Difference between revisions of "Medic"

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== Intro ==
''I gots a cousin with enough [[brains]] to sew together two chuds and make a crackbaby!''
Medical skill is essential for surviving the wastes. It is an entirely [[brains]] skill, which means that anybody with half decent brains can be a half decent medic. It allows you to heal damage, fix broken bones, clear ailments, and even bring the dead back to life.


== Commands ==
Medic is a very useful skill used to remedy anything from [[Health|healthbar]] scrapes to massive brain damage to literally being dead. This page covers basic doctoring; for more specific knowledge, relevant reading includes [[Diseases and Afflictions]], [[Health]], [[Mental illness]] and [[Drugs]]. The best teacher of all is field experience; get out there, treat (or sustain!) some nasty wounds and learn a thing or two!
The ''diagnose'' or ''diag'' command allows you to use your Medic to determine the health, arousal, food and water deprivation levels, Vampiric status, need to urinate, etc from another player or yourself. Diagnosing yourself is easier than other characters, and you can not use the command on players with the Engima mutation. The amount of information reported on other players depends on your Medic skill, and the command is not useful for grinding Medic.


   diagnose Miyako
Note that performing any medical operation on someone who isn't unconscious requires them to {{cmd|allow medic from <you>}}.
 
=== Diagnosis ===
To get in-depth information on someone using your medic skill, use {{cmd|diag}}(nose). This will give you a multi-line readout on whoever you're diagnosing.
 
   diag Miyako
    
    
   In your educated opinion...
   In your educated opinion...
Line 14: Line 17:
   Miyako really has to pee.
   Miyako really has to pee.


== Basics ==
If there are other relevant status effects, like having a groin pull or a broken arm, they're also displayed here. They'll also sometimes include treatment suggestions, like "You could fix it with an allomycin hypo." Some diag messages are more cryptic or vague - interpreting them is up to your game knowledge! Diag still has no cost or cooldown, and you only need 9 medic skill to diag yourself.
Before you heal somebody, they will have to ''allow medic from <you>''. After they do that, you should ''diag''nose them to figure out what's wrong. Once you get to a certain level of medic, you'll be able to determine exactly how hungry somebody is, or exactly what percentage of health they have by using the '''diag''' command.
 
Diag will never work on someone with [[Enigma]]. If someone takes Enigma, it is their responsibility to have good knowledge of the game's medical system even if they have low medic skill, and tell friendly medics what treatment they require.
 
=== Healing ===
Losing [[health]] is bad. Reach zero health, and you [[Death|die]]. To avoid that, patch up other people's healthbars and yourself up with the following methods:


== Medical Supplies ==
* '''Trauma Kits''' are cheap and available in lots of stores. They heal a certain amount over time, every [[heartbeat]]; the healing amount scales with your medic skill and peters down over time.
Typically, medical supplies come in various forms;
** Trauma kits can be {{cmd|combine}}d, which saves some inventory space. You can only combine medium and medium kits or large and large kits; they can't mix.
* [[Trauma kit]] and [[nanite healer]], which are used to heal damage.  
** If you want to replace bandages on someone for a higher heal, {{cmd|unband}} them using a suture kit. This doesn't take a suture kit charge. If your medic skill is too low you'll damage your patient in the process!
* [[First aid kit]], [[Insta-cast]], [[Suture kit]],  which are used to fix broken limbs, bleeding, or other status problems.
* '''Nanite healers''' don't use the Medic skill; see [[Health#Recovering_health|here]].
* [[Hypodermic needle]] and [[syringe]], which are used to either cure diseases or inject drugs.
* '''Mediguns''' are craft-only and require good medic skill to use, but heal for huge amounts very quickly, and have an ubercharge function that lets them buff the dodge of their target. ''Everyone'' loves a good medigun medic, except for the [[Zombie_(mutation)|already-dead]]. You can't heal yourself with a medigun, and they require charge to function.
* [[Defibrillator]], which is used to revive the recently deceased.
* Pills, like aspirin and birth control, which are used to prevent heart attacks and prevent pregnancy, respectively.
* Special items, like [[brain surgery kit]] and the [[groinex nanopoultice]], which are used to fix specific things. In this case, brain damage and groin pulls respectively.
The weight of medical supplies can stack up, so you should keep a container around for them or only carry minimal supplies you think you need.


