Barotrauma’s medical system is both deep and punishing. Whether you’re fighting off infection, trying to stop the bleeding, or reviving unconscious crew members, a strong understanding of afflictions, treatments, and stimulants is key to survival in Europa’s hostile depths. This guide covers all major afflictions, medicine mechanics, healing strategies, and everything in between.


Afflictions Overview

Afflictions are the game’s damage types and debuffs, caused by monsters, the environment, weapons, and medications. Most afflictions range in strength from 0 to 100, but some exceed this. Here’s a breakdown of the main types:

  • Internal Damage: Includes broken bones, bites, wounds. Reduces vitality 1:1 per strength. Caused by monsters, weapons, falls, and more.
  • Burning: Functions like internal damage, common from fires and explosions.
  • Low Oxygen: Caused by drowning or certain medications. Strength 50+ begins draining vitality.
  • Bleeding: Up to 10 vitality loss based on strength. Diminishes over time. Can trigger Blood Loss, a secondary damage-over-time affliction.
  • Blood Loss:
    • Strength 5–45: Up to 0.75 vitality/sec
    • Strength 46+: Up to 2 vitality/sec
  • Stun: Disables actions and movement. Max 30 seconds. Can be exploited to permanently stun-lock.
  • High Pressure: Not treatable—only avoidable with diving suits.

Special Afflictions

  • Husk Infection: Contracted from infected enemies or syringes. Grows in strength every 0.3s. Full takeover in ~5.5 minutes. Disables chat/radio around 2.5 minutes in.
  • Nausea: Causes vomiting and organ damage. Stuns for 1.7s. Decays over time.
  • Psychosis: Triggers hallucinations—fake fires, floods, and sounds. Caused by meds. Decays slowly.

Opiate Overuse Afflictions

Excessive use of opiate-based treatments leads to meta-afflictions:

  • Withdrawal: Up to -200 vitality, causes nausea.
  • Addiction: Causes withdrawal and vitality loss.
  • Overdose: Screen distortion, vitality loss, and movement reduction.

Poison Types

  • CyanideMorbizineDelirium Mine: Deal escalating damage. Delirium causes psychosis.
  • Radiation Sickness: Applies burn damage over time that scales in intensity.

Medical Skill and Treatment Efficiency

Treatments have recommended skill levels, which dramatically alter their effectiveness and side effects.

Example – Morphine:

  • At 30+ medical skill: Heals 50 internal/burn, reduces withdrawal, but adds 20 low oxygen, 5 addiction, 10 overdose.
  • Below 30 skill: Heals half the amount, increases affliction risks more severely.

General Healing Items

  • Bandages & Plastaseal: Heal bleeding/burns. Plastaseal is stronger.
  • Opioids (Opium, Morphine, Fentanyl): Heal internal/burn damage. Fentanyl is the strongest. Use naloxone to counter addiction/overdose.
  • Liquid Packs (Saline, Blood, Alien Blood): Reduce blood loss, not root causes.

These general-purpose items are usually enough to stabilize most afflictions early on.


Specialized Treatments

Some conditions require targeted cures:

  • Low Oxygen: Treat with anabolic steroids, hyperzine, dioxazine, or liquid oxygenite.
  • Opiate Meta-Afflictions: Cure with naloxone or stabilozine.
  • Most medications carry side effects—always be aware of the tradeoffs.

CPR and Reviving Crew

  • CPR revives unconscious crewmates with low oxygen.
  • If loss was due to injury, you’ll need to treat the core affliction first (e.g. internal damage) to stabilize them.

Syringe Gun

An incredibly versatile tool:

  • Fires healing or poison chemicals over long distances
  • Can carry up to 4 doses
  • Great for treating husk infections or emergencies outside the sub

Drawback: Applies effects using the minimum skill level, meaning you lose the benefits of high-skill treatment.


Stimulants

Buffs that enhance combat and survival. All have a strength pool (typically 0–600) and decay per second.

  • Slow Metabolism: Boosts all buffs’ durations. Gained from Tonic Liquid (300 strength/dose).
  • Hyperactivity: +48% speed. Gained from Methamphetamine or Hyperzine.
  • Husk Resistance: +75% resistance. Gained from Broad Spectrum Antibiotics.
  • Psychosis Resistance: Gained from Ethanol and Pipe Tobacco.
  • Vigor: +200% max vitality. Gained from Anabolic Steroids and Hyperzine.
  • Paralysis Resistance: +300% resistance. Gained from Anaparalysant (very high skill required).

Best Combo: Tonic Liquid + Hyperzine for a fast, high-health character with long-lasting buffs.


Acquiring Medications

  • Stations: Vary by location; some items rare or locked behind reputation.
  • Monsters: Loot alien blood, swim bladders, adrenaline glands, etc.
  • Plants: Found in caves and ocean floors. Deconstruct to extract base chemicals.

Once collected, combine resources at the Medical Fabricator to craft needed meds.


Bonus: Explosive Medicine

  • Compound N / Volatile Compound N: Crafted in medical fabricator, act as explosives.
    • Damage: 150 structural, 200 burn, 50 laceration
    • 5s stun, 6m blast radius
    • Can be added to railgun or depth charge shells

Healing Without Medication

Sleeping in a bed regenerates 0.05 vitality per second and can treat:

  • Internal damage
  • Blood loss
  • Bleeding
  • Nausea
  • Opiate effects
  • Drunkenness

A surprisingly effective fallback when resources are tight.


Final Thoughts

Barotrauma’s medical system rewards careful planning and punishes recklessness. Whether you’re stitching up gunshot wounds, purging parasites, or reviving fallen crewmates, being a skilled medic can be the difference between success and total catastrophe.

Stay stocked, know your side effects, and always have a backup plan. Sleep off what you can—and shoot the rest.

Until next time, stay safe, stay healthy, and don’t forget your morphine.


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