Difference between revisions of "Guide to Medicine"

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{| class="wikitable sortable" style="height: 25em;"
 
{| class="wikitable sortable" style="height: 25em;"
 
|-
 
|-
! style="width: 25%; background: #bbb; color: #700; " | '''Item'''
+
! style="width: 25%; background: #bbb; color: #700" | '''Item'''
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Description'''
+
! style="width: 40%; background: #bbb; color: #700" class="unsortable" | '''Description'''
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
+
! style="width: 40%; background: #bbb; color: #700" class="unsortable" | '''Notes'''
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Ateopine'''
+
| style="" align="center"| '''Ateopine'''
| style="background: #d9d6d3;" | Restarts stopped hearts and heals brain damage.
+
| style="" | Restarts stopped hearts and heals brain damage.
| style="background: #d9d6d3;" |  
+
| style="" |
 
*Stopped hearts that are damaged and patients with low blood levels may struggle to circulate injected 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.
 
*Stopped hearts that are damaged and patients with low blood levels may struggle to circulate injected 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.
 
*Damaged hearts may require surgery to restore functionality.
 +
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Ateopine Autoinjector'''
+
| style="" align="center"| '''Ateopine Autoinjector'''
| style="background: #d9d6d3;" | Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make [[#Medicine Mixes|ateopine mixes]].  
+
| style="" | Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make [[#Medicine Mixes|ateopine mixes]].  
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Health Analyzer'''
+
| style="" align="center"| '''Health Analyzer'''
| style="background: #d9d6d3;" | Displays a [[#Analyzer Data|medical readout]] in chat on the patient the analyzer is used on.
+
| style="" | Displays a [[#Analyzer Data|medical readout]] in chat on the patient the analyzer is used on.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*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.
 
*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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Suture'''
+
| style="" align="center"| '''Suture'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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 unless all brute damage is removed.
| style="background: #d9d6d3;" |  
+
| style="" |  
*Does not stop normal (non-arterial/venous) bleeding.
+
*Does not stop normal (non-arterial/venous) bleeding unless all brute damage is removed.
 
*Can be used repeatedly on the same body part to heal more damage.
 
*Can be used repeatedly on the same body part to heal more damage.
 
*Causes pain with each use.
 
*Causes pain with each use.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Morphine'''
+
| style="" 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. Overdose is thirty units.
+
| style="" | 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="" |  
 
*Causes fatal side-effects if taken with alcohol.
 
*Causes fatal side-effects if taken with alcohol.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Morphine Ampoule'''
+
| style="" align="center"| '''Morphine Ampoule'''
| style="background: #d9d6d3;" | A vial containing one hundred units of morphine.   
+
| style="" | A vial containing one hundred units of morphine.   
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Use it in hand to rip off the the lid. It can't be put back on don't worry.
 
*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.
 
*You can draw reagents straight from it, whether it's opened or closed, using a syringe or syrette.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Syrette'''
+
| style="" align="center"| '''Syrette'''
| style="background: #d9d6d3;" | A five unit capacity refillable auto-injector, starts in medical belts with morphine pre-loaded. Can be refilled by using on beakers and ampules.
+
| style="" | A five unit capacity refillable auto-injector, starts in medical belts with morphine pre-loaded. Can be refilled by using on ampules, cannot be refilled directly from beakers.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Syrette's are injectors, and can be placed in your ear slot.
 
*Syrette's are injectors, and can be placed in your ear slot.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Wirecutters'''
+
| style="" align="center"| '''Wirecutters'''
| style="background: #d9d6d3;" | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent.
+
| style="" | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*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.
 
*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.
 
*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.
 
*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.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Blood Injector'''
+
| style="" align="center"| '''Blood Injector'''
| style="background: #d9d6d3;" | 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|blood loss]] cases.
+
| style="" | Contains five hundred units of universal O- blood, injects fifty units at a time through armor, presumably non-refillable. Three shots usually is enough for most [[#Blood Loss|blood loss]] cases.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Blood injectors may be placed behind your ear.
 
*Blood injectors may be placed behind your ear.
 
|-
 
|-
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! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Bandage'''
+
| style="" align="center"| '''Bandage'''
| style="background: #d9d6d3;" | Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time.
+
| style="" | Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*A single stack can be used on multiple body parts at the same time.
 
*A single stack can be used on multiple body parts at the same time.
*Because the bandages don't heal any injuries except for bleeding, they can be used to quickly patch bleeding body parts.
+
*Because the bandages heal fewer injuries on a body part than trauma kits, they can be used to quickly patch bleeding body parts.
*Bandages may slow down arterial bleeding?
+
*Bandages slow down arterial/venous bleeding and stop the blood from visibly squirting out of the patient, but they do not stop the arterial/venous bleeding entirely.
 