== Getting Supplies ==
=== Status Effects ===
The pharmacy in Freedom City, [[Meds 4 Less]]. (ML on the map) sells almost everything you need, including trauma kits, insta-casts, first aid kits, some hypos, rad detox kits and defibrillators. Using them is simple enough; ''use <item>'' if you want to heal yourself, or ''use <item> on <person>'' if you want to heal somebody else. Items like brain surgery kits are expensive equipment that can only be bought in the dangerous technologically-advanced [[Maas Neotek]].
Various status effects can afflict you and your friends. Many of them are very specific, obscure, or even spoilers, but here are a few common ones:


== Training ==
* '''Bleeding''' drains your healthpool periodically. People with [[Superclot]] will never bleed; for everyone else, use a suture kit to patch the wounds. Requires about 10 medic skill for consistent success. Improvised rolls of bandages also work; they're slower, but they don't require medic skill.
Some civilians in Freedom City may be injured or suffering from illnesses. When you ''diagnose'' them or ask if they have any needs and they state they think they are sick, you may treat the illness and gain both IPs and money from it. Usually if sick they are suffering from Black Lung which can be treated with allomycin, but '''this is not always the case'''. The hospital in slagtown will also pay you for using trauma kits on injured patience, but beware of hostile mobs there. The crack mansion ('cm' on the map) is not only a great place to grind combat skills, but also a great place to grind medic. Just heal the players fighting crackheads, or yourself after a battle. Nanite healers give very little medic IP, so use trauma kits instead. (Note that players aren't likely to pay you.)
* '''Broken bones''' can show up in the jaw, arm and leg. Fix them with an insta-cast. Requires about 15 medic for consistency.
* '''Black lung''' requires an allomycin hypo to fix. There are many other viral infections treatable with allomycin, viromycin, or fungilex; {{cmd|diag}} will usually give you a hint on this. All require about 15 medic for consistent success.
** For more information on various horrible diseases, see [[Diseases and Afflictions]].
* '''Radiation poisoning''' is fixed with a rad detox kit, which requires about 16 medic for consistency.
* '''Being dead''' is fixed with a portable defibrillator, and requires about 16 medic for consistent success. Defibrillators require charge.
** If you die, don't scream in panic over corpnet. You have several minutes before you're beyond saving. Defibrillation will never succeed if the deceased disconnects from the server while dead or leaves limbo ("goes up"), however.
** People who have been fatalitied (big red wall of text upon death) can never be defibbed. Same goes for people blown to bits or decapitated.
** When you resurrect someone with a defib, any status effects they died with will be retained, so make sure to patch up bleeding lest they bleed to death again. They also revive with one healthpoint and some stat penalties, so they're very vulnerable.
* '''Being unconscious''' is fixed with an adrenaline hypo, though it seldom lasts long enough for anyone to bother. This does comes in handy for dream-chairs and sleeping shopkeepers.
* '''Brain damage''' is fixed with a brain surgery kit, purchased in [[Maas Neotek]] for $3500 (or crafted). Lower totals can get away with spam, but 21 or more is best for consistent success.
* '''Groin pulls''', caused by overt muscle strain, can be fixed with a groinex nanopoultice. This requires about 15 medic.


