Guide to Medicine

From CM Wiki

General Diagnostics

Damage Types

Damage Type: Symptoms: Possible cause: Treatment:
  • Damaged body parts
    1. Possibility of bleeding
  • Gunfire
  • Melee combat
  • Explosives
  • Peridaxon OD
  • Quickclot OD
  • Burned body parts
  • Large amount of pain
  • Fire
  • Acid (example: xenomorph acid, unfiltered water on Trijent Dam)
  • Electrocution
  • Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)
  • Periodical throwing up, followed up by being briefly stunned
  • Nausea and dizziness
  • Very large amounts of pain
  • Organ damage (if extremely high)
  • Poisons/toxins
  • Overdose of medicine (not every kind of overdose causes this)
  • Heavy-extreme blood loss
  • Chestbursting
  • Organ damage
  • Digesting things that should not be digested (Poison, Alcohol)
  • Gasping and/or coughing up blood
  • Passing out at 50 damage
Genetic(Note: currently disabled and should not appear during normal gameplay.)
  • Being unable to use limbs if the damage's too high
  • Lowered overall health
  • Radiation (Though currently this should not be a problem unless there's an admin event.)

Organ Damage

Damage Type: Symptoms: Possible cause: Treatment:
  • Dropping items out of your hands and resting randomly, rare random erratic movements
  • Headaches
  • Impaired vision
  • Has no further effects, even beyond 100 damage
    • Reads on the health analyzer as 'Patient is braindead'.
  • Brute head trauma
  • Tricordrazine overdose
  • Blurry vision
  • Blindness
  • Brute head trauma
  • Welding without eye protection
  • Screwdriver to the eyes
  • Reads as 'ruptured' on scanners
  • Fast accumulation of oxygen damage until death
  • Coughing up blood
  • Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)
  • Moving with an unsplinted fractured chest
  • Armor piercing damage to the chest
  • Random chance upon receiving extreme brute damage to the chest
  • Accumulation of toxin damage dependent upon amount of damage
  • Alchohol and poison metabolises slower, and alchohol deals toxin damage
  • Moving with an unsplinted fractured chest
  • Armor piercing damage to the chest
  • Random chance upon receiving extreme brute damage to the chest
  • Alcohol poisoning
  • Extreme toxin damage
  • Accumulation of toxin damage dependent upon amount of damage

Other Medical Conditions

Medical Condition: Symptoms: Possible cause: Treatment:
  • Moderate amount of pain
  • Dropping items out of your hands randomly (arm or hand)
  • Notable slowdown (leg or foot)
  • Organ damage in fractured region upon unsplinted movement (head, chest, and groin)
  • Extreme brute damage
    • Approximately over 25 brute damage for limbs
    • Approximately over 50 brute damage for head, chest, and groin
Blood Loss
  • Blurry vision
  • Oxygen damage capped around 21 (low blood)
    • Gives the message 'You feel dizzy/woozy/faint'
  • Fast buildup of oxygen damage until death (critical blood)
    • Gives the message 'You feel extremely dizzy/woozy/faint'
  • Fast buildup of toxin damage until death (critical blood)
  • Advanced trauma kits to affected area and wait for it to fully heal.
  • Roll of gauze to affected area to stop the bleeding.
  • Waiting for the would to clot once treated.
Internal Bleeding
  • Random chance upon receiving extreme brute damage
  • Armor piercing attacks
  • Slowness dependent on level of pain
  • Blurry vision and stuttering past distressing pain
  • Occasional knockdown in severe pain and stun in horrible pain
  • Minor suffocation damage in severe and horrible pain
  • Changes to character icon on right side of HUD
    1. Pain Tier 0.png - No pain
    2. Pain Tier 1.png - Mild pain
    3. Pain Tier 2.png - Discomforting pain
    4. Pain Tier 3.png - Moderate pain
    5. Pain Tier 4.png - Distressing pain
    6. Pain Tier 5.png - Severe pain (softcrit)
    7. Pain Tier 6.png - Horrible pain (paincrit)
Hard Crit
  • Unconsciousness
  • Oxygen damage
  • Change to character icon on right side of HUD
    • Pain Tier 6.png
  • Accumulating an extreme amount of damage
Missing Limb/Decapitation
  • Massive amount of pain
  • Inability to use a hand (arm or hand)
  • Severe slowdown (leg or foot)
  • Instant death (head) and braindeath (humans only)
  • Extreme brute damage for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).
  • Amputation
Shrapnel and Foreign Objects
  • Gunfire
  • Thrown sharp objects
  • Yanking out an object (Only if object is externally embedded)
  1. Right click person
  2. Click Yank out object
  • Remove with a knife. (Activate/click knife in hand)
  • Surgery (Only if object is deeply embedded or small to remove)
Alien Infection
  • Development of Alien larva
  • Uncontrollable shaking near or upon larva's full development
  • Sore throats
  • Coughing
  • Sneezing
  • Mucus generation



Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.

Autoinjector Type: What it does: Dosage: Overdose:
Emergency Auto injector.png
Emergency Auto-injector
An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of bicaridine, 29 units of kelotane and 19 units of oxycodone. 77 units Additional chemicals listed in its contents.
Heals brute damage, faster than tricordrazine. Overdose causes burn damage first, and then toxin damage. 15 units 30 units
Tramadol Injector.png
Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage. 15 units 30 units
Tramadol Injector.png
A version of the Tramadol autoinjector that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes toxin damage. 15 units 30 units
Heals toxin, burn, brute and oxy damage, albeit quite slowly. Overdose causes brain, toxin, burn, and brute damage. 15 units 30 units
A version of the Tricordrazine autoinjector that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes brain, toxin, burn, and brute damage. 15 units 30 units
Instantly heals all respiration damage. Overdose causes toxin damage. 1 unit 15 units
Heals burn damage. Overdose causes brute and toxin damage. 15 units 30 units
Heals toxin damage, and wakes up unconscious people. Overdose causes blindness. 15 units 30 units
Quick Clot
Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to brute, burn and toxin damage. 10 units 15 units
Stabilizes critical patients, slowing down their oxygen damage buildup. Also acts like a weak painkiller. Overdose causes heart damage. 15 units 60 units
An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart. 10 units +10 units
Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and toxin damage. 10 units 20 units

Remember that you can restock your autoinjectors, so don't just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don't need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.

Pill BottlesPillBottle.png

You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.

Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.

Item: What it does: Dosage: Overdose:
Tramadol Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage. 15 Units 30 Units
Peridaxon Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage. 10 Units 15 Units
Dexalin Removes oxygen damage at a moderate rate. Overdose causes toxin damage. 15 Units 30 Units
Russian Red Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.) 10 Units 10 Units
Quick Clot Temporarily halts internal bleeding. 10 Units 15 Units

Note: Dosages are for pills found in MarineMed vendors, medics' Automated Equipment Racks, Lifesaver Bags, and the Requisitions medical crate.

First Aid Kits

Item: What it contains:
First-aid kit.png
Basic first aid kit
Advanced first-aid kit.png
Advanced first aid kit
Fire first-aid kit.png
Fire first aid kit
Oxygen deprivation first aid.png
Oxygen deprivation first aid kit
Toxin first aid kit
Radiation first-aid kit.png
Radiation first aid kit


