Difference between revisions of "Guide to Medicine"

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(Non-Belt Equipment)
(Puts Diagnosing into Tables, adds information on death, adds Treatment subsection, minor changes.)
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|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Morphine'''
 
| style="background: #d9d6d3;" 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.  
+
| 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="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 
*Causes fatal side-effects if taken with alcohol.
 
*Causes fatal side-effects if taken with alcohol.
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*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.
 
*It may take several cycles of use on a patient before bleeding wounds are patched.
 +
*Due to a bug, bandages currently don't heal people over time.
 
|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Burn Kit'''
 
| style="background: #d9d6d3;" align="center"| '''Burn Kit'''
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|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Tramadol Autoinjector'''
 
| style="background: #d9d6d3;" 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.
+
| 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="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 
*Causes fatal side-effects if taken with alcohol.
 
*Causes fatal side-effects if taken with alcohol.
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|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Dylovene'''
 
| style="background: #d9d6d3;" 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.
+
| 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="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 
*Found in toxin first-aid kits.
 
*Found in toxin first-aid kits.
 
|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Tricordrazine'''
 
| style="background: #d9d6d3;" 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.
+
| 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="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 +
*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.
 
|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Kelotane'''
 
| style="background: #d9d6d3;" align="center"| '''Kelotane'''
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*Found in fire first aid kits.
 
*Found in fire first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Cold Medicine Chemical'''
+
| style="background: #d9d6d3;" align="center"| '''Dexafen'''
| style="background: #d9d6d3;" | There's a chemical found in first-aid kits that's called "cold medicine", not sure what specifically it is.
+
| 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="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 
*Found in first aid kits.
 
*Found in first aid kits.
 
|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Spaceacillin Autoinjector'''
 
| style="background: #d9d6d3;" align="center"| '''Spaceacillin Autoinjector'''
| style="background: #d9d6d3;" | Anti-viral agent, used to treat infections. Transfer out using a syringe.
+
| style="background: #d9d6d3;" | Anti-disease agent, used to treat infections. Transfer out using a syringe.
 
| style="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 
|-
 
|-
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===Diagnosing===
 
===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.
 
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====
+
*'''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
+
: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====
+
*'''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.
+
: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====
+
*'''Analyzing'''
Using a [[#Belt Equipment|health analyzer]] on a patient will display a [[#Analyzer Data|read-out]] extensively detailing the patient's injuries and conditions.
+
:Using a [[#Belt Equipment|health analyzer]] on a patient will display a [[#Analyzer Data|read-out]] extensively detailing the patient's injuries and conditions.
====Body Scanner====
+
*'''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.
+
: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.
  
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
: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.
+
|-
:'''In-Game''', a loud "crack" sound will resonate from a person if their bones fracture, and the patient may fall over or drop items they're holding.
+
|
:'''Examining''' shows any body parts with fractured bones.
+
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.
:'''Analyzing''' detects fractures in the relevant body parts.
+
*'''In-Game''', a loud "crack" sound will resonate from a person if their bones fracture, and the patient may fall over or drop items they're holding.
 +
*'''Examining''' shows any body parts with fractured bones.
 +
*'''Analyzing''' detects fractures in the relevant body parts.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 
====Normal Bleeding====
 
====Normal Bleeding====
: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.
+
|
:'''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.
+
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]].
:'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part.
+
*'''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.
 +
*'''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.
 +
*'''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%;"
 +
!
 
====Arterial/Venous Bleeding====
 
====Arterial/Venous Bleeding====
: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.
+
|
:'''Examining''' shows nothing.
+
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.  
:'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part.
+
*'''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.
 +
*'''Examining''' shows nothing.
 +
*'''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%;"
 +
!
 
====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.
:'''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.
:'''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 will display as brain damage.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 
====Shrapnel====
 
====Shrapnel====
 +
|-
 +
|
 
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.
 
