Difference between revisions of "Guide to Medicine"

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{| class="wikitable sortable" style="height: 25em;"
 
{| class="wikitable sortable" style="height: 25em;"
 
|-
 
|-
! style="width: 25%; background: #bbb; color: #700; " | '''Item'''
+
! style="width: 25%; background: #bbb; color: #700" | '''Item'''
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Description'''
+
! style="width: 40%; background: #bbb; color: #700" class="unsortable" | '''Description'''
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
+
! style="width: 40%; background: #bbb; color: #700" class="unsortable" | '''Notes'''
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Ateopine'''
+
| style="" align="center"| '''Ateopine'''
| style="background: #d9d6d3;" | Restarts stopped hearts and heals brain damage.
+
| style="" | Restarts stopped hearts and heals brain damage.
| style="background: #d9d6d3;" |  
+
| style="" |
*Stopped hearts that are damaged and patients with low blood levels may struggle to circulate the 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.
+
*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.
 
*Damaged hearts may require surgery to restore functionality.
 +
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Ateopine Autoinjector'''
+
| style="" align="center"| '''Ateopine Autoinjector'''
| style="background: #d9d6d3;" | Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make [[Medicine Mixes|ateopine mixes]].  
+
| style="" | Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make [[#Medicine Mixes|ateopine mixes]].  
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Health Analyzer'''
+
| style="" align="center"| '''Health Analyzer'''
| style="background: #d9d6d3;" | Displays a [[#Analyzer Data|medical readout]] in chat on the patient the analyzer is used on.
+
| style="" | Displays a [[#Analyzer Data|medical readout]] in chat on the patient the analyzer is used on.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*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.
 
*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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Suture'''
+
| style="" align="center"| '''Suture'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
*Does not stop normal (non-arterial/venous) bleeding.
+
*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.
 
*Can be used repeatedly on the same body part to heal more damage.
 
*Causes pain with each use.
 
*Causes pain with each use.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Morphine'''
+
| style="" align="center"| '''Morphine'''
| style="background: #d9d6d3;" | Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. Overdose is thirty units.
+
| style="" | Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. Overdose is thirty units.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Causes fatal side-effects if taken with alcohol.
 
*Causes fatal side-effects if taken with alcohol.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Morphine Ampoule'''
+
| style="" align="center"| '''Morphine Ampoule'''
| style="background: #d9d6d3;" | A vial containing one hundred units of morphine.   
+
| style="" | A vial containing one hundred units of morphine.   
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Use it in hand to rip off the the lid. It can't be put back on don't worry.
 
*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.
 
*You can draw reagents straight from it, whether it's opened or closed, using a syringe or syrette.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Syrette'''
+
| style="" align="center"| '''Syrette'''
| style="background: #d9d6d3;" | A five unit capacity refillable auto-injector, starts in medical belts with morphine pre-loaded. Can be refilled by using on beakers and ampules.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Syrette's are injectors, and can be placed in your ear slot.
 
*Syrette's are injectors, and can be placed in your ear slot.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Wirecutters'''
+
| style="" align="center"| '''Wirecutters'''
| style="background: #d9d6d3;" | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent.
+
| style="" | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*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.
 
*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.
 
*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.
 
*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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Blood Injector'''
+
| style="" align="center"| '''Blood Injector'''
| style="background: #d9d6d3;" | Contains five hundred units of universal O- blood, inject fifty units at a time through armor, presumably non-refillable. Three shots usually is enough for most [[#Blood Loss|blood loss]] cases.
+
| style="" | 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|blood loss]] cases.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Blood injectors may be placed behind your ear.
 
*Blood injectors may be placed behind your ear.
 
|-
 
|-
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! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Bandage/Trauma Kit'''
+
| style="" align="center"| '''Bandage'''
| style="background: #d9d6d3;" | Used to stop non-arterial/venous bleeding and to accelerate the rate at which a body part heals.
+
| style="" | Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*A single stack can be used on multiple body parts at the same time.
 
*A single stack can be used on multiple body parts at the same time.
*It may take several cycles of use on a patient before bleeding wounds are patched.
+
*Because the bandages heal fewer injuries on a body part than trauma kits, they can be used to quickly patch bleeding body parts.
*Due to a bug, these currently don't heal people over time.
+
*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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Burn Kit'''
+
| style="" align="center"| '''Burn Kit/Trauma Kit'''
| style="background: #d9d6d3;" | Used to heal and disinfect burn wounds, and accelerate the rate at a body part heals.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
*Can be used alongside bandages and trauma kits.
+
*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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Splint'''
+
| style="" align="center"| '''Blood Pack'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |
 +
*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.
 +
|-
 +
| style="" align="center"| '''Splint'''
 +
| style="" | 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.
 +
| style="" |  
 
*Splinted fractures won't heal by themselves (presumably), and need to be healed in surgery.
 
*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.
 
