Difference between revisions of "Guide to Medicine"

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(Puts Diagnosing into Tables, adds information on death, adds Treatment subsection, minor changes.)
(Adds information to Treatment, adds arbitrary Surgery section.)
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| style="background: #d9d6d3;" | Restarts stopped hearts and heals brain damage.
 
| style="background: #d9d6d3;" | Restarts stopped hearts and heals brain damage.
 
| style="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
*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.
+
*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.
*Damaged hearts may require surgery to restore circulation.
+
*Damaged hearts may require surgery to restore functionality.
 
|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Ateopine Autoinjector'''
 
| style="background: #d9d6d3;" align="center"| '''Ateopine Autoinjector'''
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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.
+
*Due to a bug, these 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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: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%;"
+
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; "
 +
!
 +
====Brute/Burn Damage====
 +
|-
 +
|
 +
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.
 +
*'''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.
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
 
!
 
!
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
 
====Normal Bleeding====
 
====Normal Bleeding====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
 
====Arterial/Venous Bleeding====
 
====Arterial/Venous Bleeding====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
 
====Blood Loss====
 
====Blood Loss====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
 
====Shrapnel====
 
====Shrapnel====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
 
====Infections====
 
====Infections====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
 
====Death====
 
====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.
+
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. 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,
+
*'''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 maybe discoloring skin, not sure).
*'''Examining''' shows nothing.
+
*'''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''' may detect infections if the infections are acute enough.
+
*'''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."
 
|}
 
|}
  
 
===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.
+
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.
 +
 
 +
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.  
+
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%;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
!
 
!
====Brute Damage====
+
====Brute/Burn Damage====
<small>Suture, administer morphine for pain</small>
+
<small>Suture, administer morphine for pain, use tricord to heal multiple injuries at once, administer kelotane for burns</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.
+
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.
 +
*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.
 
*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 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.
+
*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.
*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).
+
*Kelotane will quickly heal most burn damage
*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.
+
*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).
 +
*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;"
 +
!
 +
====Fractures/Torn Ligaments====
 +
<small>Administer Morphine, splint fractures if patient is self-transporting or continuing to fight, perform relevant surgery</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.
 +
*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.
 +
*Splinting a fractured leg or foot will allow the patient to stand, I think.
 +
*Splinted fractures will not heal over time.
 
|}
 
|}
 +
 +
==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===
 
===Analyzer Data===
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::'''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.
 +
::'''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.
 +
::'''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.
 
'''Damage Statistics'''
 
'''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:
 
: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:

Revision as of 20:16, 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 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.
  • 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, these 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.

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.

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.

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

  1. Scalpel
  2. Hemostat (Optional, prevents special type of bleeding)
  3. Retractor
  4. 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:

  1. Bone Gel
  2. Bone Clamp
  3. Bone Gel

If torn muscles:

  1. Fix-o-vein

To close:

  1. 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.

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.