== Resurrection ==
First aid kits can be bought in some stores, and can fix groin pulls, bleeds and broken bones all in one. As a trade-off, they take much longer to apply (more than long enough for a bleed to tick). Most of the supplies listed above can be purchased in [[Meds 4 Less]] in [[Freedom City]], [[Mercy Shoppes]] in [[Weezer_Dam|Weezer]], and other scattered medical shops.
Using a Portable Defibrillator that is properly charged will allow a character with a high enough skill in Medic to resurrect a dead character provided they have not been gibbed or horribly mutilated, and the player must also still be in limbo. If the player has cloned the defibrillator will simply state that the patient has flatlined and that you don't think you will be able to recucitate them. You should ideally have at ''least'' 14 effective Medic for this to work, and ideally higher is better. Recucitated characters will return with barely any health and with some penalties, but it's still cheaper than cloning (no skill loss, no paying for new clone). Cocoon capsules will still be deployed from the initial death and a new one will have to be purchased even if a character is recucitated. Players who have died due to bleeding or heart attack from overdosing are likely to die immediately after being revived: Use a suture kit to fix bleeding, or pass them an aspirin pill as soon as they are revived so they will not drop dead again.


== Progression ==
=== Miscellaneous Medic Uses ===
[[User:Emilie|&lt;3milie]] 18:31, 15 March 2009 (UTC):
The medic skill is sometimes used for things that aren't healing people, such as...
* '''Two [[weaponry#Medic|weapons]],''' the sonic scalpel and the Liston knife. Some people make entire builds around the unsoakable scalpels.
* '''Implant removal,''' conducted using the Implomatic on the top floor of the [[St._God's_Memorial_Hospital|hospital]] in [[Slagtown]]. This requires 26+ medic for removal of implants with no risk of damage to said implant. The Implomatic ''can'' be used to install implants as well, but since it's so easy to use NPCs for that, nobody bothers.
* '''Psychoanalysis''', used with the {{cmd|analyze}} command, is required to treat relatively rare [[mental_illness|mentals]]. See the relevant page for more information on those. You'll need extremely good medic (in the 40s) to treat very nasty mentals.
* '''Massages''', given by anyone with the [[Empath]] or [[Nimble Fingers]] mutations (or anyone with a massage table). This is supposed to be a way of curing stress, but it's slow and carries the risk of causing muscle strain. Weed and scrimshaws are much better.
* '''Organ extraction''' for the [[Jobs#Organ_Repo|Organ Repo job]] requires about 20 medic for consistent extraction, but it can be spammed with no downsides if you have less (and some patience).


The (general) difficulty of using medical items is as follows; Keep in mind that the higher your medic skill, the more effective everything will be. (except for the items like insta-casts and nanite healers, which, to my best knowledge, depend on a very low medical skill. I have never seen anybody fail to give themselves a nanite injection or fail to swallow a pill.) Generally speaking, the higher your medical skill, the more damage trauma kits will heal, and the longer the bandages will stay applied.
=== Exceptions ===
Medic is all about fixing people, and people have lots of weird deviations that can throw you off:
* '''[[Enigma]]''' mutants cannot be diagnosed or psychoanalyzed. As mentioned earlier, it's the Enigma's job to tell you what their problems are and (if necessary) how to fix them, not your job to automatically know. Nobody likes a dumbnigma.
* '''[[Zombie_(mutation)|Zombies]]''' cannot be healed with trauma kits, nanites, or mediguns - the only way they can heal is by eating heads. Status cleansing and the like works normally.
* '''[[Abomination|Abominations]]''' can only be healed by [[Hideous_Freak|freaks]]. They also can't be defibbed by anyone.
* '''[[Vampire|Vampires]]''' are susceptible to [[mental_illness|mentals]] if they get hungry. Bleeding is also a more serious problem for them, since it actively increases their hunger as well as damaging them.
* '''[[Silicone Skin]]''' mutants take 20% less healing from trauma kits. All other healing sources work normally.
* '''[[Empath|Empaths]]''' have some special medical stuff, as well as an intrinsic bonus to medic. See the mutation page for more info.
* '''[[Camelfat]]''' mutants hang on to status effects like drugs and poison for longer, which means they can't just walk off their rads.
* '''[[Plant Whisperer_(Mutation)|Plant Whisperer]]''' mutants can catch a bunch of mutation-specific diseases. They're all fixed with a fungilex hypo.


