Health: Difference between revisions
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Health is not precisely visible normally; all you have is a green pulse that gets redder and smaller when you get hurt. You will also have a Health Doll, which shows which limbs have been hurt. To heal from damage with sutures, meshes, bruise packs, or ointment, you'll have to target the hurt limbs first. | Health is not precisely visible normally; all you have is a green pulse that gets redder and smaller when you get hurt. You will also have a Health Doll, which shows which limbs have been hurt. To heal from damage with sutures, meshes, bruise packs, or ointment, you'll have to target the hurt limbs first. | ||
[[Health Analyzer]]s can be used to obtain a detailed readout of the health of a humanoid, showing precisely how much of each type of damage has been taken, and where. It will also tell in broad terms if the target is suffering from special damage types. Advanced health analyzers, available from the CMO or printed after research, can show detailed info like | [[Health Analyzer]]s can be used to obtain a detailed readout of the health of a humanoid, showing precisely how much of each type of damage has been taken, and where. It will also tell in broad terms if the target is suffering from special damage types. Advanced health analyzers, available from the CMO or printed after research, can show detailed info like {{TGMEDSTAM}}, or organ damage. | ||
[[Health Scanner HUD]]s are a special type of glasses that will show a lifebar on top of all living beings. The bar will go from full to empty when going from alive to [[#Critical Status|crit]]; when in [[#Critical Status|crit]], the bar will start flashing red, with the flashes becoming more frequent as the target approaches death. | [[Health Scanner HUD]]s are a special type of glasses that will show a lifebar on top of all living beings. The bar will go from full to empty when going from alive to [[#Critical Status|crit]]; when in [[#Critical Status|crit]], the bar will start flashing red, with the flashes becoming more frequent as the target approaches death. | ||
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By default, humans and humanoids have 100 health (and consequently up to -100 crit health). | By default, humans and humanoids have 100 health (and consequently up to -100 crit health). | ||
== | =={{BLOOD}}== | ||
Most humanoids have | Most humanoids have {{BLOOD}}. The base amount is 560u, which generally remains at that level. {{BLOOD}} can be drawn and injected with [[syringe]]s and [[Guide_to_medicine#Bleeding|IV drip]]s, can be lost from {{TGMEDBLEEDING}} {{TGMEDWOUND}}s and regenerated through chemicals. {{BLOOD}} regenerates slowly over time, and regenerates faster the better fed you are. Water, iron, and nutriment are easy ways to restore lost {{BLOOD}}. | ||
There are also blood types, which follow the general real world rules. [[Lizard|Lizardpeople]] have a special bloodtype, marked L, which can only receive from and donate to the L blood type. [[Ethereals]] have liquid electricity as their | There are also blood types, which follow the general real world rules. [[Lizard|Lizardpeople]] have a special bloodtype, marked L, which can only receive from and donate to the L blood type. [[Ethereals]] have liquid electricity as their {{BLOOD}}, and can only give and receive that type. [[Plasmaman|Plasmamen]] have no blood. | ||
See the table below to see which blood types can receive which. | See the table below to see which blood types can receive which. Transfusing an incompatible blood type will add 0.5 units of [[Guide to chemistry#Toxin|Toxin]] to the patient per unit transfused. | ||
{| class="wikitable" style="text-align: center;" || | {| class="wikitable" style="text-align: center;" || | ||
|- | |- | ||
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==Damage Types== | ==Damage Types== | ||