*Splinting yourself carries a chance of fumbling the splints, you can queue up multiple splint attempts to potentially splint yourself faster.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Tramadol Autoinjector'''
+
| style="" align="center"| '''Tramadol Autoinjector'''
| style="background: #d9d6d3;" | Painkiller, five-units, only found in the med-vendor. On the same level as morphine. Transfer out using a syringe. Overdose is thirty units.
+
| style="" | Painkiller, five-units, only found in the med-vendor. On the same level as morphine. Transfer out using a syringe. Overdose is thirty units.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Causes fatal side-effects if taken with alcohol.
 
*Causes fatal side-effects if taken with alcohol.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Dexalin'''
+
| style="" align="center"| '''Dexalin'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in oxygen deprivation treatment kits.
 
*Found in oxygen deprivation treatment kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Inaprovaline'''
+
| style="" align="center"| '''Inaprovaline'''
| style="background: #d9d6d3;" | Chemical that reduces pain to a minor extent and can stabilize wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
 
*Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Dylovene'''
+
| style="" align="center"| '''Dylovene'''
| style="background: #d9d6d3;" | Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Mix with inaprovaline to make tricordrazine. No overdose.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in toxin first-aid kits.
 
*Found in toxin first-aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Tricordrazine'''
+
| style="" align="center"| '''Tricordrazine'''
| style="background: #d9d6d3;" | Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. No overdose.
+
| style="" | Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. No overdose.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*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 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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Kelotane'''
+
| style="" align="center"| '''Kelotane'''
| style="background: #d9d6d3;" | Chemical used to remove burn damage. Effective in most cases, maybe helps prevent infections?
+
| style="" | Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in fire first aid kits.
 
*Found in fire first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Dexafen'''
+
| style="" align="center"| '''Dexafen'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in first aid kits.
 
*Found in first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Spaceacillin Autoinjector'''
+
| style="" align="center"| '''Spaceacillin Autoinjector'''
| style="background: #d9d6d3;" | Anti-disease agent, used to treat infections. Transfer out using a syringe.
+
| style="" | Anti-disease agent, used to treat infections. Transfer out using a syringe.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Syringe'''
+
| style="" align="center"| '''Syringe'''
| style="background: #d9d6d3;" | Used to transfer and inject people with reagents, does not penetrate through coats and helmets.
+
| style="" | Used to transfer and inject people with reagents, does not penetrate through coats and helmets.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Can be placed in your ear slot.
 
*Can be placed in your ear slot.
 
|-
 
|-
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! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Infantry First Aid Kit'''
+
| style="" align="center"| '''Infantry First Aid Kit'''
| style="background: #d9d6d3;" | A pouch that fits in your pocket and can contain three medical items. By defualt, contains a tourniquet, a bandage pack, and a syrette loaded with morphine.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
*The pack can be emptied and filled with up to three small items different from the ones initially loaded. This includes ammo and greandes.
+
*The pack can be emptied and filled with up to three small items different from the ones initially loaded. This includes ammo and grenades.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Bandage Pack'''
+
| style="" align="center"| '''Bandage Pack'''
| style="background: #d9d6d3;" | Contains a single bandage, use in hand to open the pack and take the bandage out. Opened packs cannot hold the bandages.
+
| style="" | Contains a single bandage, use in hand to open the pack and take the bandage out. Opened packs cannot hold the bandages.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Tourniquet'''
+
| style="" align="center"| '''Tourniquet'''
| style="background: #d9d6d3;" | A single-use item used to stop arterial/venous bleeding on the body-part it's used on.
+
| style="" | A single-use item used to stop arterial/venous bleeding on the body-part it's used on.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
 
|}
 
|}
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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.
 
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.
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Brute/Burn Damage====
 
====Brute/Burn Damage====
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|
 
|
 
Most weapons in-game cause brute damage, one of the four basic damage types, and flames and gas cause burn damage, another of the four. Brute injuries usually cause pain, burn injuries cause more pain than brute, and too many injuries, severe injuries, or simply enough damage of either type can cause a number of afflictions along with high levels of pain; this can lead to falling into a critical state, and death.
 
Most weapons in-game cause brute damage, one of the four basic damage types, and flames and gas cause burn damage, another of the four. Brute injuries usually cause pain, burn injuries cause more pain than brute, and too many injuries, severe injuries, or simply enough damage of either type can cause a number of afflictions along with high levels of pain; this can lead to falling into a critical state, and death.
*'''In-Game''', red bruises or black splotches will appear on exposed skin of the damaged body part, darkening in correspondence to the level of damage on the part. Patients with brute injuries may be covered in blood (though this may be other people's blood), and patients who had body parts exposed to gas, tried to pat someone on fire out, or had been set on fire themselves will usually have burn injuries in the relevant body parts. As the level of pain builds, patients will stutter words, and the chat will show that the patient "is having trouble keeping their eyes open." Brute damage is usually a cause, or at the very least an accompany, of most all other afflictions, internal and external; burn injuries less-so, but they are a cause of infections and high amounts of pain.
+
*'''In-Game''', red bruises or black splotches will appear on exposed skin of the damaged body part, darkening in correspondence to the level of damage on the part. Patients with brute injuries may be covered in blood (though this may be other people's blood), and patients who were exposed to gas (with or without a mask), tried to pat someone on fire out, or had been set on fire themselves will usually have burn injuries in the relevant body parts. As the level of pain builds, patients will stutter words, and the chat will show that the patient "is having trouble keeping their eyes open." Brute damage is usually a cause, or at the very least an accompany, of most all other afflictions, internal and external; burn injuries less-so, but they are a cause of infections and high amounts of pain.
 