*You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
 
*You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Burn Kit/Trauma Kit'''
+
| style="" align="center"| '''Burn Kit/Trauma Kit'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*A single stack of kits can be used on multiple body parts at the same time.
 
*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.
 
*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.
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*You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
 
*You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Splint'''
+
| style="" align="center"| '''Blood Pack'''
| style="background: #d9d6d3;" | 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.
+
| style="" | A pack of blood, the type varies and can be found by examining it. Transfer out using a syringe or into a patient using an IV drip.
| style="background: #d9d6d3;" |  
+
| style="" |
 +
*The IV drip transfers the blood slower than injecting using a blood injector but may be helpful during surgery and/or with a shortage of blood injectors if at hand.
 +
|-
 +
| style="" align="center"| '''Splint'''
 +
| style="" | 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.
 +
| style="" |  
 
*Splinted fractures won't heal by themselves (presumably), and need to be healed in surgery.
 
*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.
 
*Splinting yourself carries a chance of fumbling the splints, you can queue up multiple splint attempts to potentially splint yourself faster.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Tramadol Autoinjector'''
+
| style="" 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. Overdose is thirty units.
+
| style="" | 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="" |  
 
*Causes fatal side-effects if taken with alcohol.
 
*Causes fatal side-effects if taken with alcohol.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Dexalin'''
+
| style="" align="center"| '''Dexalin'''
| style="background: #d9d6d3;" | 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.
+
| style="" | 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.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in oxygen deprivation treatment kits.
 
*Found in oxygen deprivation treatment kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Inaprovaline'''
+
| style="" align="center"| '''Inaprovaline'''
| style="background: #d9d6d3;" | Chemical that reduces pain to a minor extent, stops brain damage from progressing past a certain point (presumably), lowers the rate at which blood is lost through bleeding and arterial/venous bleeding (presumably), and can stabilize a wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
+
| style="" | Chemical that reduces pain to a minor extent, stops brain damage from progressing past a certain point (presumably), lowers the rate at which blood is lost through bleeding and arterial/venous bleeding (presumably), and can stabilize a wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
 
*Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Dylovene'''
+
| style="" 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. No overdose.
+
| style="" | Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Reduces damage to livers. Mix with inaprovaline to make tricordrazine. No overdose.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in toxin first-aid kits.
 
*Found in toxin first-aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Tricordrazine'''
+
| style="" 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. No overdose.
+
| style="" | 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="" |  
 
*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.
 
*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.
 +
*Tricordrazine has a chance to close incisions made on a patient, presumably if the damage on the body part being operated on is low enough. It can be helpful to wait until after surgery to administer tricordrazine to avoid the incision closing before you finish the steps needed to heal.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Kelotane'''
+
| style="" align="center"| '''Kelotane'''
| style="background: #d9d6d3;" | Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection.
+
| style="" | Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Found in fire first aid kits.
 
*Found in fire first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Dexafen'''
+
| style="" align="center"| '''Dexafen'''
| 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="" | 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="" |  
 
*Found in first aid kits.
 
*Found in first aid kits.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Spaceacillin Autoinjector'''
+
| style="" align="center"| '''Spaceacillin Autoinjector'''
| style="background: #d9d6d3;" | Anti-disease agent, used to treat infections. Transfer out using a syringe.
+
| style="" | Anti-disease agent, used to treat infections. Transfer out using a syringe.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Syringe'''
+
| style="" align="center"| '''Syringe'''
| style="background: #d9d6d3;" | Used to transfer and inject people with reagents, does not penetrate through coats and helmets.
+
| style="" | Used to transfer and inject people with reagents, does not penetrate through coats and helmets.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
*Can be placed in your ear slot.
 
*Can be placed in your ear slot.
 