To restore lost health the specific type of damage dealt must be fixed. | To restore lost health the specific type of damage dealt must be fixed. As damage increases, you will suffer a speed malus, the strength of which will increase with the total damage you have sustained. Certain items, abilities, or chemicals can prevent this, such as [[Guide to chemistry#Morphine|Morphine]], [[Changeling#Adrenaline Sacs|Changeling]] [[Guide to chemistry#Changeling Adrenaline|Adrenaline]], or [[Syndicate Items#Stimpack|Stimulants]]. | ||
===Main Damage Types === | ===Main Damage Types === | ||
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There are five types of damage that affect your overall health (HP), and some other forms of damage which does not directly harm it. See the [[Guide_to_medicine#Treatment|Guide to medicine]] for suggestions on how to heal different types of damage. | There are five types of damage that affect your overall health (HP), and some other forms of damage which does not directly harm it. See the [[Guide_to_medicine#Treatment|Guide to medicine]] for suggestions on how to heal different types of damage. | ||
==== | ===={{TGMEDBRUTE}}==== | ||
{{TGMEDBRUTE}} is the most common: it's caused by being hit with physical weapons, pressure or lack thereof, explosions, acid, surgery, and so on. | |||
{{TGMEDBRUTE}} can cause bone or {{TGMEDBLEEDING}} {{TGMEDWOUND}}s. | |||
==== | ===={{TGMEDBURN}}==== | ||
The second most common damage, | The second most common damage, {{TGMEDBURN}} is usually dealt by extremes of temperature or energy, such as lasers, hot weapons like welding tools, electric shocks, explosions, fire, hypothermia, and other such effects. | ||
{{TGMEDBURN}} can cause {{TGMEDBURN}} {{TGMEDWOUND}}s, and corpses affected by enough {{TGMEDBURN}} become [[Guide_to_medicine#Husk|husks]], becoming hard to identify. | |||
==== | ===={{TGMEDTOX}}==== | ||
The least common (normal) damage is | The least common (normal) damage is {{TGMEDTOX}}. It's caused mainly by, obviously, [[Guide_to_chemistry#Toxins|toxins]], and miscellaneous poisoning. Ethereal starvation, certain gasses, and infection can all cause {{TGMEDTOX}}. | ||
Unlike | Unlike {{TGMEDBRUTE}} or {{TGMEDBURN}}, {{TGMEDTOX}} leaves no physical marks, making it invisible to bystanders examining you unless they have the [[Quirks#Empath|Empath quirk]]. It can still be detected by using a [[Health Analyzer]]. You can't directly detect the presence of on yourself without one either, but you can usually tell by checking the health bar on the [[Medical_items#Health_Scanner_HUD|health scanner HUD]], the still visible damage overlay and health icon, or from the fact that you are slowed down without being hurt in other ways. | ||
==== | ==== {{TGMEDOXY}} ==== | ||
{{TGMEDOXY}} is taken when not breathing, when unable to breathe, or when otherwise asphyxiating, such as from strangulation or the effects of certain poisons.<br>{{TGMEDOXY}}, unlike other forms of damage, will heal quickly over time if you're breathing, making it generally not too threatening on its own. However, it still counts as normal damage when calculating crit and death, so continued lack of breathing will still end up being lethal. If you take 50 or more {{TGMEDOXY}}, you [[Status_Effects#Unconscious|pass out]]. | |||
===Special Damage Types=== | ===Special Damage Types=== | ||
==== | ==== {{TGMEDSTAM}} ==== | ||
{{TGMEDSTAM}} is basically "fake" damage: it will change your health icon as if it was real damage, but it's not calculated for crit or death. If you take {{TGMEDSTAM}} you get slowed just like with normal damage. However, if the body takes 100+ {{TGMEDSTAM}} total you'll get inflicted with a special variety of [[Status_Effects#Paralyze|paralyze]] for some time, a '''stamcrit''' which works separately from ordinary [[Status_Effects#Paralyze|paralyze]]. This paralyze can not be reduced with "stun time reduction" chems or abilities, but stun immunities will still make you immune to it. The moment you enter stamcrit you take 30 extra {{TGMEDSTAM}} damage. {{TGMEDSTAM}} does not stack with normal damage when calculating slowdown and stamcrit thresholds. <br> | |||