*'''Examining''' will show the level of general injury of the patient corresponding usually to how much total brute damage and burn damage that patient has, though it can refer to the number of (usually related) afflictions the patient may have.
 
*'''Examining''' will show the level of general injury of the patient corresponding usually to how much total brute damage and burn damage that patient has, though it can refer to the number of (usually related) afflictions the patient may have.
 
*'''Analyzing''' will show body parts that have brute damage and burn damage, and the level of injury corresponding to how much brute and burn damage that limb has. The two levels of injury are shown distinctly for brute and burn.
 
*'''Analyzing''' will show body parts that have brute damage and burn damage, and the level of injury corresponding to how much brute and burn damage that limb has. The two levels of injury are shown distinctly for brute and burn.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 +
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
 
|-
 
|-
Line 200: Line 212:
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 +
 
 +
====Organ Damage====
 +
|-
 +
|
 +
Organs can receive damage from a number of different sources, but will ultimately, excluding the brain which may be healed via ateopine/inaprovaline, need surgery to be patched up. If an organ receives too much damage, is left out of the body for too long, or if an infection in an organ goes beyond sepsis++, the organ will turn necrotic, decay, and become useless. Any patient with a dead organ that isn't their brain will require treatment for the damage a lack of that organ causes, and can be handed a transplant if spare organs are available.
 +
*'''In-Game''', a patient may do a number of things depending on what organ or organs are damaged: damaged lungs will cause a patient to cough out blood and gasp for air; damaged hearts will fail to circulate blood and may cause fainting and the effects of blood loss as a result; damaged livers and stomachs will cause vomiting (though if they have no mask it may simply be the stench of dead bodies upending their stomachs); damaged eyes will cause blindness; damaged brains will cause blindness, fainting, and eventually full death if they reach too high a damage. Fractures and shrapnels in the chest and head often cause or accompany damaged organs in their respective areas. 
 +
*'''Examining''' does nothing.
 +
*'''Analyzing''' may show a number of indicators depending on the damaged organs: damaged lungs usually show as nothing; damaged hearts will cause blood pressure to steadily lower regardless of blood injected and afflicted patients will fail to metabolize injected chemicals; damaged livers and stomachs will cause toxin damage that may display as "Major systematic organ failure"; damaged eyes will show as nothing; damaged brains will show as varying levels of damage to the "Brain activity" stat.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Normal Bleeding====
 
====Normal Bleeding====
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|
 
|
 
Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of [[#Blood Loss|blood loss]].
 
Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of [[#Blood Loss|blood loss]].
*'''In-Game''', a patient's blood will make a light "splatter" sound as it drips out of their bleeding wounds. Drops of blood will appear below the patient's sprite, and patient's standing still will form pools of blood below them. The effects of [[#Blood Loss|blood loss]] may be apparent. Notably, blood trails from dragged prone patients are not necessarily an indicator of bleeding.
+
*'''In-Game''', a patient's blood will make a light "splatter" sound as it drips out of their bleeding wounds. Drops of blood will appear below the patient's sprite, and patient's standing still will form pools of blood below them, though this may not happen if enough blood is lost and/or if the patient's heart stops. The effects of [[#Blood Loss|blood loss]] may be apparent. Notably, blood trails from dragged prone patients are not necessarily an indicator of bleeding.
*'''Examining''' will show that a patient is bleeding if naked, or if clothed, that the patient has "blood soaking through" their worn uniform, regardless of how many separate body parts are bleeding. Arterial/Venous bleeding does not appear when examined.
+
*'''Examining''' will show that a patient is bleeding if naked, or if clothed and bleeding enough, that the patient has "blood soaking through" their worn uniform, regardless of how many separate body parts are bleeding. Arterial/Venous bleeding does not appear when examined.
 
*'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part.
 
*'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Arterial/Venous Bleeding====
 
====Arterial/Venous Bleeding====
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|
 
|
 
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.  
 
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.  
*'''In-Game''', a patient's blood will make a loud "pssssh" sound as blood shoots out onto the ground in one of the cardinal directions of the patient. The patient's skin will quickly become discolored as the effects of [[#Blood Loss|blood loss]] set in, and the chat will show that "blood squirts from the" artery/vein in the relevant afflicted body part. This is notably useful for seeing where to suture or apply a tourniquet if an analyzer isn't at hand. Blood can also squirt on you if you stand in the spot the blood falls.
+
*'''In-Game''', a patient's blood will make a loud "pssssh" sound as blood shoots out onto the ground in one of the cardinal and/or intercardinal directions of the patient. The patient's skin will quickly become discolored as the effects of [[#Blood Loss|blood loss]] set in, and the chat will show that "blood squirts from the" artery/vein in the relevant afflicted body part. This is notably useful for seeing where to suture or apply a tourniquet if an analyzer isn't at hand, though the bleeding may not appear if enough blood is lost, if the bleeding part was bandaged, and/or if the patient's heart stops. Blood can also squirt on you if you stand in the spot the blood falls.
 