'''Pills = Nanite Healers''' (~5 total)
{{SkillsListbox}}
'''Trauma Kits''' (~10 total, 15+ is preferable)
'''Insta-casts''' (12~ total)
'''Hypodermics and Syringes''' (14-15~ total)
'''Rad-detox Kits''' = '''Suture Kits''' = '''First Aid Kits''' (17~ total)
'''Defibrillators''' (19~ total)
'''Brain Surgery Kits''' (20~ total, 22+ is preferable)


[[Category:Gameplay]] [[Category:Skills]]
[[Category:Gameplay]] [[Category:Skills]]

Latest revision as of 13:18, 3 June 2019

I gots a cousin with enough brains to sew together two chuds and make a crackbaby!

Medic is a very useful skill used to remedy anything from healthbar scrapes to massive brain damage to literally being dead. This page covers basic doctoring; for more specific knowledge, relevant reading includes Diseases and Afflictions, Health, Mental illness and Drugs. The best teacher of all is field experience; get out there, treat (or sustain!) some nasty wounds and learn a thing or two!

Note that performing any medical operation on someone who isn't unconscious requires them to allow medic from <you>.

Diagnosis

To get in-depth information on someone using your medic skill, use diag(nose). This will give you a multi-line readout on whoever you're diagnosing.

 diag Miyako
 
 In your educated opinion...
 Miyako has no injuries.
 Miyako is sexually aroused.
 Miyako is deprived of food by about 91 units.
 Miyako is deprived of water by about 1 units.
 Miyako really has to pee.

If there are other relevant status effects, like having a groin pull or a broken arm, they're also displayed here. They'll also sometimes include treatment suggestions, like "You could fix it with an allomycin hypo." Some diag messages are more cryptic or vague - interpreting them is up to your game knowledge! Diag still has no cost or cooldown, and you only need 9 medic skill to diag yourself.

Diag will never work on someone with Enigma. If someone takes Enigma, it is their responsibility to have good knowledge of the game's medical system even if they have low medic skill, and tell friendly medics what treatment they require.

Healing

Losing health is bad. Reach zero health, and you die. To avoid that, patch up other people's healthbars and yourself up with the following methods:

  • Trauma Kits are cheap and available in lots of stores. They heal a certain amount over time, every heartbeat; the healing amount scales with your medic skill and peters down over time.
    • Trauma kits can be combined, which saves some inventory space. You can only combine medium and medium kits or large and large kits; they can't mix.
    • If you want to replace bandages on someone for a higher heal, unband them using a suture kit. This doesn't take a suture kit charge. If your medic skill is too low you'll damage your patient in the process!
  • Nanite healers don't use the Medic skill; see here.
  • Mediguns are craft-only and require good medic skill to use, but heal for huge amounts very quickly, and have an ubercharge function that lets them buff the dodge of their target. Everyone loves a good medigun medic, except for the already-dead. You can't heal yourself with a medigun, and they require charge to function.

Status Effects

Various status effects can afflict you and your friends. Many of them are very specific, obscure, or even spoilers, but here are a few common ones:

  • Bleeding drains your healthpool periodically. People with Superclot will never bleed; for everyone else, use a suture kit to patch the wounds. Requires about 10 medic skill for consistent success. Improvised rolls of bandages also work; they're slower, but they don't require medic skill.
  • Broken bones can show up in the jaw, arm and leg. Fix them with an insta-cast. Requires about 15 medic for consistency.
  • Black lung requires an allomycin hypo to fix. There are many other viral infections treatable with allomycin, viromycin, or fungilex; diag will usually give you a hint on this. All require about 15 medic for consistent success.
  • Radiation poisoning is fixed with a rad detox kit, which requires about 16 medic for consistency.
  • Being dead is fixed with a portable defibrillator, and requires about 16 medic for consistent success. Defibrillators require charge.
    • If you die, don't scream in panic over corpnet. You have several minutes before you're beyond saving. Defibrillation will never succeed if the deceased disconnects from the server while dead or leaves limbo ("goes up"), however.
    • People who have been fatalitied (big red wall of text upon death) can never be defibbed. Same goes for people blown to bits or decapitated.
    • When you resurrect someone with a defib, any status effects they died with will be retained, so make sure to patch up bleeding lest they bleed to death again. They also revive with one healthpoint and some stat penalties, so they're very vulnerable.
  • Being unconscious is fixed with an adrenaline hypo, though it seldom lasts long enough for anyone to bother. This does comes in handy for dream-chairs and sleeping shopkeepers.
  • Brain damage is fixed with a brain surgery kit, purchased in Maas Neotek for $3500 (or crafted). Lower totals can get away with spam, but 21 or more is best for consistent success.
  • Groin pulls, caused by overt muscle strain, can be fixed with a groinex nanopoultice. This requires about 15 medic.

First aid kits can be bought in some stores, and can fix groin pulls, bleeds and broken bones all in one. As a trade-off, they take much longer to apply (more than long enough for a bleed to tick). Most of the supplies listed above can be purchased in Meds 4 Less in Freedom City, Mercy Shoppes in Weezer, and other scattered medical shops.

Miscellaneous Medic Uses

The medic skill is sometimes used for things that aren't healing people, such as...

  • Two weapons, the sonic scalpel and the Liston knife. Some people make entire builds around the unsoakable scalpels.
  • Implant removal, conducted using the Implomatic on the top floor of the hospital in Slagtown. This requires 26+ medic for removal of implants with no risk of damage to said implant. The Implomatic can be used to install implants as well, but since it's so easy to use NPCs for that, nobody bothers.
  • Psychoanalysis, used with the analyze command, is required to treat relatively rare mentals. See the relevant page for more information on those. You'll need extremely good medic (in the 40s) to treat very nasty mentals.
  • Massages, given by anyone with the Empath or Nimble Fingers mutations (or anyone with a massage table). This is supposed to be a way of curing stress, but it's slow and carries the risk of causing muscle strain. Weed and scrimshaws are much better.
  • Organ extraction for the Organ Repo job requires about 20 medic for consistent extraction, but it can be spammed with no downsides if you have less (and some patience).

Exceptions

Medic is all about fixing people, and people have lots of weird deviations that can throw you off:

  • Enigma mutants cannot be diagnosed or psychoanalyzed. As mentioned earlier, it's the Enigma's job to tell you what their problems are and (if necessary) how to fix them, not your job to automatically know. Nobody likes a dumbnigma.
  • Zombies cannot be healed with trauma kits, nanites, or mediguns - the only way they can heal is by eating heads. Status cleansing and the like works normally.
  • Abominations can only be healed by freaks. They also can't be defibbed by anyone.
  • Vampires are susceptible to mentals if they get hungry. Bleeding is also a more serious problem for them, since it actively increases their hunger as well as damaging them.
  • Silicone Skin mutants take 20% less healing from trauma kits. All other healing sources work normally.
  • Empaths have some special medical stuff, as well as an intrinsic bonus to medic. See the mutation page for more info.
  • Camelfat mutants hang on to status effects like drugs and poison for longer, which means they can't just walk off their rads.
  • Plant Whisperer mutants can catch a bunch of mutation-specific diseases. They're all fixed with a fungilex hypo.


Skills
Weapon Skills BladesClubsFistsFlailsMedicPistolsRiflesScienceSpearsWhips
Combat Skills BombsDodgeFocusQuickdrawTortureWrestle
Mobility Skills ClimbPilotRideSwim
Support Skills HackLocksmithMedicRepairTeachTrack
Crafting Skills ChemistryCraftScience
Miscellaneous Skills AppraiseFishFuckLinguistPersuadeScavengeSneakThrow
Defunct Skills FeetSteal