Additional info:<br> | Additional info:<br> | ||
*Normally caused by disablers and similar weapons, damage from holograms made by the [[holodeck]], some [[Guide_to_chemistry#Tirizene|toxins]], and [[hallucination]]s. | *Normally caused by disablers and similar weapons, damage from holograms made by the [[holodeck]], some [[Guide_to_chemistry#Tirizene|toxins]], and [[hallucination]]s. | ||
* | *{{TGMEDSTAM}} (including stamcrit) will be instantly purged 10 seconds after last time you took such damage. Your stamina-critical state ([[Status_Effects#Paralyze|paralyze]]) will also end if you regenerate to under 100 {{TGMEDSTAM}}. | ||
*Stamcrit time can not be reduced with stun reduction drugs, unless they make you regenerate to under 100 | *{{TGMEDSTAM}} will regenerate faster the longer you are in stamcrit, preventing infinite stun times. | ||
*Stamcrit time can not be reduced with stun reduction drugs, unless they make you regenerate to under 100 {{TGMEDSTAM}}. | |||
==== | ===={{BRAIN}}==== | ||
{{BRAIN}} can be caused by hits to the head, some [[Guide_to_chemistry#Impedrezene|chemicals]] and [[Guide_to_chemistry#Fentanyl|toxins]], the [[chaplain]] with his bible, and some [[Infections|diseases]]. | |||
By itself it does nothing, but | By itself it does nothing, but {{BRAIN}} has a chance of inflicting [[Guide to Traumas|Brain Trauma]]s. This chance scales both with the amount of {{BRAIN}} dealt by the hit and the {{BRAIN}} you already have. | ||
[[Guide to Traumas|Brain Trauma]]s can be Mild, Severe or Special. See the [[Guide_to_Traumas#Brain_Trauma_Prefixes|Guide to Traumas]] for info about how to cure different traumas. | [[Guide to Traumas|Brain Trauma]]s can be Mild, Severe or Special. See the [[Guide_to_Traumas#Brain_Trauma_Prefixes|Guide to Traumas]] for info about how to cure different traumas. | ||
If | If {{BRAIN}} reaches extremely high levels (200 hp) you'll die of brain death. You can still fix this by splashing some [[Mannitol]] on the brain. It will heal its damage instantly. | ||
==== | ===={{TGMEDBLEEDING}}==== | ||
{{TGMEDBLEEDING}} is generally caused by {{TGMEDWOUND}}, and rarely by embedded objects or [[heparin]]. | |||
When | When {{TGMEDBLEEDING}}, your {{BLOOD}} decreases over time. When it starts getting low, you'll start seeing messages like ''"You start to feel tired..."''. If it gets even lower, you'll start rapidly taking oxygen damage, proportionally to the amount of blood lost. Injecting epi pens, applying gauze to wounds, grabbing wounds by targeting them with an empty hand and ctrl clicking, lying down, and taking chems like iron or saline glucose can all help fight bloodloss. | ||
If your blood volume gets too low, you'll die even if you managed to stave off the oxygen damage. | If your blood volume gets too low, you'll die even if you managed to stave off the oxygen damage. | ||
==== | ===={{RAD}}==== | ||
{{RAD}} can be gained through [[genetics]] testing, radiation storms, staying too close to the [[supermatter]], fusion and its nuclear particles as well as hot tritium (probably due to atmos techs), or by certain weapons and traitor devices. Once you have {{RAD}}, you slowly take {{TGMEDTOX}} and occasionally take spikes of {{TGMEDBURN}} along with {{TGMEDBURN}} {{TGMEDWOUND}}. Staying under a shower prevents these spikes, but doesn't treat the problem! Reducing a {{RAD}} affected person's {{TGMEDTOX}} to 0 will remove the {{RAD}} status. While items can turn green, this does not pose any risk and is purely cosmetic. | |||
==== | ===={{TGMEDWOUND}}s==== | ||
While these are better covered [[Guide_to_Wounds|here]], | While these are better covered [[Guide_to_Wounds|here]], {{TGMEDWOUND}}s are a special kind of harm received when you take too strong of damage from a single source. There are four types, being piercing, slashing, blunt, and burn. Each of them have their own problems and methods of treatment, and in higher stages they can be extremely lethal through extra damage or {{BLOOD}} loss. | ||
