This guide is a work-in-progress. I intend to include:
- 【DONE】 How to treat every ailment;
- 【WIP NOW】 How to craft every treatment;
- 【WIP NOW】 Treatment pricing info (both with and without a medfab; Dug-runners, I have not overlooked you);
- 【SOON】 Full crafting reference including non-medical;
- 【LESS SOON】 How to get all crafting materials;
Guide targeted at the October 1st, 2021 update. I will update it to fit the October 27th update once I’ve had a chance to play it.
Intro
The “Afflictions” sections (💥/☣️/🌺) contain comprehensive information on treating everything. They are the instant reference.
The “Cures” section will (when it’s finished) basically be an optimized version of the Medical Items wiki page – [barotraumagame.com] , that also includes cost information so new players can quickly get an idea of the bottom-line expenditure and how not to bankrupt the fleet while doctoring. I am going to include
The “Crafting” section (will contain, when it’s made,) comprehensive information on crafting, and the briefest of info on what the items are actually used for / where they come from in the first place.
The “Acquisition” section (will contain, when it’s finished,) comprehensive information on where materials are got from in the world, and shopkeep info. Basically a fusion of all monster loot tables and the shopkeep table into one optimized for an impatient crafter.
Thanks to the official Barotrauma wiki (https://barotraumagame.com/wiki/ – [barotraumagame.com] ) for allowing this guide to be >99% stolen and <1% manual theorycrafting.
This is a quick “field reference guide”; it lists all possible treatments (even crappy ones you’ll only use in a pinch), but does not list all possible side effects. Detailed medical information can be found on the “Cures” page. Use your best judgement in giving medical advice or treatment.
(I recommend using Ctrl+F to jump to your ailment until I figure out if Steam Guides support intra-document anchors)
Ailments Legend
- [x] required medical level for best results
- {y} healing if medical level not met
- 🌺 see “Opiate Afflictions” for more information
- 🐌 slow-acting; don’t panic if it doesn’t “seem” to have worked for a second or two
- 🌬️ winds the patient; give them a moment to catch their breath between doses
- ⚠️ has unusually severe side-effects if medical skill requirement not met
- 🤷 there are generally far better ways to spend this material than on curing this ailment
💥Common Afflictions
Common Afflictions have an associated vitality penalty linearly proportional to their strength, except as otherwise noted.
Internal Damage
This does not decay (unless you are a Husk-type creature), and includes Blunt-force Trauma, Lacerations, Bite Wounds, Gunshot Wounds, Organ Damage, and Deep-Tissue Injury as variants. It is limb-specific (except for Organ Damage).
Treatments:
- [0] Sleep: 1 per 0:20 (total, all limbs/ailments)🐌
- [5] Tonic Liquid: 12
🐌
- [15]Opium: 20 {10} (total, all limbs)🌺🌬️
- [20] Pgr.Extract: 6.25 {3.125} (total, all limbs)
🐌🌬️
- [30] Morphine: 50 {25} (total, all limbs)
🌺🌬️
- [50] Hyperzine: 12* {6} (total, all limbs)🤷
- [72] Fentanyl: 75 {50} (total, all limbs)
🌺🌬️
- [72] Deusizine: 90 {45} (total, all limbs)
*Hyperzine can only treat “Internal Damage” per se (from unskilled CPR, engine wounds, or unskilled A.B.Glue application) and not any of its sub-types.
Burn
This does not decay. It is limb-specific.
Treatments:
- [10] Bandage: 18 {12} (one limb)
- [15] Opium: 20 {10} (total, all limbs)🌺🌬️
- [20] Pgr.Extract: 6.25 {3.125} (total, all limbs)🐌🌬️
- [22] Plastiseal: 36 {18} (one limb)
- [30] Morphine: 50 {25} (total, all limbs)🌺🌬️
- [55] A.B.Glue: 75 {50} (one limb)
- [72] Fentanyl: 75 {50} (total, all limbs)🌺🌬️
O2-Low
This decays with oxygen. It has no vitality penalty below 50 strength.
Treatments:
- [0] Breathe (in a room with oxygen, a mask, or a diving suit)
- [20+] CPR (if and only if patient is Downed thus cannot breathe)⚠️
- [45] Liq.Oxygenite: 99⚠️🤷
- [72] Deusizine: 90 {45}🤷
Bleeding
This decays (1/10s). It is limb-specific. In addition to inducing Bloodloss, it applies its own, proportionally accumulating vitality penalty that does not go away until the affliction does.
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)🐌
- [10] Bandage: 24 {18} (one limb)
- [22] Plastiseal: 48 {24} (one limb)
- [55] A.B.Glue: 75 {50} (one limb)
Bloodloss
This decays (1/10s) when not bleeding, but it applies a proportionally accumulating vitality penalty that accelerates at 45 strength and does not go away until the affliction does.