|-
 
|-
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! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes'''
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Infantry First Aid Kit'''
+
| style="" align="center"| '''Infantry First Aid Kit'''
| style="background: #d9d6d3;" | 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.
+
| style="" | A pouch that fits in your pocket and can contain three items. By defualt, contains a tourniquet, a bandage pack, and a syrette loaded with morphine.
| style="background: #d9d6d3;" |  
+
| style="" |  
*The pack can be emptied and filled with up to three small items different from the ones initially loaded. This includes ammo and greandes.
+
*The pack can be emptied and filled with up to three small items different from the ones initially loaded. This includes ammo and grenades.
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Bandage Pack'''
+
| style="" align="center"| '''Bandage Pack'''
| style="background: #d9d6d3;" | Contains a single bandage, use in hand to open the pack and take the bandage out. Opened packs cannot hold the bandages.
+
| style="" | Contains a single bandage, use in hand to open the pack and take the bandage out. Opened packs cannot hold the bandages.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
| style="background: #d9d6d3;" align="center"| '''Tourniquet'''
+
| style="" align="center"| '''Tourniquet'''
| style="background: #d9d6d3;" | A single-use item used to stop arterial/venous bleeding on the body-part it's used on.
+
| style="" | A single-use item used to stop arterial/venous bleeding on the body-part it's used on.
| style="background: #d9d6d3;" |  
+
| style="" |  
 
|-
 
|-
 
|}
 
|}
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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.
 
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; "
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Brute/Burn Damage====
 
====Brute/Burn Damage====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 +
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
 
|-
 
|-
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 +
 
====Organ Damage====
 
====Organ Damage====
 
|-
 
|-
 
|
 
|
Organs can receive damage from a number of different sources, but will ultimately, excluding the brain which may be healed via ateopine, need surgery to be patched up. If an organ receives too much damage, is left out of the body for too long, or if an infection in an organ goes beyond sepsis++, the organ will turn necrotic, decay, and become useless. Any patient with a dead organ that isn't their brain will require treatment for the damage a lack of that organ causes, and can be handed a transplant if spare organs are available.
+
Organs can receive damage from a number of different sources, but will ultimately, excluding the brain which may be healed via ateopine/inaprovaline, need surgery to be patched up. If an organ receives too much damage, is left out of the body for too long, or if an infection in an organ goes beyond sepsis++, the organ will turn necrotic, decay, and become useless. Any patient with a dead organ that isn't their brain will require treatment for the damage a lack of that organ causes, and can be handed a transplant if spare organs are available.
 
*'''In-Game''', a patient may do a number of things depending on what organ or organs are damaged: damaged lungs will cause a patient to cough out blood and gasp for air; damaged hearts will fail to circulate blood and may cause fainting and the effects of blood loss as a result; damaged livers and stomachs will cause vomiting (though if they have no mask it may simply be the stench of dead bodies upending their stomachs); damaged eyes will cause blindness; damaged brains will cause blindness, fainting, and eventually full death if they reach too high a damage. Fractures and shrapnels in the chest and head often cause or accompany damaged organs in their respective areas.   
 
*'''In-Game''', a patient may do a number of things depending on what organ or organs are damaged: damaged lungs will cause a patient to cough out blood and gasp for air; damaged hearts will fail to circulate blood and may cause fainting and the effects of blood loss as a result; damaged livers and stomachs will cause vomiting (though if they have no mask it may simply be the stench of dead bodies upending their stomachs); damaged eyes will cause blindness; damaged brains will cause blindness, fainting, and eventually full death if they reach too high a damage. Fractures and shrapnels in the chest and head often cause or accompany damaged organs in their respective areas.   
 
*'''Examining''' does nothing.
 
*'''Examining''' does nothing.
*'''Analyzing''' may show a number of indicators depending on the damaged organs: damaged lungs usually show as nothing; damaged hearts will cause blood pressure to steadily lower regardless of blood injected and will fail to metabolize injected chemicals; damaged livers and stomachs will cause toxin damage that may display as "Major systematic organ failure"; damaged eyes will show as nothing; damaged brains will show as varying levels of damage to the "Brain activity" stat.  
+
*'''Analyzing''' may show a number of indicators depending on the damaged organs: damaged lungs usually show as nothing; damaged hearts will cause blood pressure to steadily lower regardless of blood injected and afflicted patients will fail to metabolize injected chemicals; damaged livers and stomachs will cause toxin damage that may display as "Major systematic organ failure"; damaged eyes will show as nothing; damaged brains will show as varying levels of damage to the "Brain activity" stat.  
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Normal Bleeding====
 
====Normal Bleeding====
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Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of [[#Blood Loss|blood loss]].
 
Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of [[#Blood Loss|blood loss]].
 
*'''In-Game''', a patient's blood will make a light "splatter" sound as it drips out of their bleeding wounds. Drops of blood will appear below the patient's sprite, and patient's standing still will form pools of blood below them, though this may not happen if enough blood is lost and/or if the patient's heart stops. The effects of [[#Blood Loss|blood loss]] may be apparent. Notably, blood trails from dragged prone patients are not necessarily an indicator of bleeding.
 