====[[Guide_to_medicine#Organ_damage|Organ Damage]]==== | ====[[Guide_to_medicine#Organ_damage|Organ Damage]]==== | ||
Fully covered in [[Guide_to_medicine#Organ_damage|this page]], but organ damage is the most varied of the damage types you can take. Each organ has its own penalties for damage, but every organ but the eyes, ears, and stomach will quickly cause damage until death upon failure. <br> | Fully covered in [[Guide_to_medicine#Organ_damage|this page]], but organ damage is the most varied of the damage types you can take. Each organ has its own penalties for damage, but every organ but the eyes, ears, and stomach will quickly cause damage until death upon failure. <br> | ||
The main way to get organ damage is through decay while dead, but some have special ways like flashbangs for the ears and alcohol for the liver. Most organs have special surgeries or chems to heal them, but others simply need replacement or removal. | The main way to get organ damage is through decay while dead, but some have special ways like flashbangs for the ears and alcohol for the liver. Most organs have special surgeries or chems to heal them, but others simply need replacement or removal. | ||
'''Losebreath''' | |||
Certain toxins, status effects, drugs, and abilities may inflict Losebreath. | |||
Each point of Losebreath will prevent you from taking one breath, treating you as if you were suffocating instead of breathing and removing one point of Losebreath. | |||
Healing Losebreath is usually a matter of healing the {{TGMEDOXY}} it causes or the poisons causing it, but some chemicals, such as the {{TGMEDOXY}} healer [[Guide to chemistry#Convermol|Convermol]], may reduce Losebreath directly. | |||
==Critical Status == | ==Critical Status == |
Latest revision as of 13:37, 9 June 2025


Health, in general, measures how much damage you can take before dying. If the sum of your damage lowers your health to 0, you will fall in critical status. Further damage will lower health into negative numbers; you'll die if you reach the opposite of your max health.
Health is not precisely visible normally; all you have is a green pulse that gets redder and smaller when you get hurt. You will also have a Health Doll, which shows which limbs have been hurt. To heal from damage with sutures, meshes, bruise packs, or ointment, you'll have to target the hurt limbs first.
Health Analyzers can be used to obtain a detailed readout of the health of a humanoid, showing precisely how much of each type of damage has been taken, and where. It will also tell in broad terms if the target is suffering from special damage types. Advanced health analyzers, available from the CMO or printed after research, can show detailed info like STAM, or organ damage.
Health Scanner HUDs are a special type of glasses that will show a lifebar on top of all living beings. The bar will go from full to empty when going from alive to crit; when in crit, the bar will start flashing red, with the flashes becoming more frequent as the target approaches death.
By default, humans and humanoids have 100 health (and consequently up to -100 crit health).
BLOOD
Most humanoids have BLOOD. The base amount is 560u, which generally remains at that level. BLOOD can be drawn and injected with syringes and IV drips, can be lost from BLEEDING WOUNDs and regenerated through chemicals. BLOOD regenerates slowly over time, and regenerates faster the better fed you are. Water, iron, and nutriment are easy ways to restore lost BLOOD.
There are also blood types, which follow the general real world rules. Lizardpeople have a special bloodtype, marked L, which can only receive from and donate to the L blood type. Ethereals have liquid electricity as their BLOOD, and can only give and receive that type. Plasmamen have no blood. See the table below to see which blood types can receive which. Transfusing an incompatible blood type will add 0.5 units of Toxin to the patient per unit transfused.