Item: What it does:
Health Analyzer
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won't show you which bones are broken unless it's a limb. Don't leave your home without it. You can also scan a patient's vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.
  • You can swap between two hud modes by right clicking the health analyzer and selecting "Switch Hud". The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.
  • Restockable to NanoMedNanoMed.png (drag it to the NanoMed)
HealthMate HUD
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses). Scan reports are stored in the patient's medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.
Basic gauze used to stop the bleeding and fix brute trauma over time.
  • Restockable to NanoMedNanoMed.png (drag it to the NanoMed)
Basic burn treatment item that heals 1 burn damage once applied and fixes it over time.
  • Restockable to NanoMedNanoMed.png (drag it to the NanoMed)
Advanced Trauma Kit
Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time.The time spent of using the trauma kit and efficiency depends of one's medical skill.
Advanced Burn Kit
Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one's medical skill.
Used to hold that broken/fractured bone of yours in place so you don't die. The time spent of using the splints depends of one's medical skill.
  • Restockable to NanoMedNanoMed.png (drag it to the NanoMed)
An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the 'Unlock Hypospray' verb, to allow the vial capsule to be ejected like a magazine.
Emergency Defibrillator
Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)
  • Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator's usage depends of one's medical skill.
Stasis Bag
Occupied and not
Used to store critically injured patients.
  • Slows larva growth.
  • Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.
  • Prevents blood loss while the patients are inside
  • Prevents internal bleeding from progressing as long as they are left inside.
  • Halts metabolisation of chemicals.
  • Can be buckled to a roller bed for faster transportation.
  • To fold it, drag it to yourself when it's closed and not occupied
Body Bag
Used to store your recently dead comrades.
  • If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who's inside it.)
  • Can be buckled to a roller bed for faster transportation.
  • To fold it, drag it to yourself when it's closed and not occupied
Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.
Syringe Case
Used to store syringes and syringe bottles. Contains 3 slots.
Roller Bed
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
  • Bad for performing surgery, but better than nothing
  • You can attach a body bag or a stasis bag onto a roller bed for faster transportation
  • To fold it, drag it to yourself when not occupied
Med Evac Stretcher.png
Med Evac Stretcher
Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).).
  • Utterly useless for performing surgery
  • You can attach a body bag or a stasis bag onto the stretcher
  • To fold it, drag it to yourself when it's not occupied
Portable Surgical Bed
A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.
  • Excellent for performing surgery, second only to a proper operating table
  • To fold it, drag it to yourself when it's not occupied
IV Drip
Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.
  • Can be fitted with a beaker to inject chemical solutions automatically.
Blood Bag
Holds blood inside of it. Make sure the blood type's compatible with the recipient.
Surgical Line.png
Surgical Line
A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.

Medical Contraptions

Cryogenic Chambers Cryo.gif

  • Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they're completely healed.
  • The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.
  • Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.
  • Additionally they prevent blood loss while the patients are inside

Setting Up Cryo

NOTE: Currently the Almayer's power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:

  1. Take a nearby Beaker.png beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.
  2. Set the cryotube to On.

While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.

Sleepers Sleeper.gifConsole.gif

To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.

  • Sleepers are used to administer medication and perform dialysis.
  • The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.
  • Dialysis: Once the patient is inside, click 'Start Dialysis'. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click 'eject beaker'. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.

Advanced Body Scanner Advbodyscanner.gifAdvbodyscanner console.gif

To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant.

  • The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.
  • Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you've scanned when you examine them.


The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it's features head here.

Medical Procedures


  1. Aim for the affected area on the deceased using the Hud-target.png Target Zone.
  2. Cut the skin with your Scalpel.png scalpel (the chest may require two cuts).
  3. Use the Autopsy scanner.png autopsy scanner to scan the area.
  4. Repeat scalpel and scan procedure for all affected areas.
  5. Right click the autopsy scanner Autopsy scanner.png to print out autopsy data.


CPR will keep someone in hard crit (>150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.

  1. First you'll want to set your intent to help.
  2. Make sure you aren't wearing a mask.
  3. Have an empty hand.
  4. Click on the gasping injured player.
  5. If you start shaking them, they don't have enough oxygen damage to permit the use of CPR.
  6. Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.
  7. CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)
  8. If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine's defibbable status timer. You have to wait in between CPRs for a total of 3 seconds or else the CPR fails. Failing CPR does not add time to the marine's timer.

