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Chem Finisher — Modules & Effects in Probably Stolen
Contamination drops from 12% with no modules to 0% with 4. Shop value 300 cr.
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Source: community wikis · game v1.0.0.6 · collected range v1.0.0.5–1.0.0.6
The finisher dilutes what you put in. Contamination is 12% with no modules, 6% with one, 3% with two, 1% with three, and 0% with four. Final purity = purity in × (1 − contamination). The source example is 5 mL of 90% Caffeine with 0 modules, which finishes at 79.2% (90 × 0.88).
79.2% is Street Standard. The price effect there is 0%. The same 90% input with 4 modules stays 90%, which is Pharma-Grade at +85%. It is not Lab Pure. Lab Pure starts at 99%, so the liquid has to enter the finisher at 99% or better once contamination is gone — and higher than that if any contamination remains. A 99% input with 0 modules finishes at 87.12%, Near Pharma.
What each setting changes
| 0 modules | 12% contamination |
| 1 modules | 6% contamination |
| 2 modules | 3% contamination |
| 3 modules | 1% contamination |
| 4 modules | 0% contamination |
Source example: 5mL 90% caffeine, 0 modules -> 79.2%
Is the next module worth it?
Four modules are the only row that adds nothing extra to the liquid. Each Chemical Equipment Module costs 250 cr. The grade change from that last percent of contamination depends on where your purity already sits. Check it in the calculator before you buy module 4.
Each Chemical Equipment Module costs 250 cr.
Test Your Modules in the Calculator