Difference between revisions of "Guide to Medicine"

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(Adds info to treatment, patches info on other stuff.)
(Adds to Treatment section, adds to Surgery section.)
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*'''In-Game''', a person with acute level of infections may occasionally cough, and if the infection is progressed enough symptoms of toxin damage (vomiting and slowdown) may become apparent. At the highest levels symptoms of organ failure will occur, and limbs will quickly rot causing toxin damage. Presumably.
 
*'''In-Game''', a person with acute level of infections may occasionally cough, and if the infection is progressed enough symptoms of toxin damage (vomiting and slowdown) may become apparent. At the highest levels symptoms of organ failure will occur, and limbs will quickly rot causing toxin damage. Presumably.
 
*'''Examining''' shows nothing.
 
*'''Examining''' shows nothing.
*'''Analyzing''' may detect infections if the infections are acute enough.
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*'''Analyzing''' may detect infections if the infections are acute enough, and patients with infections will have a raised body temperature above the average 37 celsius/98 fahrenheit.
 
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Administer morphine as painkiller. Check for other injuries. Splint the part if fractured and necessary; torn muscles won't accrue damage over time, and splinting a torn muscle does nothing for the patient's ability to stand. Perform the relevant surgery to fully heal the fracture/muscle.
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Administer morphine as painkiller. Check for other injuries. Splint the part if fractured and necessary; torn muscles won't accrue damage with movement, and splinting a torn muscle does nothing for the patient's ability to stand. Perform 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.
 
*Organ damage will usually be caused or accompanied by a fractured head or upper body, and shrapnel is often a cause for fractures in the first place.
 
*The fractured bones of prone patients won't move on their own. If the patient is trying to move to the base, you can skip splinting and tell them to crawl there; if transporting a patient, make sure they're lying prone or that you're grabbing them rather than dragging them.
 
*The fractured bones of prone patients won't move on their own. If the patient is trying to move to the base, you can skip splinting and tell them to crawl there; if transporting a patient, make sure they're lying prone or that you're grabbing them rather than dragging them.
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Administer morphine as needed. Suture afflicted parts. Watch for brain damage.
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Administer morphine only if needed, otherwise administer after suturing. Suture afflicted parts. Administer blood as needed. Check for other problems.
*Healing arterial/venous bleeding is usually done before healing other injuries, usually to stop the rapid blood loss, though it can be negated if enough blood is present.
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*Healing arterial/venous bleeding is usually done before healing other injuries, mainly to stop the rapid blood loss, though it can be negated if enough blood injectors are present.
 
*Suturing an injured body part with arterial/venous bleeding will automatically suture the bleeding before suturing the damage.
 
*Suturing an injured body part with arterial/venous bleeding will automatically suture the bleeding before suturing the damage.
 
*Bandages will (presumably) do nothing to stop the arterial/venous bleeding.
 
*Bandages will (presumably) do nothing to stop the arterial/venous bleeding.
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Administer morphine as necessary. Check for other problems. Administer blood until level is above 82% or as necessary. If blood level doesn't increase and patient is alive, administer dexalin if available, or perform CPR, and check for heart damage. If patient is dead, administer blood after healing any organ damage and before administering ateopine.
 
Administer morphine as necessary. Check for other problems. Administer blood until level is above 82% or as necessary. If blood level doesn't increase and patient is alive, administer dexalin if available, or perform CPR, and check for heart damage. If patient is dead, administer blood after healing any organ damage and before administering ateopine.
 
*After administering large amounts of blood, it may take some time before the blood is oxygenated; you may have to administer dexalin or to perform CPR to help remove oxygen damage.
 