*'''In-Game''', a patient's blood will make a light "splatter" sound as it drips out of their bleeding wounds. Drops of blood will appear below the patient's sprite, and patient's standing still will form pools of blood below them, though this may not happen if enough blood is lost and/or if the patient's heart stops. The effects of [[#Blood Loss|blood loss]] may be apparent. Notably, blood trails from dragged prone patients are not necessarily an indicator of bleeding.
*'''Examining''' will show that a patient is bleeding if naked, or if clothed, that the patient has "blood soaking through" their worn uniform, regardless of how many separate body parts are bleeding. Arterial/Venous bleeding does not appear when examined.
+
*'''Examining''' will show that a patient is bleeding if naked, or if clothed and bleeding enough, that the patient has "blood soaking through" their worn uniform, regardless of how many separate body parts are bleeding. Arterial/Venous bleeding does not appear when examined.
 
*'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part.
 
*'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Arterial/Venous Bleeding====
 
====Arterial/Venous Bleeding====
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|
 
|
 
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.  
 
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.  
*'''In-Game''', a patient's blood will make a loud "pssssh" sound as blood shoots out onto the ground in one of the cardinal and/or intercardinal directions of the patient. The patient's skin will quickly become discolored as the effects of [[#Blood Loss|blood loss]] set in, and the chat will show that "blood squirts from the" artery/vein in the relevant afflicted body part. This is notably useful for seeing where to suture or apply a tourniquet if an analyzer isn't at hand, though the bleeding may not appear if enough blood is lost and/or if the patient's heart stops. Blood can also squirt on you if you stand in the spot the blood falls.
+
*'''In-Game''', a patient's blood will make a loud "pssssh" sound as blood shoots out onto the ground in one of the cardinal and/or intercardinal directions of the patient. The patient's skin will quickly become discolored as the effects of [[#Blood Loss|blood loss]] set in, and the chat will show that "blood squirts from the" artery/vein in the relevant afflicted body part. This is notably useful for seeing where to suture or apply a tourniquet if an analyzer isn't at hand, though the bleeding may not appear if enough blood is lost, if the bleeding part was bandaged, and/or if the patient's heart stops. Blood can also squirt on you if you stand in the spot the blood falls.
 
*'''Examining''' shows nothing.
 
*'''Examining''' shows nothing.
 
*'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part.
 
*'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Blood Loss====
 
====Blood Loss====
Line 248: Line 257:
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Shrapnel====
 
====Shrapnel====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Infections====
 
====Infections====
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|}
 
|}
  
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+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Death====
 
====Death====
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*'''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. Arterial/venous and surgical bleeding will stop as their hearts seize up, and normal bleeding will slow. If they're unconscious and not wearing a mask, 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 discoloring skin.
 
*'''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. Arterial/venous and surgical bleeding will stop as their hearts seize up, and normal bleeding will slow. If they're unconscious and not wearing a mask, 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 discoloring skin.
 
*'''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.
 
*'''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''' 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." Blood pressure will remain stable, and chemicals won't circulate, as the heart won't be functioning. 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."
+
*'''Analyzing''' will show a patient has a BPM of zero, and that the patient is "suffering from cardiovascular shock" and that you should "Administer CPR immediately." Blood pressure will remain stable and usually lower, and chemicals won't circulate, as the heart won't be functioning. 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, and [[#Non-Belt Equipment|inaprovaline]] may be administered to stabilize and partially heal the patient.
 
Most external wounds are treated using the [[#Belt Equipment|suture]], with [[#Belt Equipment|morphine]] or another painkiller administered alongside the treatment. [[#Non-Belt Equipment|Tricordrazine]] may also be administered to help speed the healing progress, and [[#Non-Belt Equipment|inaprovaline]] may be administered to stabilize and partially heal the patient.
 +
 +
If the patient is conscious enough, and/or if you are treating another patient who isn't able to heal themselves, you can ask the former to try to heal themselves using spare equipment. It may also be helpful to administer morphine to keep them standing while filling them with [[#Non-Belt Equipment|tricordrazine]] to heal over time, so that they may continue fighting.
  
 
When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if blood injectors are handy the bleeding can wait for other injuries to be healed.
 
When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if blood injectors are handy the bleeding can wait for other injuries to be healed.
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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.
 
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%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%;"
 
!
 
!
 
====Brute/Burn Damage====
 
====Brute/Burn Damage====
Line 300: Line 311:
 
*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 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.
*Kelotane will quickly heal most burn damage and will help to prevent infection as the burn wounds heal.
+
*Kelotane will heal most burn damage and will help to prevent infection as the burn wounds heal, but the rate of healing is slow; if the patient has multiple burns on multiple body parts, fully suturing some of the burns (or suturing the severely burned areas) can help to prevent paincrit.
 
