Advanced guide to chemicals and how to treat them (+ Husk Infection) [Updated for BTE 6.8]

#1
In this guide i will show most of chemicals in the BTE, their propeties and how to deal with them. This is both handy for Traitors, to choose some nasty poison and most importantly for Medical Doctors. Note that I will not present here healing items like Corrigodone, just the chemicals.

In BTE 6.7 meds have changed quite a bit, you can now use most of them without syringe! I won't cover that, its not guide for the suicide!

Chloral Hydrate:

Injected by syringe:

Stuns after ~5 seconds

1 dose:
- stuns for ~10 seconds

2 doses:
- stuns for ~20 seconds

3 doses:
- stuns for ~30 seconds
- untill first 10 seconds deceases oxygen to a half of bar, then it recovers

4 doses:
- in first 10 seconds subject loses all oxygen and stops breathing
- if injected with liquid oxygenite before or during first 10 seconds, stuns for ~40 seconds
- same thing happens for Erythrozine, injecting minimum 2 doses during first 10 seconds saves the subject from suffocation
- It appears that subject loses oxygen only during first 10 seconds after injection


Inhaled:

Full dose
- After mere second subject starts losing oxygen at very quick rate, after 5 seconds subject is stunned.
- If Erythrozine or Liquid Oxygenite injected after 5 seconds after inhalation subject almost for sure will suffocate

~Half dose
- Very similiar to full dose

Overally it's good way to eliminate someone, it's even better to commit suicide inhaling it.
For rescuing subjects injected with lethal doses (3 and up) it's required to act immediately



Chlorine:

Injected by syringe:

- Deals very little damage

Inhaled:

- Inhaling all of it at once is good way to commit suicide


Well thats it, use it just for crafting

You cannot anymore inject those powders
Spoiler
Copper Powder and Bronze Powder:

Injected by syringe:

1 dose:
- Deals damage (0,1hp/s) for 90 seconds. 9 damage in total

2 doses:
- Deals damage (0,2hp/s) for 90 seconds. 18 damage in total

3 doses:
- Deals damage (0,3hp/s) for 90 seconds. 27 damage in total

4 doses:
- Deals damage (0,4hp/s) for 90 seconds. 36 damage in total


Treating:

- It's not really lethal, but to subject with low health it might be dangerous, just inject some corrigodone.


Aluminium Powder:

Injected by syringe:

1 dose:
- Deals damage (0,2hp/s) for 90 seconds. 18 damage in total

2 doses:
- Deals damage (0,4hp/s) for 90 seconds. 36 damage in total

3 doses:
- Deals damage (0,6hp/s) for 90 seconds. 54 damage in total

4 doses:
- Deals damage (0,9hp/s) for 90 seconds. 72 damage in total


Treating:

-Aluminium Powder is slightly more lethal, still can be eaisly healed



Iron Powder:

Injected by syringe:

1 dose:
- Damages subject (0,3hp/s) for 90 seconds, causing 27 damage in total

2 doses:
- Damages subject (0,6hp/s) for 90 seconds, causing 54 damage in total

3 doses:
- Damages subject (0,9hp/s) for 90 seconds, causing 81 damage in total

4 doses:
- Damages subject (1,2hp/s) for 90 seconds, which critically injures subject after ~83 seconds (Deals 108 damage in total)

Shot in medical dart:

- Acts like 3 doses, injected by syringe

Treating effects of Iron Powder:

- In low dosage its not lethal, still can be eaisly cured with some Corrigodone or Auxiliorizine.


Fulgurium powder:

Injected by syringe:

1 dose:
- Causes very minor bleeding, dealing barely any damage, stops after minute

2 doses:
- Causes worsening bleeding, which results in critical condition of subject after ~31 seconds

3 doses:
- Causes worsening bleeding, which results in critical condition of subject after ~22 seconds

4 doses:
- Causes worseing bleeding, making subject critically injured after ~18 seconds

Shot in medical dart:

- Critically injures after ~21 seconds

Inhaled:

- Helps stop bleeding, but decrease oxygen


Treating effects of Fulgurium powder:

You need a lot of fibrozine and corrigodone to keep subject alive
You can also use Auxiliorizine and Fibrinozine, but it is still exepnsive to save subject


Fulgurium powder is very similiar to Uranium powder



Uranium powder:

Injected by syringe:

1 dose:
- Causes very minor bleeding, that lasts for 60 seconds, barely damaging subject

2 doses:
- Causes a worseing bleeding, which critically injure subject after ~31 seconds

3 doses:
- Causes a worseing bleeding, which procedss faster, critically injuring subject after ~22 seconds

4 doses:
- Causes a worseing bleeding, critically injuring subject just after ~18 seconds

Shot in medical dart:
- Critically injures after ~21 seconds


Curing Uranium powder:
Uranium powder is very costly to cure, you need a lot of fibrozine and corrigodone to keep subject alive, Chloromydride and Auxiliorizine are advised, still in big amounts

Ethanol:

Injected by syringe:

- 1 dose:
- Very slight decrease of health
- Subjects starts spordacically get stunned at around ~10 seconds interval, with stun times getting longer with each new stun
- Effects wear off around 1 minute