*'''Examining''' shows nothing.
 
*'''Examining''' shows nothing.
 
*'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part.
 
*'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Blood Loss====
 
====Blood Loss====
 
|-
 
|-
 
|
 
|
If a patient's blood falls below 82%, the patient will experience blood loss: chemicals will circulate at reduced effectiveness (I think), and the patient will suffer oxygen damage which, built-up, may cause fainting, brain damage,  and death.
+
If a patient's blood falls below 82%, the patient will experience blood loss: chemicals will circulate at reduced effectiveness (I think), and the patient will suffer oxygen damage which, built-up, may cause fainting, brain damage,  and death. If a person has lost enough blood, normal bleeding and arterial/venous bleeding may still be present, but will not have any effect: there will not be enough blood in the body to cause drainage.
*'''In-Game''', a patient may have trouble seeing (partial symptom of caused brain damage), or holding items, and may faint often. A patient's skin may be discolored and grey if severe blood loss has taken place.
+
*'''In-Game''', a patient may have trouble seeing (partial symptom of caused brain damage), or holding items, and may faint often. A patient's skin may be discolored and grey if severe blood loss has taken place. All bleeding may stop if enough blood is lost, though this could be the patient's heart stopping, whether caused by blood loss or not.
 
*'''Examining''' a patient with blood loss will show that they "have pale skin" if their skin is visible.
 
*'''Examining''' a patient with blood loss will show that they "have pale skin" if their skin is visible.
*'''Analyzing''' a patient will show their blood level: if it's below 82%, the patient will suffer from blood loss. The analyzer may display "severe blood loss detected" if the patient has lost enough blood, though this only displays below a certain threshold (or maybe if something else is wrong with the patient). Along with this, the blood loss will cause varying degrees of oxygen damage, which will display as brain damage.
+
*'''Analyzing''' a patient will show their blood level: if it's below 82%, the patient will suffer from blood loss. The analyzer may display "severe blood loss detected" if the patient has lost enough blood, though this only displays below a certain threshold (or maybe if something else is wrong with the patient). Along with this, the blood loss will cause varying degrees of oxygen damage, which may cause brain damage depending on severity.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Shrapnel====
 
====Shrapnel====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Infections====
 
====Infections====
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*'''In-Game''', a person with acute level of infections may occasionally cough, and if the infection is progressed enough symptoms of toxin damage (vomiting and slowdown) may become apparent. At the highest levels symptoms of organ failure will occur, and limbs will quickly rot causing toxin damage. Presumably.
 
*'''In-Game''', a person with acute level of infections may occasionally cough, and if the infection is progressed enough symptoms of toxin damage (vomiting and slowdown) may become apparent. At the highest levels symptoms of organ failure will occur, and limbs will quickly rot causing toxin damage. Presumably.
 
*'''Examining''' shows nothing.
 
*'''Examining''' shows nothing.
*'''Analyzing''' may detect infections if the infections are acute enough.
+
*'''Analyzing''' may detect infections if the infections are acute enough, and patients with infections will have a raised body temperature above the average 37 celsius/98 fahrenheit.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Death====
 
====Death====
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|
 
|
 
If a person's heart stops, usually caused by severe damage, lack of oxygen, pain, and direct organ damage to the heart, the person will usually fall into a critical state and they will technically be dead. The patient will still be revivable, however, until either the brain damage reaches an irreparable point or the person playing ghosts, at which point the patient is referred to here as "fully dead". Notably, a person with a stopped heart may still be conscious and dangerous for some time afterwards, especially if they have dexalin (and maybe adrenaline) in their system.
 
If a person's heart stops, usually caused by severe damage, lack of oxygen, pain, and direct organ damage to the heart, the person will usually fall into a critical state and they will technically be dead. The patient will still be revivable, however, until either the brain damage reaches an irreparable point or the person playing ghosts, at which point the patient is referred to here as "fully dead". Notably, a person with a stopped heart may still be conscious and dangerous for some time afterwards, especially if they have dexalin (and maybe adrenaline) in their system.
*'''In-Game''', a dead person will most often be prone, unless buckled to something, and unconscious, usually with severe damage and afflictions apparent - though occasionally, wounds will be minor or unseen, usually indicating internal damage to the heart. If they're unconscious, you won't be able to see their breath fog the air around their head, since they won't be breathing. If fully dead, the patient will evacuate their bowls (usually not seen unless naked) and bladder (seen as pools of urine beneath the patient), and over the course of death will begin to rot, gathering flies around their head and discoloring skin.
+
*'''In-Game''', a dead person will most often be prone, unless buckled to something, and unconscious, usually with severe damage and afflictions apparent - though occasionally, wounds will be minor or unseen, usually indicating internal damage to the heart. Arterial/venous and surgical bleeding will stop as their hearts seize up, and normal bleeding will slow. If they're unconscious and not wearing a mask, you won't be able to see their breath fog the air around their head, since they won't be breathing. If fully dead, the patient will evacuate their bowls (usually not seen unless naked) and bladder (seen as pools of urine beneath the patient), and over the course of death will begin to rot, gathering flies around their head and discoloring skin.
 