*Trauma Kits 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).
 
*Trauma Kits 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.
 
*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;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 +
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
<small>Administer Morphine, splint fractures if patient is self-transporting or continuing to fight, perform relevant surgery</small>
+
<small>Administer Morphine, splint fractures if patient is self-transporting or continuing to fight, perform [[#Fractures/Torn Ligaments 3|Fractures/Torn Ligaments]] surgery or [[#Amputation/Limb Attachment|Amputation/Limb Attachment]] surgery with prosthetic</small>
 
|-
 
|-
 
|
 
|
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.
+
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 [[#Fractures/Torn Ligaments 3|Fractures/Torn Ligaments]] surgery to fully heal the fracture/muscle, or [[#Amputation/Limb Attachment|amputate and attach a new undamaged limb/prosthetic]].
 
*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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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 +
 
====Organ Damage====
 
====Organ Damage====
 
<small>Administer morphine, splint any fractures if necessary, remove any shrapnel, administer dylovene for livers/stomachs and gas victims, dexalin for lungs/hearts, ateopine for brains, perform relevant surgery</small>
 
<small>Administer morphine, splint any fractures if necessary, remove any shrapnel, administer dylovene for livers/stomachs and gas victims, dexalin for lungs/hearts, ateopine for brains, perform relevant surgery</small>
 
|-
 
|-
 
|
 
|
Administer morphine. Check for other problems, remove any shrapnel and splint any fractures (if patient is self-transporting or otherwise necessary) that could cause further organ damage. Administer dylovene if liver/stomach is damaged or the patient was exposed to gas without a mask. Administer dexalin if available if heart/lungs are damaged. Administer ateopine if available to heal severe cases of brain damage. Perform the relevant surgery to fully heal the damaged organs.
+
Administer morphine. Check for other problems, remove any shrapnel and splint any fractures (if patient is self-transporting or otherwise necessary) that could cause further organ damage. Administer dylovene if liver/stomach is damaged or the patient was exposed to gas without a mask. Administer dexalin if available and/or perform CPR if heart/lungs are damaged. Administer ateopine if available to heal severe cases of brain damage. Perform the relevant surgery to fully heal the damaged organs.
*Patients exposed to gas without a mask will ingest and be exposed to chemicals. These chemicals damage their eyes upon exposure and damage their organs and cause toxin damage while ingested; the sleeper can be used to pump the stomachs of patients to remove these chemicals before surgery.
+
*Patients exposed to gas without a mask will ingest and be exposed to chemicals. These chemicals damage their eyes upon exposure, and damage their organs and cause toxin damage while ingested; the sleeper can be used to pump the stomachs of patients to remove these chemicals before surgery.
 
*If the organs of a patient, excluding their brain, receive too much damage, spend too much time spent outside the patient, or have infections go beyond sepsis++, the organ will suffer necrosis and become useless. The patient will suffer toxin damage and the resulting damage from a lack of that organ, though a transplant can be performed if organs are available.
 
*If the organs of a patient, excluding their brain, receive too much damage, spend too much time spent outside the patient, or have infections go beyond sepsis++, the organ will suffer necrosis and become useless. The patient will suffer toxin damage and the resulting damage from a lack of that organ, though a transplant can be performed if organs are available.
 
*If a patient's organs suffer necrosis and a transplant isn't viable, you can hype the patient on the necessary chemicals to counteract the effects. This can keep them decently alive, depending on what's damaged, as long as the chemicals remain metabolized.
 
*If a patient's organs suffer necrosis and a transplant isn't viable, you can hype the patient on the necessary chemicals to counteract the effects. This can keep them decently alive, depending on what's damaged, as long as the chemicals remain metabolized.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Normal Bleeding====
 
====Normal Bleeding====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Arterial/Venous Bleeding====
 
====Arterial/Venous Bleeding====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Blood Loss====
 
====Blood Loss====
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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 and/or 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.
 
|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Shrapnel====
 
====Shrapnel====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Infections====
 
====Infections====
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|}
 
|}
  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; "
 
!
 
!
 
====Death====
 
====Death====
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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.
 
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.
*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.
+
*CPR can resuscitate patients suffering from death, though the process is inefficient.
 
*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.
 