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)🐌
- [10] Saline: 50 {35}
- [35] Blood Pack: 120 {60}
- [40] Alien Blood: 120 {60} (causes psychosis)🤷
- [72] Deusizine: 45 {30}
Stun
This decays (1/s). It has no vitality penalty, but prevents all gameplay.
Treatments:
- Stop getting hit (stun decays very rapidly)
- [20+] CPR (if and only if patient is Downed)⚠️
- [35] Methamphetamine: 22.5
- [50] Hyperzine: 54 {15}
High Pressure
This is purely environmental. It applies a constantly accumulating -10/s vitality penalty.
Treatments:
- ASAP: Put on a diving suit rated appropriately for the pressure (the “high pressure” icon will not go away, but it will count as treated.)
- Medium-term: Go Inside, close the doors, weld the walls, and make sure the pumps are running
- Long-term: buy hull upgrades
☣️Exotic Afflictions
Exotic Afflictions have no consistent vitality penalty rules. See each section for details.
Husk Infection
This grows (3/10s) until cure or completion.
- At 0 strength, the infection is removed (cured)
- Below 40 strength, the infection cannot be detected without a Health Scanner
- Above 40 strength, the patient cannot speak
- Above 75 strength, the patient gains an infectious melee attack, pressure resistance, and water breathing
- At 100 strength, the infection is “complete”: the player is (fatally) taken over by a hostile Husk NPC. No recovery possible from this point.
Treatments:
- [25] Brd.Spct.A.B.: 30 {15}
- [38] Calyxanide: 100 {60}
Poisoning
These grow at various rates with various debuffs until treatment or death.
- Cyanide directly penalizes vitality and speed, and grows more or less steadily. It cannot affect creatures heavier than a Mudraptor.
- Sufforin has no debuffs until it reaches 90 strength, at which point it rapidly penalizes vitality. It is not formally diagnosable below 50 strength (but may be clinically diagnosed from a screen blur starting at 30 strength). It cannot affect creatures heavier than a normal Hammerhead.
- Morbusine does not directly kill, instead inducing O2-Low at a rate roughly proportional to its monotonically increasing strength. It does not affect water-breathing creatures.
- Deliriumine is not fatal, only inducing psychosis (which appears to have no effect on non-crew AI yet.)
Treatments:
- [5] Antidote*: 100
- [20] Stabilozine: 30 {15} (total, all poisoning types)
*Must exactly match the specific poison type: Cyanide, Sufforin, Morbusine, or Deliriumine. Antipsychotics will not cure Deliriumine poisoning.
Paralysis
It grows (1/s) until treatment, slowing the patient until it reaches its cap of 100, at which point the patient is Downed. (It is one of the few ways to Down someone without a vitality penalty.) It cannot affect creatures heavier than Humans.
Treatments:
- [0] Hallucinogenic Bufotoxin: 20🤷
- [64] Anaparalyzant: 100 {390}*
{🐌}
Stabilozene can not be used to treat Paralysis.
*Do not naively estimate that an unskilled application provides more value, as a skilled application provides a far longer Resistance period that dwarfs that provided by an unskilled medic, and eclipses the associated slow-application window.
The "Paralyzed" commoner you may sometimes find in outposts is actually "overdosed on narcotics". You must have Medical Lv.30 to diagnose this at all. From there, you can choose between +5 Medical by treating him yourself, or opt for +30 Outpost RP if you have a Naloxone in your pockets before inspecting the patient. This is a highly unique "event", so even the almighty Health Scanner will gaslight you here. That side effect is, additionally, not part of normal gameplay, so don't worry about that actually happening to your crew.
Incremental Stun
TODO
Radiation Sickness
It does not decay (nor does it grow). It has no vitality penalty itself, instead continually burning the patient until treated, as follows:
- Below 5 strength: no effect.
- Up to 25 strength: +1 burn every 6:40.
- Up to 50 strength: +1 burn every 3:20.
- Up to 75 strength: +1 burn every 1:40, and +1 net* nausea every 0:20.
- Up to 100 strength: +1 burn every 0:50, and +1 net* nausea every 0:10.
*After subtracting nausea’s -1/s base decay rate
Treatments:
- [5] Antirad: 100
- [20] Stabilozine: 30 {15} (total, all poisoning types)
Note that the dive suits are bugged[?]: they do not protect you against the most salient source of this, Jovian Radiation. (TODO: confirm whether that also applies while in an outpost, or just while on missions)
Nausea
This decays (1/s).