*'''Examining''' at close range will show that a patient "does not appear to be breathing", and if adjacent you will begin to count their pulse: if dead, there will be no pulse, and if the person is fully dead, there will be no pulse and their soul will be departed. After a course of time fully dead, the person will be visibly rotted, with different stages of rot corresponding to time spent fully dead.
 
*'''Examining''' at close range will show that a patient "does not appear to be breathing", and if adjacent you will begin to count their pulse: if dead, there will be no pulse, and if the person is fully dead, there will be no pulse and their soul will be departed. After a course of time fully dead, the person will be visibly rotted, with different stages of rot corresponding to time spent fully dead.
*'''Analyzing''' will show a patient has a BPM of zero, and that the patient is "suffering from cardiac arrest" and that you should "administer CPR immediately." Brain damage will accumulate over time while dead; generally, the longer spent dead, the higher the damage of the brain, and the closer to full death the patient is. Fully dead, the patient's brain activity will read as "None - Patient is Braindead."
+
*'''Analyzing''' will show a patient has a BPM of zero, and that the patient is "suffering from cardiovascular shock" and that you should "Administer CPR immediately." Blood pressure will remain stable and usually lower, and chemicals won't circulate, as the heart won't be functioning. Brain damage will accumulate over time while dead; generally, the longer spent dead, the higher the damage of the brain, and the closer to full death the patient is. Fully dead, the patient's brain activity will read as "None - Patient is Braindead."
 
|}
 
|}
  
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Most external wounds are treated using the [[#Belt Equipment|suture]], with [[#Belt Equipment|morphine]] or another painkiller administered alongside the treatment. [[#Non-Belt Equipment|Tricordrazine]] may also be administered to help speed the healing progress, and [[#Non-Belt Equipment|inaprovaline]] may be administered to stabilize and partially heal the patient.
 
Most external wounds are treated using the [[#Belt Equipment|suture]], with [[#Belt Equipment|morphine]] or another painkiller administered alongside the treatment. [[#Non-Belt Equipment|Tricordrazine]] may also be administered to help speed the healing progress, and [[#Non-Belt Equipment|inaprovaline]] may be administered to stabilize and partially heal the patient.
  
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 injectors are handy the bleeding can wait for other injuries to be healed.
+
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 [[#Non-Belt Equipment|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.
 
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.
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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.
 
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.
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Brute/Burn Damage====
 
====Brute/Burn Damage====
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|-
 
|-
 
|
 
|
Administer morphine as painkiller if brute damage is severe or burn damage is present. Check for both bleeding types and shrapnel before healing. Target the body part to be healed and use a suture to begin suturing the wounds. Once you finish a bit of damage will have been removed. You can continue suturing the part afterwards to remove more damage. You cannot suture other parts while already suturing. Administer kelotane to heal burn damage.
+
Administer morphine as painkiller if brute damage is severe or burn damage is present. Check for any bleeding and shrapnel before healing. Target the body part to be healed and use a suture to begin suturing the wounds. Once you finish a bit of damage will have been removed. You can continue suturing the part afterwards to remove more damage. You cannot suture other parts while already suturing. Administer kelotane to heal burn damage, alone or alongside suturing.
*Usually most brute damage is healed up to minor level injury. If you aren't busy, and the patient is in no rush, you can heal the wound fully, though it may make more sense to work on something else.
+
*Usually healing brute up to minor level injury will remove most afflictions caused by the damage (especially if coupled with painkiller). If you aren't busy, and the patient is in no rush, you can heal the wound fully, though it may make more sense to work on something else.
 
*Minor amounts of damage will heal over time, and most food can be eaten to speed up the progress.
 
*Minor amounts of damage will heal over time, and most food can be eaten to speed up the progress.
 
*Tricordrazine will heal small amounts of damage on all body parts, you can administer it on its own or form it in a sleeper. Can be useful for healing other wounds while you suture more damaged parts.
 
*Tricordrazine will heal small amounts of damage on all body parts, you can administer it on its own or form it in a sleeper. Can be useful for healing other wounds while you suture more damaged parts.
*Kelotane will quickly heal most burn damage
+
*Kelotane will heal most burn damage and will help to prevent infection as the burn wounds heal, but the rate of healing is slow; if the patient has multiple burns on multiple body parts, fully suturing some of the burns (or suturing the severely burned areas) can help to prevent paincrit.
*Trauma Kits and Bandages can be used to heal small amounts of brute and burn damage and to speed up the progress at which the rest of the damage heals. Can be used on multiple parts on multiple people at the same time, but this will use up the stack quickly, and the healing is slow (and these currently don't heal over time due to a bug).
+
*Trauma Kits can be used to heal small amounts of brute and burn damage and to speed up the progress at which the rest of the damage heals. Can be used on multiple parts on multiple people at the same time, but this will use up the stack quickly, and the healing is slow (and these currently don't heal over time due to a bug).
 