*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.
+
*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, and will usually be lower because of the stopped heart. 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, to administer dexalin if needed and available to oxygenate the blood (new and/or otherwise), and to not administer more blood than needed to save supplies, though usually more blood will ultimately be needed.
 
|}
 
|}
 +
 +
===Triage===
 +
During the practicing of medicine, it may happen that there will be multiple patients with different injuries on each patient, and different numbers of injuries on each patient. It can be helpful to try to treat certain patients first, usually depending on what afflictions they have and often on what role they are on your team.
 +
 +
A basic "ladder" of importance would be Grunt/Scav, Medic/Engineer, Sergeant, Sentry, Sniper and Captain, try to treat the more limited/useful roles first, although exceptions might occur depending on circumstances.
 +
 +
Outside of this, a quick way to see who can wait and who cant, would be severity of wounds, a guy lying on the floor, barely moving and coughing blood takes far more priority over a guy moaning over his "mortal injuries" from falling into the trench, despite whatever the latter tries telling you.
 +
 +
Outside of that, the sleepers in the Main Medbay and the Left/Right Trench bays can be used to inject medicine and slow down the speed of patients dying using stasis, use it well and you can keep patients waiting for longer than usual, although still not for long.
 +
 +
'''Make sure to suture torn arteries and bandage bleeding wounds, bleeding out is the biggest danger in warfare, especially out on the front, medics especially should consider suturing and bandaging wounds before dragging wounded back.'''
  
 
==Surgery==
 
==Surgery==
Line 409: Line 433:
 
Anesthetics are not necessary for surgery, and morphine can be optional, though the pain can cause shock if other injuries have already caused pain.
 
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.
+
Healing medicines administered before the surgery can heal damage while you operate, though tricordazine can close the incisions before you finish the steps needed to heal, presumably if the damage is low enough on the body part being operated on.
  
 
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
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|}
 
|}
  
===Analyzer Data===
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 +
!
 +
====Amputation/Limb Attachment====
 +
|-
 +
|
 +
*If limb or limb stump is present, Bone Saw (usually causes bleeding)
 +
*If attaching limb, use prosthetic/limb while targeting missing limb
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 +
!
 +
====Organ Transplants====
 +
|-
 +
|
 +
*Scalpel
 +
*Hemostat (Optional, prevents special type of bleeding)
 +
*Retractor
 +
*If head or upper body and not fractured, Bone Saw
 +
*To separate organ, scalpel
 +
*To remove separated organ, hemostat
 +
*To transplant organ, organ
 +
*To connect transplanted/separated organ, fix-o-vein
 +
*Trauma kit/Bandage to check for organ damage, stop if no attempt to heal organs is made (Optional)
 +
*Bone Gel, if head or Upper Body
 +
*Bone Clamp, after previous
 +
*Bone Gel, after previous
 +
*Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
 +
|}
 +
 
 +
==Analyzer Data==
 
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
 
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
  
Line 461: Line 514:
 
: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.
 
:If the patient has certain things wrong with them, or enough specific things wrong with them, the analyzer will display data that can indicate an underlying issue.
 
::'''Major systematic organ failure detected.'''
 
::'''Major systematic organ failure detected.'''
:::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 not wearing a mask as the chemicals they've ingested cause toxin and organ damage.
+
:::An indicator of toxin damage caused alongside organ damage, though it's only an indicator of organ damage and toxin damage, and does not show if only organ damage is present. Often seen in gas victims not wearing a mask as the chemicals they've ingested cause toxin and organ damage.
 
::'''Severe oxygen deprivation detected.'''
 
::'''Severe oxygen deprivation detected.'''
 
:::An indicator that the patient has deoxygenated blood, usually seen in people who's lungs have been healed but have yet to oxygenate their blood, or in patients who are underwater. After some time the body will oxygenate the blood, though dexalin can speed the process.
 
:::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.
Line 476: Line 529:
 
::'''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 good deal of pain.
 
::'''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. Good deal of pain alone.
::'''Significant''': Warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
+
::'''Severe''': Warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
 +
::'''Critical''': Slightly below irreparable, presumably.
 
::'''Irreparable''': Highest damage level, healable only by suturing. Does not require amputation.
 
::'''Irreparable''': Highest damage level, healable only by suturing. Does not require amputation.
 
'''Reagent scan'''
 
'''Reagent scan'''
 
:Shows the chemicals that the patient has in their stomach, in their bloodstream, and that is currently being metabolized by the patient. If the scanner isn't able to identify a chemical, it will read as "unknown substance detected".
 