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)*🤷
Since you sleep Nausea off a mere 10% faster than it decays naturally, you may better want to spend that time harvesting Pomegrenades to treat the Organ Damage induced when you vomit
Drunk
This decays (1/10s to 2/10s). It has a speed penalty and slight vitality reduction starting at 20 strength; all these accelerate at 40 strength along with a slight nausea induction; all these (including the nausea induction) accelerate sharply at 80 strength.
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)
- [20] Stabilozine: 30 {15} (total, all poisoning types)
Reaper’s Tax
This multiplayer-only respawn penalty does not decay. It has a fixed -20% Speed penalty, and proportional Vitality and Skill penalties that scale up to -40 and -50%, respectively.
Treatments:
- Pay 1000 marks to the doctor NPC at the next manned outpost (the patient must do this*); it will be indicated by an ellipsis speech bubble as if the NPC had a Mission available
*In MP, this is the only way a player other than the host can expend Campaign funds!
Psychosis
This decays (1/10s to 2/10s). It may generally be ignored, if you are good at telling the fake events apart from real ones.
Treatments:
- [0] Ethanol: 10:00*
🤷
- [37] Haloperidol: 100 {25}
- [41] Anti-Deliriumine: 13.2 (6.6 initial; remainder over time)
🤷
*Provides resistance, so best applied preliminarily. But the induced Nausea makes this treatment a terrible choice over just waiting out an essentially cosmetic effect.
Hallucinating
This decays (1/s). It is purely cosmetic, so may be safely ignored when e.g. diving in mushroom caves.
Treatments:
- [37] Haloperidol: 100 {25}
🤷
Space Herpes
This online-only moderation penalty decays when you stop griefing; it is the visible symptom of low Karma – [barotraumagame.com] .
Treatments:
- Play the game normally
Watcher’s Gaze
This decays (4–19/s) once you stop being watched. It buffs nonhuman creatures, but induces Nausea, Psychosis, and a few other ill effects on Humans.
Treatments:
- Shoot the Watcher to make it run away and get a brief respite
- Kill the Watcher to make it stop for good (or until you encounter the next one)
🌺Opiate Afflictions
Overdose
Decays (1/20s). Has no effects under 50 strength; has serious vitality and speed penalties starting at 50 strength.
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)
- [20] Stabilozine: 30 {15} (total, all poisoning and Op-Afflict types)
- [39] Naloxone: 60 {30} (total, all withdrawal types)
Addiction
Decays (1/20s to 1/10s, depending on current strength). Has no effects below 20 strength; induces Withdrawal above 20 strength, accelerating at 40 strength and accelerating sharply with an additional vitality reduction at 80 strength.
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)
- [20] Stabilozine: 30 {15} (total, all poisoning and Op-Afflict types)
- [39] Naloxone: 60 {30} (total, all Op-Afflict types)
Withdrawal
Decays meaningfully when not Addicted (1/20s to 2/10s, depending on current strength). Has no effects below 20 strength; induces probabilistic nausea as well as vitality and speed penalties starting at 20 strength; these increase sharply at 40 strength and are redoubled at 80 strength.
Treatments:
- [0] Sleep: 1 per 0:20 (total, all ailments)
- [0] Opium: 15
- [0] Morphine: 30
- [0] Fentanyl: 100
- [20] Stabilozine: 30 {15} (total, all poisoning and Op-Afflict types)
- [39] Naloxone: 60 {30} (total, all Op-Afflict types)
TODO
- (Ailments) see how much Reaper’s Tax is added each respawn
- (Ailments) add last icons
- (Cures) finish it…
- (Crafting) start it…
- (Crafting) ensure all recipes are in there
- (Acquisition) start it…
- (Ailments) Include details of Karma algorithm
- (Ailments) verify wiki’s claims of incrementally accumulating vitality penalties associated with bloodloss and bleeding
- (Ailments) incremental stun
[WIP] 🧪Cures
Values in {curly braces} only occur when administered by an unskilled medic. I believe that you will always get the “best results” if the medic meets or exceeds the required skill level (TODO: confirm).
Tonic Liquid
- (resch 72; colo 96)
Pomegrenade Extract
- Medic Lv.20 required for best results
- Effects:
- -6.25 {-3.125} internal damage (total)
- -6.25 {-3.125} burn damage (total)
- Side Effects:
- +25 O2-Low
- Best cost: 0 mk (fire-hazard farm)
- 5 Pomegrenades (foraged)
- Best cost without a medical fabricator : ~80 mk
- (resch 72; colo 96)
Morphine
- (mine 75; colo/resch 90; hab/mil 100)
Fentanyl
- (colo/resch 225; mil 250)
This is all for Barotrauma Basic Useful Cheat Sheet Guide for Medical Textbook hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
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