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.
:'''In-Game''', the chat shows that "the shrapnel sticks in the wound" of the person being hit by shrapnel, though it doesn't immediately display the name of the afflicted person. If you are afflicted, the chat will show as the shrapnel jostles around with your movement.  
+
*'''In-Game''', the chat will say that "the shrapnel sticks in the wound" if a person is hit by shrapnel, though it won't display the name of the afflicted person. If you are afflicted, the chat will show as the shrapnel jostles around with your movement.  
:'''Examining''' will show if a patient's body parts have shrapnel lodged in them, and the amount of shrapnel lodged in those parts. If a body part has multiple shrapnel, examination will show the number of shrapnel up to a maximum of three pieces.
+
*'''Examining''' will show if a patient's body parts have shrapnel lodged in them, and the amount of shrapnel lodged in those parts. If a body part has multiple shrapnel, examination will show the number of shrapnel up to a maximum of three pieces.
:'''Analyzing''' will show that there is [shrapnel detected] in afflicted body parts, though it will display this regardless of the amount of shrapnel lodged in one body part.
+
*'''Analyzing''' will show that there is [shrapnel detected] in afflicted body parts, though it will display this regardless of the amount of shrapnel lodged in one body part.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 +
====Infections====
 +
|-
 +
|
 +
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.
 +
*'''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.
 +
*'''Analyzing''' may detect infections if the infections are acute enough.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 +
====Death====
 +
|-
 +
|
 +
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. 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. You won't be able to see their breath fog the air around their head, since they won't be breathing (unless they're masked or conscious maybe, not sure). If fully dead,
 +
*'''Examining''' shows nothing.
 +
*'''Analyzing''' may detect infections if the infections are acute enough.
 +
|}
 +
 
 +
===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.
 +
 
 +
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.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 +
!
 +
====Brute Damage====
 +
<small>Suture, administer morphine for pain</small>
 +
|-
 +
|
 +
Administer morphine as painkiller if brute damage is severe. 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.
 +
*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 brute 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.
 +
*Trauma Kits and Bandages can be used to heal small amounts of brute 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 bandages currently don't heal over time due to a bug).
 +
*Burn Kits can be used to prevent infection in a wound, 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.
 +
|}
  
 
===Analyzer Data===
 
===Analyzer Data===
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:::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.
 
:::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'''
 
::'''Severe Oxygen Deprivation'''
:::An indicator that the patient has large amounts of oxygen damage, usually seen in people who have damaged lungs and have gone a length of time without treatment.
+
:::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'''
 
:::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.
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::'''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 significant pain.
::'''Significant''': Possibly comes after "Severe" in terms of damage, usually warrants treatment. Good deal of pain alone.
+
::'''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, causes pain at levels exceeding that what morphine can remove.
+
::'''Severe''': Possibly comes before "Significant" in terms of damage, warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
::'''Irreparable''': Special level inflicted onto (presumably only) limbs, the limb will be unusable and unhealable, warrants amputation.
+
::'''Irreparable''': Highest damage level, healable only by suturing. Does not require amputation.

Revision as of 17:26, 7 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
Ateopine Restarts stopped hearts and heals brain damage.
  • Stopped hearts that are damaged and patients with low blood levels may struggle to circulate the ateopine, you may want to perform CPR after administering to help kickstart a stopped heart.
  • Damaged hearts may require surgery to restore circulation.
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.
  • Does not stop normal (non-arterial/venous) bleeding.
  • 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 beakers and ampules.
  • 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, inject 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/Trauma Kit Used to stop non-arterial/venous bleeding and to accelerate the rate at which a body part heals.
  • 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.
  • Due to a bug, bandages currently don't heal people over time.
Burn Kit Used to heal and disinfect burn wounds, and accelerate the rate at a body part heals.
  • Can be used alongside bandages and trauma kits.
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 and can stabilize 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. 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.
Kelotane Chemical used to remove burn damage. Effective in most cases, maybe helps prevent infections?
  • 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 medical 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 greandes.
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.

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.

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.

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.

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.