:Shows the chemicals that the patient has in their stomach, in their bloodstream, and that is currently being metabolized by the patient. If the scanner isn't able to identify a chemical, it will read as "unknown substance detected".
 +
 +
==Ateopine Mixes==
 +
Using injectors on beakers will fill the beaker with the contents of the injector; you can then mix other reagents in the beaker to either create another chem or to create a mix of chemicals that may perform multiple functions when injected into a patient.
 +
 +
Though syrettes cannot draw directly from beakers, the chems may be mixed in a morhpine ampoule and drawn with a syrette from that presumably. Syringes can also be used and the container containing the mix can be fed directly to the patient if the patient isn't wearing a mask.
 +
 +
For this section the chemical being talked about will be listed before describing specific reactions and/or techniques involved with mixing certain different chemicals.
 +
 +
::'''[[#Belt Equipment|ateopine]]'''
 +
:::Since ateopine in any concentration will cause a stopped but still functional heart of the patient it's circulating in to beat again, ateopine may be diluted with other chemicals in a beaker in order to limit the amount used per patient on injection I think. Inaprovaline will stabilize critical patients and will reduce brain damage but has a chance to close surgical openings.
 +
 +
[[Category:Guides]]

Latest revision as of 05:48, 16 October 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 injected 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 unless all brute damage is removed.
  • Does not stop normal (non-arterial/venous) bleeding unless all brute damage is removed.
  • 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 ampules, cannot be refilled directly from beakers.
  • 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, injects 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 heal fewer injuries on a body part than trauma kits, they can be used to quickly patch bleeding body parts.
  • Bandages slow down arterial/venous bleeding and stop the blood from visibly squirting out of the patient, but they do not stop the arterial/venous bleeding entirely.
  • 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.
Blood Pack A pack of blood, the type varies and can be found by examining it. Transfer out using a syringe or into a patient using an IV drip.
  • The IV drip transfers the blood slower than injecting using a blood injector but may be helpful during surgery and/or with a shortage of blood injectors if at hand.
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, stops brain damage from progressing past a certain point (presumably), lowers the rate at which blood is lost through bleeding and arterial/venous bleeding (presumably), and can stabilize a wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
  • 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. Reduces damage to livers. 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.
  • Tricordrazine has a chance to close incisions made on a patient, presumably if the damage on the body part being operated on is low enough. It can be helpful to wait until after surgery to administer tricordrazine to avoid the incision closing before you finish the steps needed to heal.
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 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 grenades.
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.

If the patient is conscious enough, and/or if you are treating another patient who isn't able to heal themselves, you can ask the former to try to heal themselves using spare equipment. It may also be helpful to administer morphine to keep them standing while filling them with tricordrazine to heal over time, so that they may continue fighting.

When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if blood injectors are handy the bleeding can wait for other injuries to be healed.

Fractures, Torn Muscles, and Organ Damage (excluding brain damage if ateopine is present) require surgery to heal fully, though fractures can be splinted to prevent further injury and for the patient to stand.

For this part, a common "primary method" of healing the listed affliction will be written without bullet point, and other ways of healing, accelerating the healing, and/or miscellaneous tips are presented in bullet point below the primary method. In small text below the header, a quick summary of the primary method is written.

Triage

During the practicing of medicine, it may happen that there will be multiple patients with different injuries on each patient, and different numbers of injuries on each patient. It can be helpful to try to treat certain patients first, usually depending on what afflictions they have and often on what role they are on your team.

A basic "ladder" of importance would be Grunt/Scav, Medic/Engineer, Sergeant, Sentry, Sniper and Captain, try to treat the more limited/useful roles first, although exceptions might occur depending on circumstances.

Outside of this, a quick way to see who can wait and who cant, would be severity of wounds, a guy lying on the floor, barely moving and coughing blood takes far more priority over a guy moaning over his "mortal injuries" from falling into the trench, despite whatever the latter tries telling you.

Outside of that, the sleepers in the Main Medbay and the Left/Right Trench bays can be used to inject medicine and slow down the speed of patients dying using stasis, use it well and you can keep patients waiting for longer than usual, although still not for long.

Make sure to suture torn arteries and bandage bleeding wounds, bleeding out is the biggest danger in warfare, especially out on the front, medics especially should consider suturing and bandaging wounds before dragging wounded back.

Surgery

Notably, the hemostat is optional as the second step in most surgeries, though a patient will lose blood at a not-insignificant rate from the special type of bleeding the surgery inflicts. You may want to skip it when operating on a single patient but use it when operating on yourself and/or on more than one patient.

The chest of a patient only needs to be fractured to access the organs behind the bone, and the bonesaw by default is simply used to cause the fracture. Before or during surgeries for accessing the upper body's organs, you can kick a patient's upper body; target the chest, enable the button that says kick at the bottom of your game screen, and press the middle mouse button with your cursor over the patient. If the patient's chest isn't fractured, you can kick it to eventually fracture it yourself to skip using the bonesaw.

