Medical Items
Data is potentially outdated | |
Last updated for version 0.15.22.1 Last mentioned in changelog 0.21.6.0 The current game version is 1.4.6.0 |
Medical Items are compounds and substances both helpful and harmful, that the crew can craft at a Medical Fabricator, buy, loot, or deconstruct from certain Plants.
Function
Medical items are grouped into five general categories, all with their own uses, but similar in their application methods and method of crafting.
- Medicines are mostly used to heal wounds and treat crewmates who are injured. These medicines reduce negative Afflictions when applied, and usually recover Vitality or cure some other ailment, such as Oxygen Low or Bleeding.
- Chemicals, which are mostly used as crafting materials for more advanced medicines, though usually have some effects on their own.
- Toxins, harmful items that inflict negative effects which are often lethal.
- Antidotes, specialized items which will cure the effects of Toxins.
- Stimulants, chemicals that improves a character's physical performance.
Most medical items can be used outside of the Health GUI. By equipping the item and then holding the "Aim" keybind ( by default) and pressing the "Shoot" keybind ( by default), the player's character will swing the syringe and inject its effects to anything it hits, Creature or human. The Syringe Gun can also be used if a chemical needs to be injected from a distance. However, regardless of the user's Medical skill, the "failure" effects (red values below) will be applied when using the Syringe Gun, and use the entire syringe in one shot. There are a few exceptions (purple values below).
Some more basic chemicals, as well as regular medical items, aren't injectable and must be used through the Health GUI, pressing the "Health" keybind (H by default) on a player or themselves opens the Health GUI. Then any medical item can be drag and dropped onto a limb or the drop circle.
List of Medical Items and Chemicals
The values below represent affliction strength reduction, not to be mistaken with a vitality restoration. Reducing an affliction's strength by any given amount using chemicals may not translate into that amount being restored to the character's vitality.
An affliction's strength and its effect on vitality are two interdependent values in Barotrauma, and the latter may be scaled to vitality, which varies per Job.
Medicine
Chemicals used to treat and cure different types of negative Afflictions.
Chemical | Description | Usage | Crafting | ||||
---|---|---|---|---|---|---|---|
Afflictions | Duration (seconds) | Skill | Components | Craft time (seconds) | Skill
No results |
Basic Chemicals
Chemicals mostly used to craft other, more advanced chemicals.
Chemical | Description | Usage | Crafting | ||||
---|---|---|---|---|---|---|---|
Afflictions | Duration (seconds) | Skill | Components | Craft time (seconds) | Skill
No results |
Toxins
Chemicals that have no medical usage, but are instead used to kill Creatures and humans.
Chemical | Description | Usage | Crafting | ||||
---|---|---|---|---|---|---|---|
Afflictions | Duration (seconds) | Skill | Components | Craft time (seconds) | Skill
No results |
Antidotes
Chemicals required to cure Poison Afflictions.
Chemical | Description | Usage | Crafting | ||||
---|---|---|---|---|---|---|---|
Afflictions | Duration (seconds) | Skill | Components | Craft time (seconds) | Skill
No results |
Stimulants
Chemicals used to boost the user's speed, strength, and recovery from Stun.
Chemical | Description | Usage | Crafting | ||||
---|---|---|---|---|---|---|---|
Afflictions | Duration (seconds) | Skill | Components | Craft time (seconds) | Skill
No results |