Guide to Medicine

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Equipment and Medicines

The way the equipment, and the drugs administered and used alongside the equipment, works.

Belt Equipment

Equipment found on medical belts by default.

Item Description Notes
Ateopine Restarts stopped hearts and heals brain damage.
  • Stopped hearts that are damaged and patients with low blood levels may struggle to circulate injected ateopine, you may want to inject blood before or immediately after administering. CPR can help if oxygen damage is present, and may help to kickstart stopped hearts, though it isn't always nessecary.
  • Damaged hearts may require surgery to restore functionality.
Ateopine Autoinjector Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make ateopine mixes.
Health Analyzer Displays a medical readout in chat on the patient the analyzer is used on.
  • The read-out may not always be accurate, and may display damage that's already been healed or may fail to display damage that still exists. You can examine patients or yourself, and/or observe over a period of time, to verify that the observee's fully healed.
Suture Heals brute and burn damage for the targeted body part, and stops arterial and venous bleeding on that part. Does not stop normal (non-arterial/venous) bleeding unless all brute damage is removed.
  • Does not stop normal (non-arterial/venous) bleeding unless all brute damage is removed.
  • Can be used repeatedly on the same body part to heal more damage.
  • Causes pain with each use.
Morphine Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. Overdose is thirty units.
  • Causes fatal side-effects if taken with alcohol.
Morphine Ampoule A vial containing one hundred units of morphine.
  • Use it in hand to rip off the the lid. It can't be put back on don't worry.
  • You can draw reagents straight from it, whether it's opened or closed, using a syringe or syrette.
Syrette A five unit capacity refillable auto-injector, starts in medical belts with morphine pre-loaded. Can be refilled by using on ampules, cannot be refilled directly from beakers.
  • Syrette's are injectors, and can be placed in your ear slot.
Wirecutters Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent.
  • You can remove multiple shrapnel on different body parts at the same time. Though the action will queue up, you cannot remove multiple shrapnel in one body part at the same time.
  • Shrapnel removal causes pain and may cause bleeding.
  • If a patient has an open incision, rather than pulling shrapnel you will instead "poke around" inside the incision if using wirecutters on the body part. This takes longer, but the queue can be stacked by repeatedly using the wirecutters on the part, or can be avoided by cauterizing or trauma kitting the incised part.
Blood Injector Contains five hundred units of universal O- blood, injects fifty units at a time through armor, presumably non-refillable. Three shots usually is enough for most blood loss cases.
  • Blood injectors may be placed behind your ear.

Non-Belt Equipment

Equipment found outside of the medical belts, in medical kits or in the med vendors at each base.

Item Description Notes
Bandage Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time.
  • A single stack can be used on multiple body parts at the same time.
  • Because the bandages heal fewer injuries on a body part than trauma kits, they can be used to quickly patch bleeding body parts.
  • Bandages slow down arterial/venous bleeding and stop the blood from visibly squirting out of the patient, but they do not stop the arterial/venous bleeding entirely.
  • You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
Burn Kit/Trauma Kit Used to heal brute and burn injuries and accelerate the rate at which a body part heals. Trauma kits will stop bleeding, and burn kits will disinfect burn wounds.
  • A single stack of kits can be used on multiple body parts at the same time.
  • Trauma kits heal all injuries on the part they're used on, bleeding or otherwise, so it may take several cycles of use on a patient before any bleeding is patched.
  • Both kits can be used alongside one another for both types of injuries: doing so will help to further accelerate the rate at which the wound heals. Burn kits maybe prevent infection on brute wounds?
  • You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
Blood Pack A pack of blood, the type varies and can be found by examining it. Transfer out using a syringe or into a patient using an IV drip.
  • The IV drip transfers the blood slower than injecting using a blood injector but may be helpful during surgery and/or with a shortage of blood injectors if at hand.
Splint Can be used to prevent fractured bones from moving and doing more damage, and to walk on fractured legs. Splinted hands still won't be able to hold anything.
  • Splinted fractures won't heal by themselves (presumably), and need to be healed in surgery.
  • Splinting yourself carries a chance of fumbling the splints, you can queue up multiple splint attempts to potentially splint yourself faster.
Tramadol Autoinjector Painkiller, five-units, only found in the med-vendor. On the same level as morphine. Transfer out using a syringe. Overdose is thirty units.
  • Causes fatal side-effects if taken with alcohol.
Dexalin Chemical used to remove oxygen damage, counters most oxygen damaged caused by lung issues but may not be enough to completely counteract severely damaged lungs or severe issues involving the lung.
  • Found in oxygen deprivation treatment kits.
Inaprovaline Chemical that reduces pain to a minor extent, stops brain damage from progressing past a certain point (presumably), lowers the rate at which blood is lost through bleeding and arterial/venous bleeding (presumably), and can stabilize a wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
  • Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
Dylovene Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Reduces damage to livers. Mix with inaprovaline to make tricordrazine. No overdose.
  • Found in toxin first-aid kits.
Tricordrazine Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. No overdose.
  • Tricordrazine can be made in a bloodstream by injecting a person with inaprovaline and dylovene; You can use a sleeper to fill a patient with large quantities of tricordrazine using this method.
  • Tricordrazine has a chance to close incisions made on a patient, presumably if the damage on the body part being operated on is low enough. It can be helpful to wait until after surgery to administer tricordrazine to avoid the incision closing before you finish the steps needed to heal.
Kelotane Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection.
  • Found in fire first aid kits.
Dexafen Chemical found in "cold medicine bottles" along with lemon juice, a minor painkiller that helps to treat low-level viral (but not bacterial) infections. Also boosts the immune system. Overdose is thirty units.
  • Found in first aid kits.
Spaceacillin Autoinjector Anti-disease agent, used to treat infections. Transfer out using a syringe.
Syringe Used to transfer and inject people with reagents, does not penetrate through coats and helmets.
  • Can be placed in your ear slot.