Donor | |||||||||||
A+ | A- | B+ | B- | AB+ | AB- | 0+ | 0- | L | |||
Receiver | A+ | Y | Y | N | N | N | N | Y | Y | N | |
A- | N | Y | N | N | N | N | N | Y | N | ||
B+ | N | N | Y | Y | N | N | Y | Y | N | ||
B- | N | N | N | Y | N | N | N | Y | N | ||
AB+ | Y | Y | Y | Y | Y | Y | Y | Y | N | ||
AB- | N | Y | N | Y | N | Y | N | Y | N | ||
0+ | N | N | N | N | N | N | Y | Y | N | ||
0- | N | N | N | N | N | N | N | Y | N | ||
L | N | N | N | N | N | N | N | N | Y |
Damage Types
To restore lost health the specific type of damage dealt must be fixed. As damage increases, you will suffer a speed malus, the strength of which will increase with the total damage you have sustained. Certain items, abilities, or chemicals can prevent this, such as Morphine, Changeling Adrenaline, or Stimulants.
Main Damage Types
There are five types of damage that affect your overall health (HP), and some other forms of damage which does not directly harm it. See the Guide to medicine for suggestions on how to heal different types of damage.
BRUTE
BRUTE is the most common: it's caused by being hit with physical weapons, pressure or lack thereof, explosions, acid, surgery, and so on.
BRUTE can cause bone or BLEEDING WOUNDs.
BURN
The second most common damage, BURN is usually dealt by extremes of temperature or energy, such as lasers, hot weapons like welding tools, electric shocks, explosions, fire, hypothermia, and other such effects.
BURN can cause BURN WOUNDs, and corpses affected by enough BURN become husks, becoming hard to identify.
TOX
The least common (normal) damage is TOX. It's caused mainly by, obviously, toxins, and miscellaneous poisoning. Ethereal starvation, certain gasses, and infection can all cause TOX.
Unlike BRUTE or BURN, TOX leaves no physical marks, making it invisible to bystanders examining you unless they have the Empath quirk. It can still be detected by using a Health Analyzer. You can't directly detect the presence of on yourself without one either, but you can usually tell by checking the health bar on the health scanner HUD, the still visible damage overlay and health icon, or from the fact that you are slowed down without being hurt in other ways.
OXY
OXY is taken when not breathing, when unable to breathe, or when otherwise asphyxiating, such as from strangulation or the effects of certain poisons.
OXY, unlike other forms of damage, will heal quickly over time if you're breathing, making it generally not too threatening on its own. However, it still counts as normal damage when calculating crit and death, so continued lack of breathing will still end up being lethal. If you take 50 or more OXY, you pass out.
Special Damage Types
STAM
STAM is basically "fake" damage: it will change your health icon as if it was real damage, but it's not calculated for crit or death. If you take STAM you get slowed just like with normal damage. However, if the body takes 100+ STAM total you'll get inflicted with a special variety of paralyze for some time, a stamcrit which works separately from ordinary paralyze. This paralyze can not be reduced with "stun time reduction" chems or abilities, but stun immunities will still make you immune to it. The moment you enter stamcrit you take 30 extra STAM damage. STAM does not stack with normal damage when calculating slowdown and stamcrit thresholds.
Additional info:
- Normally caused by disablers and similar weapons, damage from holograms made by the holodeck, some toxins, and hallucinations.
- STAM (including stamcrit) will be instantly purged 10 seconds after last time you took such damage. Your stamina-critical state (paralyze) will also end if you regenerate to under 100 STAM.
- STAM will regenerate faster the longer you are in stamcrit, preventing infinite stun times.
- Stamcrit time can not be reduced with stun reduction drugs, unless they make you regenerate to under 100 STAM.
BRAIN
BRAIN can be caused by hits to the head, some chemicals and toxins, the chaplain with his bible, and some diseases.
By itself it does nothing, but BRAIN has a chance of inflicting Brain Traumas. This chance scales both with the amount of BRAIN dealt by the hit and the BRAIN you already have.
Brain Traumas can be Mild, Severe or Special. See the Guide to Traumas for info about how to cure different traumas.
If BRAIN reaches extremely high levels (200 hp) you'll die of brain death. You can still fix this by splashing some Mannitol on the brain. It will heal its damage instantly.
