
Boredom
160
Anger
161
Sex Drive
162
Comfort drive
CA smell gradient chemicals[]
These represent stimuli -- sights, smells, etc. Injecting them will not harm your creature, though they will probably confuse it.
Number
Name
165
CA Sound
166
CA Light
167
CA Heat
168
CA Water (from the sky)
169
CA Nutrient (plants)
170
CA Water (bodies of)
171
CA Protein
172
CA Carbohydrate
173
CA Fat
174
CA Flowers
175
CA Machinery
176
CA Creature egg
177
CA Norn smell
178
CA Grendel smell
179
CA Ettin smell
180
CA Norn home smell
181
CA Grendel home smell
182
CA Ettin home smell
183
CA Gadget smell
184
CA smell 19 [not used]
Stress chemicals[]
Produced when the corresponding drive is too high.
Number
Name
187
Stress (high H4C) [hunger for carbohydrate]
188
Stress (high H4P) [hunger for protein]
189
Stress (high H4F) [hunger for fat]
190
Stress (high Anger)
191
Stress (high Fear)
192
Stress (high Pain)
193
Stress (high Tired)
194
Stress (high Sleep)
195
Stress (high Crowded)
Brain chemicals[]
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.
Number
Name
Description
198
Disappointment
Produced when the creature tries something that doesn't work.