IFAK Equipment

Equipment involving the Infantry First-Aid Kits, or the IFAKs, handed by default to most every soldier.

Item Description Notes
Infantry First Aid Kit A pouch that fits in your pocket and can contain three items. By defualt, contains a tourniquet, a bandage pack, and a syrette loaded with morphine.
  • The pack can be emptied and filled with up to three small items different from the ones initially loaded. This includes ammo and grenades.
Bandage Pack Contains a single bandage, use in hand to open the pack and take the bandage out. Opened packs cannot hold the bandages.
Tourniquet A single-use item used to stop arterial/venous bleeding on the body-part it's used on.

Diagnoses, Treatment, and Triage



You can tell what injuries a patient has through a number of ways, and can tell a patient's injuries a number of ways as well.

  • Examining
Shift-click to examine a patient. This will show you the person's name (if their face or ID is visible), what they're wearing/holding, if they're stressed, if they are the enemy, and any visible injuries on that person. Not all injuries are visible this way, but certain external or internal injuries may show up when a patient is examined
  • In-Game
Certain injuries can have noticeable effects in-game, both in what you see involving the patient and what you see displayed in chat involving the patient.
  • Analyzing
Using a health analyzer on a patient will display a read-out extensively detailing the patient's injuries and conditions.
  • Body Scanner
A console and machine found in the bunker medbays of each side, accurately displays most all data relating to the health status of the patient, including organ damage.

It's noted here that when diagnosing a patient, the patient may be in a conscious or semi-conscious state. They can help tell you what's wrong with them, and may do it without prompting; this can be useful, especially if internal injuries are present, in saving you time with diagnosing. Sometimes a patient's report on their own health may point to multiple possible afflictions, and it's entirely possible what the patient thinks they're afflicted with may be inaccurate or incorrect to what their actual injuries are. A patient's reaction to their injuries can also be a gauge to the kind of injuries they have, although this can be inaccurate as a patient may underreact or overreact to their injuries.


Most external wounds are treated using the suture, with morphine or another painkiller administered alongside the treatment. Tricordrazine may also be administered to help speed the healing progress, and inaprovaline may be administered to stabilize and partially heal the patient.

If the patient is conscious enough, and/or if you are treating another patient who isn't able to heal themselves, you can ask the former to try to heal themselves using spare equipment. It may also be helpful to administer morphine to keep them standing while filling them with tricordrazine to heal over time, so that they may continue fighting.

When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if blood injectors are handy the bleeding can wait for other injuries to be healed.

Fractures, Torn Muscles, and Organ Damage (excluding brain damage if ateopine is present) require surgery to heal fully, though fractures can be splinted to prevent further injury and for the patient to stand.

For this part, a common "primary method" of healing the listed affliction will be written without bullet point, and other ways of healing, accelerating the healing, and/or miscellaneous tips are presented in bullet point below the primary method. In small text below the header, a quick summary of the primary method is written.


During the practicing of medicine, it may happen that there will be multiple patients with different injuries on each patient, and different numbers of injuries on each patient. It can be helpful to try to treat certain patients first, usually depending on what afflictions they have and often on what role they are on your team.

A basic "ladder" of importance would be Grunt/Scav, Medic/Engineer, Sergeant, Sentry, Sniper and Captain, try to treat the more limited/useful roles first, although exceptions might occur depending on circumstances.

Outside of this, a quick way to see who can wait and who cant, would be severity of wounds, a guy lying on the floor, barely moving and coughing blood takes far more priority over a guy moaning over his "mortal injuries" from falling into the trench, despite whatever the latter tries telling you.

Outside of that, the sleepers in the Main Medbay and the Left/Right Trench bays can be used to inject medicine and slow down the speed of patients dying using stasis, use it well and you can keep patients waiting for longer than usual, although still not for long.

Make sure to suture torn arteries and bandage bleeding wounds, bleeding out is the biggest danger in warfare, especially out on the front, medics especially should consider suturing and bandaging wounds before dragging wounded back.