*After administering large amounts of blood, it may take some time before the blood is oxygenated; you may have to administer dexalin or to perform CPR to help remove oxygen damage.
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{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
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!
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====Shrapnel====
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<small>Wirecutters, administer morphine for pain, bandage/suture any bleeding, check for fractures/organ damage</small>
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Administer morphine as needed. Check for other problems. Use wirecutters to pull shrapnel, check afterwards for more shrapnel. Bandage any caused bleeding, suture any caused arterial/venous bleeding.
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*Removing the shrapnel often causes bleeding and occasionally causes arterial/venous bleeding, though it is usually better to remove the shrapnel even if bandages are not present.
 +
*[[#Shrapnel|Examining a patient]] will show you how many pieces of shrapnel they have and where, though the count cuts off above three.
 +
*Shrapnel often accompanies or causes fractures and organ damage, especially if the shrapnel was in a patient for an extended period or was coupled with extreme and sudden brute damage.
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*Make sure that, when removing shrapnel of the head, you aren't pulling teeth by targeting the mouth.
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|}
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{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
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!
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====Infections====
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<small>Administer spaceacillin if available, administer dylovene, amputate necrotic limbs</small>
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Check for other injuries. Administer spaceacillin if available. Administer dylovene, hype up patient on more dylovene if spaceacillin is not available. If limbs are necrotic, amputate and insert prosthetics. If organs, upper body, lower body, and/or head are necrotic, hype up patient on dylovene or attempt organ replacement if organs and time are available.
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*Bacterial Infections have different stages of progression: Mild, Mild+, Mild++, Acute, Acute+, Acute++, Sepsis, Sepsis+, Sepsis++. Beyond Sepsis++ the infected part of the body becomes necrotic presumably.
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*Most infections progress slowly, and can be ignored while practicing, though infections will eventually start to cause toxin damage increasing beyond acute (presumably) and will eventually cause necrosis of infected limbs and/or organs.
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*The environment the patient is in can contribute to the chance of infections occurring during injury or surgery, though it may be unoptimized in the current version of this game. Bodies, blood, and patient and/or doctor being covered in blood will increase the chance of infection occurring.
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{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
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!
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====Death====
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<small>Treat all pressing afflictions, administer morphine, administer ateopine after healing or to stop brain death, perform CPR if no ateopine is available</small>
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Check for other problems, heal all problems such that death will not happen immediately after revival. Administer blood as needed to ensure circulation of ateopine. Administer dexalin if available. Administer ateopine. If ateopine is not available, perform CPR.
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*CPR can resuscitate patients suffering from death, though there is a chance of causing a fracture in the upper body, and the process is inefficient.
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*If severe organ damage is present before revival, or any of the organs are necrotic, dylovene and/or dexalin may be needed for the patient. If the patient's heart refuses to beat after organs are healed, the heart may be necrotic, and the patient may be unrevivable (for any period more than a few seconds of life) without organ transplant.
 +
*During death, the rate of bleeding and arterial/venous bleeding will slow or stop, since the heart will have stopped. The blood pressure in the body usually also remains mostly stable. Once revived, the bleeding will start again, and blood pressure may jump up as blood injected before revival becomes part of the patient's blood supply. Make sure to heal bleeding before revival, and to not administer more blood than needed to save supplies, though usually more blood will ultimately be needed.
 
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==Surgery==
 
==Surgery==
Notably, the hemostat is optional as the second step in most surgeries, though a patient will lose blood at a not-insignificant rate from the special type of bleeding the surgery inflicts.
+
Notably, the hemostat is optional as the second step in most surgeries, though a patient will lose blood at a not-insignificant rate from the special type of bleeding the surgery inflicts. You may want to skip it when operating on a single patient but use it when operating on yourself and/or on more than one patient.
  
 
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.
 
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.

Revision as of 09:40, 11 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 Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time.
  • A single stack can be used on multiple body parts at the same time.
  • Because the bandages don't heal any injuries except for bleeding, they can be used to quickly patch bleeding body parts.
  • Bandages may slow down arterial bleeding?
  • You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
Burn Kit/Trauma Kit Used to heal brute and burn injuries and accelerate the rate at which a body part heals. Trauma kits will stop bleeding, and burn kits will disinfect burn wounds.
  • A single stack of kits can be used on multiple body parts at the same time.
  • Trauma kits heal all injuries on the part they're used on, bleeding or otherwise, so it may take several cycles of use on a patient before any bleeding is patched.
  • Both kits can be used alongside one another for both types of injuries: doing so will help to further accelerate the rate at which the wound heals. Burn kits maybe prevent infection on brute wounds?
  • You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
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. As the burns heal the wounds will be safe from infection.
  • Found in fire first aid kits.
Dexafen Chemical found in "cold medicine bottles" along with lemon juice, a minor painkiller that helps to treat low-level viral (but not bacterial) infections. Also boosts the immune system. Overdose is thirty units.
  • Found in first aid kits.
Spaceacillin Autoinjector Anti-disease agent, used to treat infections. Transfer out using a syringe.
Syringe Used to transfer and inject people with reagents, does not penetrate through coats and helmets.
  • Can be placed in your ear slot.

IFAK Equipment

Equipment involving the Infantry First-Aid Kits, or the IFAKs, handed by default to most every soldier.

Item Description Notes
Infantry First Aid Kit A pouch that fits in your pocket and can contain three 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 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.

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.

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 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.