What the Ancient Clinic Does

The Ancient Clinic is the top-tier medical facility for your base, recreating the advanced medical technology of the ancient civilization. It works exactly like the standard Clinic but on a far higher baseline: +40% SAN depletion suppression and +40% illness prevention from the structure alone (versus the Clinic's +10%), and it raises the base's maximum hygiene rating to a full 5★.

How to Use It

Assign a pal with the Medicine Production work suitability to staff the clinic. While staffed, it slows SAN depletion and reduces the chance of pals developing illnesses and injuries base-wide.

  • Only requires Medicine Production Lv. 1 to operate, but the pharmacist's level matters a great deal — see below.
  • It must be built within the area around your Palbox, like other base infrastructure.
  • It consumes no power, so it keeps working even if your base's electricity goes down.

How Much the Pharmacist's Level Matters

The assigned pal's Medicine Production level adds to the structure's base rates, and it decides which ailments the clinic can treat at all. Per the game's settings:

  • Illness prevention scales steeply with level: +5% at Lv. 1, +20% at Lv. 4, +30% at Lv. 5, and +50% at Lv. 10. On the Ancient Clinic's 40% base, that's 45% total from a novice up to 90% from a master pharmacist.
  • SAN depletion suppression scales more gently: +5% at Lv. 1–3, +10% at Lv. 4–6, and +15% at Lv. 7–10 (so 45% to 55% total).
  • Treatment is gated by level. Each ailment requires a minimum Medicine Production level to cure: Sick needs Lv. 1, Sprain Lv. 2, Overfull Lv. 3, Ulcer Lv. 4, Fracture Lv. 5, Weakened Lv. 6, and Depressed Lv. 7. Below Lv. 7, some conditions sit untreated until you medicate the pal yourself.
  • The base's hygiene stars track total illness prevention: 1★ up to 19%, 2★ from 20%, 3★ from 39%, 4★ from 71%, and 5★ from 90%. The Ancient Clinic starts at 3★ with any worker, reaches 4★ around Lv. 6, and needs a Lv. 10 pharmacist to hit its signature 5★ — exactly the 90% threshold. The standard Clinic can never pass 3★.

Tips

Don't pair a top-tier structure with a bottom-tier worker: the gap between a Lv. 1 and Lv. 10 pharmacist here is 45% versus 90% illness prevention — half the clinic's potential. Aim for at least Lv. 7 so every ailment type is treatable, and push for Lv. 10 (via condensation, breeding, or work-suitability-boosting items) if you want the 5★ hygiene rating. If your base runs demanding production lines around the clock, upgrading from the standard Clinic to a well-staffed Ancient Clinic is one of the best ways to keep SAN drain and sickness under control without micromanaging your workers.

No items can be crafted at this structure.