Notably, the hemostat is optional as the second step in most surgeries, though a patient will lose blood at a not-insignificant rate from the special type of bleeding the surgery inflicts. You may want to skip it when operating on a single patient but use it when operating on yourself and/or on more than one patient.

The chest of a patient only needs to be fractured to access the organs behind the bone, and the bonesaw by default is simply used to cause the fracture. Before or during surgeries for accessing the upper body's organs, you can kick a patient's upper body; target the chest, enable the button that says kick at the bottom of your game screen, and press the middle mouse button with your cursor over the patient. If the patient's chest isn't fractured, you can kick it to eventually fracture it yourself to skip using the bonesaw.

Anesthetics are not necessary for surgery, and morphine can be optional, though the pain can cause shock if other injuries have already caused pain.

Healing medicines administered before the surgery can heal damage while you operate, though tricordazine can close the incisions before you finish the steps needed to heal, presumably if the damage is low enough on the body part being operated on.

Analyzer Data

The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.

Brain activity

The level of damage to the brain of a patient. An indicator of how close a patient is to being completely unrevivable. The level of damage increases as long as the patient is dead (and/or possibly deoxygenated), and players who have ghosted while in a critical state, or those who received too much brain damage, will automatically be listed as "brain dead" in this stat; brain dead players are totally unrevivable.

Pulse Rate (BPM)

The rate in beats per minute (BPM) a patient's heart is beating. A BPM of zero doesn't necessarily mean the patient is unrevivable or unconscious.

Blood pressure

Shows how much blood a patient has in percentage and volume, and the pressure of the patient's blood. Below 82% a patient will start suffering from noticeable effects of blood loss.

Body Temperature

The internal temperature of the patient in celsius and fahrenheit. A temperature well above 36 degrees celsius/97 degrees fahrenheit is an indicator of bacterial (or viral) infection, or the patient being on fire.

Blood Type

Shows the patient's blood type.


Stat that changes if the patient is irradiated, and will show the level of radiation in the patient if they are (presumably).

Overall Status

If the patient has certain things wrong with them, or enough specific things wrong with them, the analyzer will display data that can indicate an underlying issue.
Major systematic organ failure detected.
An indicator of toxin damage caused alongside organ damage, though it's only an indicator of organ damage and toxin damage, and does not show if only organ damage is present. Often seen in gas victims not wearing a mask as the chemicals they've ingested cause toxin and organ damage.
Severe oxygen deprivation detected.
An indicator that the patient has deoxygenated blood, usually seen in people who's lungs have been healed but have yet to oxygenate their blood, or in patients who are underwater. After some time the body will oxygenate the blood, though dexalin can speed the process.
Severe anatomical damage detected.
Presumably an indicator that the patient has a large amount of brute damage (though this can simply be a bunch of minor wounds in every part of the body)? Or maybe an indicator towards internal organ damage? If a scanner does show this, and the chest has received injuries, it's usual that the organs have been damaged in any case.
Infections detected,
Indicator of (usually progressed) bacterial infection in the patient, a result often of unclosed incisions and untreated burn wounds. Not an indicator of viral infections, presumably.
Patient is at serious risk of going into shock. Painkillers .
Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
Patient is suffering from cardiovascular shock. Administer CPR immediately.
Shown when the patient's heart has a BPM of 0. Ateopine is usually used for starting a stopped heart, but CPR can be used on its own to inefficiently revive one, presumably.

Specific limb damage

Possibly shares a slot with Overall Status, the damage values inflicted onto and recorded of a patient. Rather than talk of the damage types, the levels of damage is listed:
Minor: Will cause pain, and multiple body parts with minor damage will stack the pain, but low enough that some form of pain medicine should be all the treatment really needed to ignore, or tricordrazine/food to treat fully.
Moderate: Can be ignored, more often than not warrants treatment. Mutiple afflicted parts can cause good deal of pain.
Significant: Warrants treatment. Good deal of pain alone.
Severe: Warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
Critical: Slightly below irreparable, presumably.
Irreparable: Highest damage level, healable only by suturing. Does not require amputation.

Reagent scan

Shows the chemicals that the patient has in their stomach, in their bloodstream, and that is currently being metabolized by the patient. If the scanner isn't able to identify a chemical, it will read as "unknown substance detected".

Ateopine Mixes

Using injectors on beakers will fill the beaker with the contents of the injector; you can then mix other reagents in the beaker to either create another chem or to create a mix of chemicals that may perform multiple functions when injected into a patient.

Though syrettes cannot draw directly from beakers, the chems may be mixed in a morhpine ampoule and drawn with a syrette from that presumably. Syringes can also be used and the container containing the mix can be fed directly to the patient if the patient isn't wearing a mask.

For this section the chemical being talked about will be listed before describing specific reactions and/or techniques involved with mixing certain different chemicals.

Since ateopine in any concentration will cause a stopped but still functional heart of the patient it's circulating in to beat again, ateopine may be diluted with other chemicals in a beaker in order to limit the amount used per patient on injection I think. Inaprovaline will stabilize critical patients and will reduce brain damage but has a chance to close surgical openings.