BLEEDING
BLEEDING is generally caused by WOUND, and rarely by embedded objects or heparin. When BLEEDING, your BLOOD decreases over time. When it starts getting low, you'll start seeing messages like "You start to feel tired...". If it gets even lower, you'll start rapidly taking oxygen damage, proportionally to the amount of blood lost. Injecting epi pens, applying gauze to wounds, grabbing wounds by targeting them with an empty hand and ctrl clicking, lying down, and taking chems like iron or saline glucose can all help fight bloodloss.
If your blood volume gets too low, you'll die even if you managed to stave off the oxygen damage.
RAD
RAD can be gained through genetics testing, radiation storms, staying too close to the supermatter, fusion and its nuclear particles as well as hot tritium (probably due to atmos techs), or by certain weapons and traitor devices. Once you have RAD, you slowly take TOX and occasionally take spikes of BURN along with BURN WOUND. Staying under a shower prevents these spikes, but doesn't treat the problem! Reducing a RAD affected person's TOX to 0 will remove the RAD status. While items can turn green, this does not pose any risk and is purely cosmetic.
WOUNDs
While these are better covered here, WOUNDs are a special kind of harm received when you take too strong of damage from a single source. There are four types, being piercing, slashing, blunt, and burn. Each of them have their own problems and methods of treatment, and in higher stages they can be extremely lethal through extra damage or BLOOD loss.
Organ Damage
Fully covered in this page, but organ damage is the most varied of the damage types you can take. Each organ has its own penalties for damage, but every organ but the eyes, ears, and stomach will quickly cause damage until death upon failure.
The main way to get organ damage is through decay while dead, but some have special ways like flashbangs for the ears and alcohol for the liver. Most organs have special surgeries or chems to heal them, but others simply need replacement or removal.
Losebreath
Certain toxins, status effects, drugs, and abilities may inflict Losebreath.
Each point of Losebreath will prevent you from taking one breath, treating you as if you were suffocating instead of breathing and removing one point of Losebreath.
Healing Losebreath is usually a matter of healing the OXY it causes or the poisons causing it, but some chemicals, such as the OXY healer Convermol, may reduce Losebreath directly.
Critical Status

Also referred to as Crit, critical status happens when you fall below 0 health. This essentially means that you are barely alive, and are on the verge of death. Reaching this means you you will most likely require assistance from another crewmember to have a chance of living. Ask to be injected with an Epinephrine pen to keep your health from decaying!
There are two kinds of critical status, which are nicknamed Softcrit and Hardcrit. After losing around 100 hp (changes depending on mood) you enter softcrit. You are severely hurt and are close to passing out; all you can do in this state is slowly crawl and whisper, which can help you hide or get away to saftey.
After reaching -50 HP, you will enter Hardcrit. You are still technically alive, but you are effectively helpless: you'll be deaf, mute, blind and unable to move or act. You'll also start slowly suffocating, meaning that eventually you will die if nobody saves you. Whispering (#) while in hardcrit will allow you to whisper a short message in your last breath to those who are close to you; however, doing so will kill you instantly.
Deathgasp (*deathgasp) can also be used while in crit (or at anytime). It's an emote that mimics your death message, which may fool bystanders (or your killer) into thinking you died, buying you some time.
Death

The final stage. This occurs once you've reached -100 health. You are completely unable to do anything in this stage and will have to wait to be revived, usually by defibrillators.
Otherwise, enjoy spectating the round as a Ghost, or take one of the Ghost Roles. There are also special opportunities and events where ghosts can enter a round again as another role or antagonist. All of these are separate lives, and you cannot use knowledge gained in a previous life while playing them.
Simple Animals
Simple animals handle health in a simpler way: They have a health value, which is displayed to the player as a percentage in the Status tab on the right. Any damage taken will lower the health value, which in most cases can be healed by sutures, bruise packs, or in rare cases self-healing. Simple animals cannot ingest or be injected with chems, will not breathe in toxic air (though are still harmed by heat/cold and pressure!), are immune to radiation, cannot receive wounds, do not separate brute and burn damage, and are otherwise immune to most things that affect humans like disease
Monkeys are not simplemobs and have human-like health