*Burn Kits can be used to prevent infection in a wound, to heal burn damage, and to speed up the progress of healing. Can be used on multiple parts on multiple people at the same time, though the healing is slow.
 
*Burn Kits can be used to prevent infection in a wound, to heal burn damage, and to speed up the progress of healing. Can be used on multiple parts on multiple people at the same time, though the healing is slow.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 +
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
<small>Administer Morphine, splint fractures if patient is self-transporting or continuing to fight, perform relevant surgery</small>
+
<small>Administer Morphine, splint fractures if patient is self-transporting or continuing to fight, perform [[#Fractures/Torn Ligaments 3|Fractures/Torn Ligaments]] surgery or [[#Amputation/Limb Attachment|Amputation/Limb Attachment]] surgery with prosthetic</small>
 
|-
 
|-
 
|
 
|
Administer morphine as painkiller. Check for other injuries. Splint the part if fractured and necessary; torn muscles won't accrue damage over time, and splinting a torn muscle does nothing for the patient's ability to stand. Perform the relevant surgery to fully heal the fracture/muscle.
+
Administer morphine as painkiller. Check for other injuries. Splint the part if fractured and necessary; torn muscles won't accrue damage with movement, and splinting a torn muscle does nothing for the patient's ability to stand. Perform [[#Fractures/Torn Ligaments 3|Fractures/Torn Ligaments]] surgery to fully heal the fracture/muscle, or [[#Amputation/Limb Attachment|amputate and attach a new undamaged limb/prosthetic]].
 
*Organ damage will usually be caused or accompanied by a fractured head or upper body, and shrapnel is often a cause for fractures in the first place.
 
*Organ damage will usually be caused or accompanied by a fractured head or upper body, and shrapnel is often a cause for fractures in the first place.
 
*The fractured bones of prone patients won't move on their own. If the patient is trying to move to the base, you can skip splinting and tell them to crawl there; if transporting a patient, make sure they're lying prone or that you're grabbing them rather than dragging them.
 
*The fractured bones of prone patients won't move on their own. If the patient is trying to move to the base, you can skip splinting and tell them to crawl there; if transporting a patient, make sure they're lying prone or that you're grabbing them rather than dragging them.
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*Splinted fractures will not heal over time.
 
*Splinted fractures will not heal over time.
 