Anesthetics are not necessary for surgery, and morphine can be optional, though the pain can cause shock if other injuries have already caused pain.

Healing medicines administered before the surgery can heal damage while you operate, though tricordazine can close the incisions before you finish the steps needed to heal, presumably if the damage is low enough on the body part being operated on.

Analyzer Data

The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.

Brain activity

The level of damage to the brain of a patient. An indicator of how close a patient is to being completely unrevivable. The level of damage increases as long as the patient is dead (and/or possibly deoxygenated), and players who have ghosted while in a critical state, or those who received too much brain damage, will automatically be listed as "brain dead" in this stat; brain dead players are totally unrevivable.

Pulse Rate (BPM)

The rate in beats per minute (BPM) a patient's heart is beating. A BPM of zero doesn't necessarily mean the patient is unrevivable or unconscious.

Blood pressure

Shows how much blood a patient has in percentage and volume, and the pressure of the patient's blood. Below 82% a patient will start suffering from noticeable effects of blood loss.

Body Temperature

The internal temperature of the patient in celsius and fahrenheit. A temperature well above 36 degrees celsius/97 degrees fahrenheit is an indicator of bacterial (or viral) infection, or the patient being on fire.

Blood Type

Shows the patient's blood type.

Radiation

Stat that changes if the patient is irradiated, and will show the level of radiation in the patient if they are (presumably).

Overall Status

If the patient has certain things wrong with them, or enough specific things wrong with them, the analyzer will display data that can indicate an underlying issue.
Major systematic organ failure detected.
An indicator of toxin damage caused alongside organ damage, though it's only an indicator of organ damage and toxin damage, and does not show if only organ damage is present. Often seen in gas victims not wearing a mask as the chemicals they've ingested cause toxin and organ damage.
Severe oxygen deprivation detected.
An indicator that the patient has deoxygenated blood, usually seen in people who's lungs have been healed but have yet to oxygenate their blood, or in patients who are underwater. After some time the body will oxygenate the blood, though dexalin can speed the process.
Severe anatomical damage detected.
Presumably an indicator that the patient has a large amount of brute damage (though this can simply be a bunch of minor wounds in every part of the body)? Or maybe an indicator towards internal organ damage? If a scanner does show this, and the chest has received injuries, it's usual that the organs have been damaged in any case.
Infections detected,
Indicator of (usually progressed) bacterial infection in the patient, a result often of unclosed incisions and untreated burn wounds. Not an indicator of viral infections, presumably.
Patient is at serious risk of going into shock. Painkillers .
Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
Patient is suffering from cardiovascular shock. Administer CPR immediately.
Shown when the patient's heart has a BPM of 0. Ateopine is usually used for starting a stopped heart, but CPR can be used on its own to inefficiently revive one, presumably.

Specific limb damage

Possibly shares a slot with Overall Status, the damage values inflicted onto and recorded of a patient. Rather than talk of the damage types, the levels of damage is listed:
Minor: Will cause pain, and multiple body parts with minor damage will stack the pain, but low enough that some form of pain medicine should be all the treatment really needed to ignore, or tricordrazine/food to treat fully.
Moderate: Can be ignored, more often than not warrants treatment. Mutiple afflicted parts can cause good deal of pain.
Significant: Warrants treatment. Good deal of pain alone.
Severe: Warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
Critical: Slightly below irreparable, presumably.
Irreparable: Highest damage level, healable only by suturing. Does not require amputation.

Reagent scan

Shows the chemicals that the patient has in their stomach, in their bloodstream, and that is currently being metabolized by the patient. If the scanner isn't able to identify a chemical, it will read as "unknown substance detected".

Ateopine Mixes

Using injectors on beakers will fill the beaker with the contents of the injector; you can then mix other reagents in the beaker to either create another chem or to create a mix of chemicals that may perform multiple functions when injected into a patient.

Though syrettes cannot draw directly from beakers, the chems may be mixed in a morhpine ampoule and drawn with a syrette from that presumably. Syringes can also be used and the container containing the mix can be fed directly to the patient if the patient isn't wearing a mask.

For this section the chemical being talked about will be listed before describing specific reactions and/or techniques involved with mixing certain different chemicals.

ateopine
Since ateopine in any concentration will cause a stopped but still functional heart of the patient it's circulating in to beat again, ateopine may be diluted with other chemicals in a beaker in order to limit the amount used per patient on injection I think. Inaprovaline will stabilize critical patients and will reduce brain damage but has a chance to close surgical openings.