Medical Items

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Data is potentially outdated
Last updated for version 0.15.22.1
The current game version is 1.4.5.0

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 (Right Mouse by default) and pressing the "Shoot" keybind (Left Mouse 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


Trivia

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