Difference between revisions of "Guide to Medicine"
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| style="background: #d9d6d3;" align="center"| '''Kelotane''' | | style="background: #d9d6d3;" align="center"| '''Kelotane''' | ||
− | | style="background: #d9d6d3;" | Chemical used to remove burn damage. | + | | style="background: #d9d6d3;" | Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection. |
| style="background: #d9d6d3;" | | | style="background: #d9d6d3;" | | ||
*Found in fire first aid kits. | *Found in fire first aid kits. |
Revision as of 17:37, 8 July 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 |
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Ateopine | Restarts stopped hearts and heals brain damage. |
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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. |
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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. |
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Morphine | Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. Overdose is thirty units. |
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Morphine Ampoule | A vial containing one hundred units of morphine. |
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Syrette | A five unit capacity refillable auto-injector, starts in medical belts with morphine pre-loaded. Can be refilled by using on beakers and ampules. |
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Wirecutters | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent. |
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Blood Injector | 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 cases. |
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Non-Belt Equipment
Equipment found outside of the medical belts, in medical kits or in the med vendors at each base.
Item | Description | Notes |
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Bandage/Trauma Kit | Used to stop non-arterial/venous bleeding and to accelerate the rate at which a body part heals. |
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Burn Kit | Used to heal and disinfect burn wounds, and accelerate the rate at a body part heals. |
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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. |
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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. |
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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. |
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Inaprovaline | 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. |
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Dylovene | Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Mix with inaprovaline to make tricordrazine. No overdose. |
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Tricordrazine | Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. No overdose. |
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Kelotane | Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection. |
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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. |
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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. |
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IFAK Equipment
Equipment involving the Infantry First-Aid Kits, or the IFAKs, handed by default to most every soldier.
Item | Description | Notes |
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Infantry First Aid Kit | 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. |
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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.
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.
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Fractures/Torn Ligaments |
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Too much brute damage to a body part may result in fractured bones or torn muscles. Patient's with either in the legs or feet will be unable to stand, and patients with either in the arms or hands will be unable to hold items. Bones fractured in the upper body, lower body, and head may move around if the patient moves (but presumably not if they crawl), which can cause internal organ damage and pain.
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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.
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Arterial/Venous Bleeding |
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Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.
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Blood Loss |
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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.
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Shrapnel |
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Bullets and fragmentation from explosions may lodge into a patient, becoming shrapnel. If the patient tries to move while shrapnel is lodged, the shrapnel can deal additional brute damage, which can fracture bones (and possibly cause organ damage). Shrapnel moving in a body also causes pain.
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Infections |
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Untreated wounds, especially open incisions and burn injuries, are prone to infection, and may become infected if not healed or treated. These infections are bacterial, and aren't spreadable between people, but can eventually cause limbs and organs to become necrotic, and may cause toxin damage.
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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.
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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.
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.
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.
Brute/Burn DamageSuture, administer morphine for pain, use tricord to heal multiple injuries at once, administer kelotane for burns |
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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.
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Fractures/Torn LigamentsAdminister Morphine, splint fractures if patient is self-transporting or continuing to fight, perform relevant surgery |
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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.
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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.
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.
Fractures/Torn Ligaments
- Scalpel
- Hemostat (Optional, prevents special type of bleeding)
- Retractor
- 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
- Bone Clamp
- Bone Gel
If torn muscles:
- Fix-o-vein
To close:
- Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
- 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.
Analyzer Data
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
Brain Status
- 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)
- 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
- 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.
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
- 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.
- Severe Oxygen Deprivation
- 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
- 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.
- Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
- Cardiac Arrest, 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.
- Major Systematic Organ Failure
Damage Statistics
- 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 significant pain.
- Significant: Possibly comes after "Severe" in terms of damage, 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.
- Irreparable: Highest damage level, healable only by suturing. Does not require amputation.