|}
 
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
 +
====Organ Damage====
 +
<small>Administer morphine, splint any fractures if necessary, remove any shrapnel, administer dylovene for livers/stomachs and gas victims, dexalin for lungs/hearts, ateopine for brains, perform relevant surgery</small>
 +
|-
 +
|
 +
Administer morphine. Check for other problems, remove any shrapnel and splint any fractures (if patient is self-transporting or otherwise necessary) that could cause further organ damage. Administer dylovene if liver/stomach is damaged or the patient was exposed to gas without a mask. Administer dexalin if available and/or perform CPR if heart/lungs are damaged. Administer ateopine if available to heal severe cases of brain damage. Perform the relevant surgery to fully heal the damaged organs.
 +
*Patients exposed to gas without a mask will ingest and be exposed to chemicals. These chemicals damage their eyes upon exposure, and damage their organs and cause toxin damage while ingested; the sleeper can be used to pump the stomachs of patients to remove these chemicals before surgery.
 +
*If the organs of a patient, excluding their brain, receive too much damage, spend too much time spent outside the patient, or have infections go beyond sepsis++, the organ will suffer necrosis and become useless. The patient will suffer toxin damage and the resulting damage from a lack of that organ, though a transplant can be performed if organs are available.
 +
*If a patient's organs suffer necrosis and a transplant isn't viable, you can hype the patient on the necessary chemicals to counteract the effects. This can keep them decently alive, depending on what's damaged, as long as the chemicals remain metabolized.
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
====Normal Bleeding====
 +
<small>Remove shrapnel if present, bandage bleeding part or parts, use trauma kits if without bandages, administer blood as needed</small>
 +
|-
 +
|
 +
Administer morphine if necessary. Check for other problems. Remove any shrapnel to avoid having to stop bleeding before and after. Use bandages to stop the bleeding, or use trauma kits (the latter may take several cycles to stop the bleeding but will accelerate the rate at which wounds heal). Administer blood to compensate for lost blood as needed. Watch for brain damage and blood loss.
 +
*Fully healing the wounds that caused the bleeding will cause the accompanying bleeding to stop.
 +
*You can use a stack of bandages/kits on multiple parts and/or on multiple people at the same time.
 +
*Bleeding will drain blood at a steady rate, especially if multiple parts are bleeding, but this usually takes time, and other wounds can be worked on before the effects of blood loss take place.
 +
*During surgery, an incision will cause a special kind of normal bleeding that is stopped by using a hemostat. This loses blood slightly faster than normal bleeding (presumably).
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
====Arterial/Venous Bleeding====
 +
<small>Suture, administer blood as needed</small>
 +
|-
 +
|
 +
Administer morphine only if needed, otherwise administer after suturing. Suture afflicted parts. Administer blood as needed. Check for other problems.
 +
*Healing arterial/venous bleeding is usually done before healing other injuries, mainly to stop the rapid blood loss, though it can be negated if enough blood injectors are present.
 +
*Suturing an injured body part with arterial/venous bleeding will automatically suture the bleeding before suturing the damage.
 +
*Bandages will (presumably) do nothing to stop the arterial/venous bleeding.
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
====Blood Loss====
 +
<small>Administer blood until above 82%, if blood level doesn't increase check for organ damage</small>
 +
|-
 +
|
 +
Administer morphine as necessary. Check for other problems. Administer blood until level is above 82% or as necessary. If blood level doesn't increase and patient is alive, administer dexalin if available and/or or perform CPR, and check for heart damage. If patient is dead, administer blood after healing any organ damage and before administering ateopine.
 +
*After administering large amounts of blood, it may take some time before the blood is oxygenated; you may have to administer dexalin or to perform CPR to help remove oxygen damage.
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
====Shrapnel====
 +
<small>Wirecutters, administer morphine for pain, bandage/suture any bleeding, check for fractures/organ damage</small>
 +
|-
 +
|
 +
Administer morphine as needed. Check for other problems. Use wirecutters to pull shrapnel, check afterwards for more shrapnel. Bandage any caused bleeding, suture any caused arterial/venous bleeding.
 +
*Removing the shrapnel often causes bleeding and occasionally causes arterial/venous bleeding, though it is usually better to remove the shrapnel even if bandages are not present.
 +
*[[#Shrapnel|Examining a patient]] will show you how many pieces of shrapnel they have and where, though the count cuts off above three.
 +
*Shrapnel often accompanies or causes fractures and organ damage, especially if the shrapnel was in a patient for an extended period or was coupled with extreme and sudden brute damage.
 +
*Make sure that, when removing shrapnel of the head, you aren't pulling teeth by targeting the mouth.
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
====Infections====
 +
<small>Administer spaceacillin if available, administer dylovene, amputate necrotic limbs</small>
 +
|-
 +
|
 +
Check for other injuries. Administer spaceacillin if available. Administer dylovene, hype up patient on more dylovene if spaceacillin is not available. If limbs are necrotic, amputate and insert prosthetics. If organs, upper body, lower body, and/or head are necrotic, hype up patient on dylovene or attempt organ replacement if organs and time are available.
 +
*Bacterial Infections have different stages of progression: Mild, Mild+, Mild++, Acute, Acute+, Acute++, Sepsis, Sepsis+, Sepsis++. Beyond Sepsis++ the infected part of the body becomes necrotic presumably.
 +
*Most infections progress slowly, and can be ignored while practicing, though infections will eventually start to cause toxin damage increasing beyond acute (presumably) and will eventually cause necrosis of infected limbs and/or organs.
 +
*The environment the patient is in can contribute to the chance of infections occurring during injury or surgery, though it may be unoptimized in the current version of this game. Bodies, blood, and patient and/or doctor being covered in blood will increase the chance of infection occurring.
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 +
!
 +
====Death====
 +
<small>Treat all pressing afflictions, administer morphine, administer ateopine after healing or to stop brain death, perform CPR if no ateopine is available</small>
 +
|-
 +
|
 +
Check for other problems, heal all problems such that death will not happen immediately after revival. Administer blood as needed to ensure circulation of ateopine. Administer dexalin if available. Administer ateopine. If ateopine is not available, perform CPR.
 +
*CPR can resuscitate patients suffering from death, though the process is inefficient.
 +
*If severe organ damage is present before revival, or any of the organs are necrotic, dylovene and/or dexalin may be needed for the patient. If the patient's heart refuses to beat after organs are healed, the heart may be necrotic, and the patient may be unrevivable (for any period more than a few seconds of life) without organ transplant.
 +
*During death, the rate of bleeding and arterial/venous bleeding will slow or stop, since the heart will have stopped. The blood pressure in the body usually also remains mostly stable, and will usually be lower because of the stopped heart. Once revived, the bleeding will start again, and blood pressure may jump up as blood injected before revival becomes part of the patient's blood supply. Make sure to heal bleeding before revival, to administer dexalin if needed and available to oxygenate the blood (new and/or otherwise), and to not administer more blood than needed to save supplies, though usually more blood will ultimately be needed.
 +
|}
 +
 +
===Triage===
 +
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.'''
  
 
==Surgery==
 
==Surgery==
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.
+
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.
  