Pro tip you can grab them in one hand and do CPR with the other.

Defibrillator Usage Defibrillator.png

  1. Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). Resuscitation LightningBolt Icon.png
  2. Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).
  3. Scan the deceased with a health analyzer.
  4. Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.
  5. Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying as defibing heals them for 12 + 4 brute and 4 burns)
  6. Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient's condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.
  7. You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)
  8. RECOMMENDED: If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns])
  9. If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.
  10. If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to "CPR!" if any are in the vicinity.
  11. And please, don't ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don't give up. Keep going. Save that marine!

Defibrillator icons

There are 5 main icons when defibrillating a patient.

  1. The green heart rate icon states they are revivable. Resuscitation LightningBolt Icon.png
  2. The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it's possible for them to come back from this state, or they were banned.DNR LightningBolt Icon.png
  3. The orange heart rate indicates their defib timer has almost expired. If you see it going from green to orange, it means the marine has exactly 1 minute left unless being CPR'd to increase their defib timer. Flashing defib Icon.gif
  4. The broken heart indicates that the patient's heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: "Patient's general condition does not allow reviving." To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. Broken Heart defib icon.gif
  5. The skull icon indicates they are not able to be revived. Skull Icon.png

Lost Causes

Don't try to defib any of the following corpses:

  • Chestbursted personnel Bursted marine.png
  • Decapitated personnel Decapped marine.png
  • If you receive the message "Patient is braindead" or "Patient is DNR" from the defibrillator when you try to defib them.

Defibrillator Tips

  • If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.
  • Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.
  • Your patients won't get their items back on by themselves the majority of the time. If you can, redress them.
  • Switching hands while using a defibrillator will NOT CANCEL its use. You're able to operate the defibrillator while using another item in your off hand.
  • Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.
  • The only time a defibrillator loses charge is when it's used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.
  • The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of epinephrine.
  • If "Vitals signs are weak" is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you've already applied trauma and burn kits.
  • Alternatively, it means that they've left their body and won't return if the combined damage is now below 200. Examine the corpse and if it says "Soul is departed" then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn't want to be revived.

Synthetic Maintenance

  • To revive a dead synthetic use a defib on them. Synthetics need to have their head attached to their torso and have combined total damage below 200 points. Defibs do not repair damage on dead synthetics like they do on humans, you must repair the excess damage first.
  • To fix brute damage on a synths body use a blowtorch on help intent.
  • To fix burn damage on a synths body use cable coil.
  • To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)

Overdose Treatment


  1. Put your patient into a sleeper. Sleeper.gifConsole.gif
  2. Make sure it has a non-full, preferably empty beaker inside of it.
  3. Select "Start dialysis" option below the injections and wait few moments.
  4. Eject the patient and scan him just to notice his blood's clean.

Keep in mind that dialysis is a process that takes time, the chems won't flush out immediately.

Smoke Purge

  1. Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous
  2. Fill a chemistry container with the chemical of these three you did not add to the injector.
  3. Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.
  4. All chemicals in your patient, beneficial, detrimental or otherwise, will immediately turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).

Potassium Purge

  1. Add Water to an injector (syringe, hypo, etc) 1 (you can use a sink)
  2. Add Potassium to an injector (syringe, hypo, etc) 1
  3. Inject your patient first with the Water, and then with the Potassium; inject at least 5 units of each, otherwise it will not work.
  4. With a small "explosion", all chemicals in your patient, beneficial, detrimental or otherwise, will immediately be purged from their system.
  5. Does not actually cause an explosion, as that was disabled. Has no other effects. Does not work if patient has Inaprovaline in their system!

Blood Transfusions

  • Load a blood pack into an IV and then hook the patient up to it.
  • Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.
  • Iron and nutriment pills can be made to help speed up blood recovery.
  • Eating food also speeds up blood recovery.

Blood Compatibility

Bloodtypes table.jpg

General Tips

  • You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient's brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.
  • The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.