Difference between revisions of "Guide to Medicine"
m (Patches Major Systematic Organ Damage description according to Walker9#1255.) |
m (Adds info on bandaging internal bleeding.) |
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| style="" align="center"| '''Blood Injector''' | | style="" align="center"| '''Blood Injector''' | ||
− | | style="" | Contains five hundred units of universal O- blood, | + | | 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="" | | | style="" | | ||
*Blood injectors may be placed behind your ear. | *Blood injectors may be placed behind your ear. | ||
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| style="" | | | 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. | ||
− | *Because the bandages | + | *Because the bandages heal fewer injuries on a body part than trauma kits, they can be used to quickly patch bleeding body parts. |
− | *Bandages | + | *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. Presumably. |
*You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack. | *You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack. | ||
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*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? | *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. | *You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack. | ||
+ | |- | ||
+ | | style="" align="center"| '''Blood Pack''' | ||
+ | | 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="" | | ||
+ | *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. | ||
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| style="" align="center"| '''Splint''' | | style="" align="center"| '''Splint''' | ||
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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, 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. | *'''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. | ||
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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 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 and/or if the patient's heart stops. 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. | ||
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===Treatment=== | ===Treatment=== | ||
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. | ||
+ | |||
+ | 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. | 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. |
Revision as of 08:32, 22 July 2020
Contents
[hide]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, injects 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 | Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time. |
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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. |
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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. |
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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, 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. |
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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. |
|
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 items. By defualt, contains a tourniquet, a bandage pack, and a syrette loaded with morphine. |
|
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.
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Brute/Burn Damage |
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Fractures/Torn Ligaments |
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Organ Damage |
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Normal Bleeding |
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Arterial/Venous Bleeding |
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Blood Loss |
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Shrapnel |
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Infections |
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Death |
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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.
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.
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Brute/Burn DamageSuture, administer morphine for pain, use tricord to heal multiple injuries at once, administer kelotane for burns |
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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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Organ DamageAdminister 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 |
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Normal BleedingRemove shrapnel if present, bandage bleeding part or parts, use trauma kits if without bandages, administer blood as needed |
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Arterial/Venous BleedingSuture, administer blood as needed |
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Blood LossAdminister blood until above 82%, if blood level doesn't increase check for organ damage |
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ShrapnelWirecutters, administer morphine for pain, bandage/suture any bleeding, check for fractures/organ damage |
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InfectionsAdminister spaceacillin if available, administer dylovene, amputate necrotic limbs |
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DeathTreat all pressing afflictions, administer morphine, administer ateopine after healing or to stop brain death, perform CPR if no ateopine is available |
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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.
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.
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Fractures/Torn Ligaments |
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Organ Damage |
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Amputation/Limb Attachment |
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Organ Transplants |
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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.
- Major systematic organ failure detected.
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.
- Severe: Warrants treatment. Good deal of pain alone.
- Significant: 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.
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".