Before or during the surgery for organ damage, 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 will eventually fracture it yourself. This can be useful for skipping the bonesaw step of the surgery, since the chest only needs to be fractured to access the organs behind the bone, and the bonesaw by default is simply used to fracture the chest anyway.
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 +
!
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
 +
|-
 +
|
 +
*Scalpel
 +
*Hemostat (Optional, prevents special type of bleeding)
 +
*Retractor
 +
*If head or upper body, Trauma kit/Bandage to check for organ damage, stop if no attempt to heal organs is made (Optional, fractured heads and chests often cause and/or accompany organ damage)
 +
*Fix-o-vein, torn muscles, do before healing fractures if fractures also present
 +
*Bone Gel, fractures, applies gel
 +
*Bone Clamp, fractures, clamp in place, has chance to fail
 +
*Bone Gel, fractures, finishes and seals bone
 +
*Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
 +
|}
  
#Scalpel
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
#Hemostat (Optional, prevents special type of bleeding)
+
!
#Retractor
+
====Organ Damage====
#If head or upper body, trauma kit to check for organ damage, stop if no attempt to heal organs is made (Optional, fractured heads and chests often cause and/or accompany organ damage)
+
|-
If fractures:
+
|
#Bone Gel
+
*Scalpel
#Bone Clamp
+
*Hemostat (Optional, prevents special type of bleeding)
#Bone Gel
+
*Retractor
If torn muscles:
+
*If head or upper body and not fractured, Bone Saw
#Fix-o-vein
+
*Trauma Kit or Bandage (both presumably work)
To close:
+
*Bone Gel, if head or Upper Body
#Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
+
*Bone Clamp, after previous
*Anesthetics are not necessary for surgery, and morphine can be optional, though the pain can cause shock if other injuries have already caused pain.
+
*Bone Gel, after previous
*Healing medicines administered before the surgery can heal damage while you operate.
+
*Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
 +
|}
  
===Analyzer Data===
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 +
!
 +
====Amputation/Limb Attachment====
 +
|-
 +
|
 +
*If limb or limb stump is present, Bone Saw (usually causes bleeding)
 +
*If attaching limb, use prosthetic/limb while targeting missing limb
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 +
!
 +
====Organ Transplants====
 +
|-
 +
|
 +
*Scalpel
 +
*Hemostat (Optional, prevents special type of bleeding)
 +
*Retractor
 +
*If head or upper body and not fractured, Bone Saw
 +
*To separate organ, scalpel
 +
*To remove separated organ, hemostat
 +
*To transplant organ, organ
 +
*To connect transplanted/separated organ, fix-o-vein
 +
*Trauma kit/Bandage to check for organ damage, stop if no attempt to heal organs is made (Optional)
 +
*Bone Gel, if head or Upper Body
 +
*Bone Clamp, after previous
 +
*Bone Gel, after previous
 +
*Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
 +
|}
 +
 
 +
==Analyzer Data==
 
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
 
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
  
'''Brain Status'''
+
'''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.
 
: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.
'''Blood Level'''
 
:Shows how much blood a patient has in percentage and volume. Below 82% a patient will start suffering from noticeable effects of blood loss.
 
 
'''Pulse Rate (BPM)'''
 
'''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.
 
: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.
'''Temperature'''
+
'''Blood pressure'''
: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.
+
: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.
 +
'''Radiation'''
 +
:Stat that changes if the patient is irradiated, and will show the level of radiation in the patient if they are (presumably).
 
'''Overall Status'''
 
'''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.
 
: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'''
+
::'''Major systematic organ failure detected.'''
:::Actually an indicator of severe toxin damage rather than organ damage, but patients with MSOF may have failing or decaying organs causing the toxin damage either way. Often seen in gas victims as the chemicals they've ingested cause toxin and organ damage.
+
:::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'''
+
::'''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.
 
:::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'''
+
::'''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.
 
:::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'''
+
::'''Infections detected, '''
 
:::Indicator of (usually progressed) [[#Infections|bacterial infection]] in the patient, a result often of unclosed incisions and untreated burn wounds. Not an indicator of viral infections, presumably.
 
:::Indicator of (usually progressed) [[#Infections|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.'''
+
::'''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.
 
:::Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
::'''Cardiac Arrest, administer CPR immediately.'''
+
::'''Patient is suffering from cardiovascular shock. Administer CPR immediately.'''
:::Shown when the patient's heart has a BPM of 0. CPR isn't always necessary when starting a stopped heart, and presumably isn't able to be used on its own to revive one.
+
:::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.
'''Damage Statistics'''
+
'''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:
 
: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.
 
::'''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 significant pain.
+
::'''Moderate''': Can be ignored, more often than not warrants treatment. Mutiple afflicted parts can cause good deal of pain.
::'''Significant''': Possibly comes after "Severe" in terms of damage, warrants treatment. Good deal of pain alone.
+
::'''Significant''': Warrants treatment. Good deal of pain alone.
::'''Severe''': Possibly comes before "Significant" in terms of damage, warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
+
::'''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.
 
::'''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.
 +
 +
::'''[[#Belt Equipment|ateopine]]'''
 +
:::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.
 +
 +
[[Category:Guides]]

Latest revision as of 04:48, 16 October 2020

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

Diagnosing

Methods

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.

Treatment

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.

Triage

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.

Surgery

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.

Radiation

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.

ateopine
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.