- 2 doses:
- Again, very slight decrease of health
- Longer stuns at same intervals
- Effects wear off around 1 minute

- 3 doses:
- Together with health, the oxygen starts going down, resulting in complete lack of oxygen after ~25 seconds, and while after that subject suffocates

- 4 doses:
-Subject loses oxygen very quickly resulting complete lack of it in ~10 seconds from injection, which causes very fast suffocation


First stun happens after 12 seconds, not less

Curing Ethanol:

4 doses:

- Liquid Oxygenite is safe bet, inject one and subject shall live, Erythrozine is still inefficent



Flash Powder:

Injected by syringe:

-Explodes, dealing low damage (5hp)

Shot in medical syringe:

- Does same thing as injected


Propellant Powder:


Injected by syringe:

-Explodes, dealing low damage

Thrown:

-Thrown hard explodes, which causes little stun and very slight subject damage (if in range)

Shot in medical syringe:

- Does same thing as injected

Propellant Powder and Flash powder are very similiar



Hematosine

Injected by syringe:

Lasts for 100 seconds
1 dose:
- Causes very minor bleeding

2 doses:
- Causes very minor bleeding aswell

3 doses:
- Causes minor bleeding, which if not treated starts incrashing resulting in critical injury after ~45 seconds

4 doses:
- Causes minor bleeding increashing even faster, resulting in critical injury after ~30 seconds

Shot in medical dart:

- Effects same as 3 doses injected by syringe



Midazolam:

Injected by syringe:

1 dose:
- Stuns for 1 minute, kicks in 5 seconds after injection

2 doses:
- Stunts also for 1 minute

3 doses:
- Also for 1 minute

4 doses:
- Slowly decreases oxygen amount, untreated subject loses all oxyegen after little less than ~50 seconds
- Stuns for 1 minute


Shot in Medical Dart:

- Stuns for 1 minute


Conclusion:

If you want to sedate your subject, use only one dose od Midazolam, injecting anymore is a waste of it.

Curing(?) Midazolam:
- Defibrillator makes subject wake up after ~15 seconds after usage



Morbusine:

-Injected by Syringe:

1 dose:
- Starts slowly decrashing your health lasts 1:40, critically injures after ~1:23, after that subject start losing oxygen at quick rate
- Every 10 seconds from injection subject gets little stunned

2 doses:
- Decreases health faster, and drains oxygen critically injures after ~42 seconds
- Every 10 seconds from injection subject gets little stunned

3 doses:
-Decreases oxygen and health, resulting in complete lack of oxygen in ~16 seconds and complete loss of health after ~28 seconds


4 doses:
-Decreases oxygen and health, resulting in complete lack of oxygen in ~9 seconds and complete loss of health after ~21 seconds

Spoiler
Outdated Stun counter:

1 dose - 12 stuns
2 doses - 11 stuns
3 doses -5 stuns
4 doses - 4 stuns
Curing with Morbusanide:

Inject morbusanide doses adequatley to Morbusine doses (1:1), or just inject it untill target stops losing health.


Morbusanide obviously cures Morbusine, but does not stop stuns


Neurozine:

Injected by syringe:

- Inverts movement
- Decreasess visibility
- Lasts for ~1:40 minutes
- Stuns occasionally

(Effects are same, no matter the dosage)

Not really lethal but in some situations it might be helpfull



Nitroglicerin:

Thrown:

-Explopdes even on slight impact

Dropped:

- Dropping it just on the ground causes explosion
- Also explodes when dropped in container

Injected by syringe:

-Explodes instantly
-Injecting more than one dose crashes the game (0.8.1.7 BTE 6.4)

Inhaled:
-Also explodes



It is advised to be really carefull with this chemical, slightest error will be lethal



Phosphorus:

It was buffed quite a bit in 6.7 its not that useless anymore, infact its very lethal

Injected by syringe:

1 dose:
- Deals 80 damage

2 doses:
- Deals 160 damage, critically injures after ~10 seconds
3 doses:
- Deals 240 damage, critically injures after ~6 seconds
4 doses:
- Deals 320 damage, critically injures after ~5 seconds

Shot in medical dart:
- Acts like 3 doses


Potassium:

Injected by syringe:

- In contact with subject potassium explodes, casuing 10 health damage, stun and minor bleeding

Shot in medical dart:

- Stuns subject for 6 seconds, deals 20 damage and causes serious bleeding, subject is in critical condition after ~13 seconds, without treatment dies from bloodlos
- It is half as effective when hits head

On contact with water, explodes

Treating subject hit by medical dart with potassium:
- To stop bleeding caused by potassium you need 3 doses of Fibrinozine



Sufforin:

Injected by syringe:

1 dose:
- Right after injection subject loses 5 health points
- After ~20 seconds subject starts losing oxygen quickly, resulting that in another 10 seconds subject loses consciousness
- Next subject starts losing health slowly

2 doses:
- Loses 10 health points
- After 20 seconds same things happen at accelerated rate
- Subject loses consciousness after ~27 seconds from injection

3 doses:
- Same thing at accelerated speed
- Subject loses consciousness after 25 seconds from injection

4 doses:
-Same thing even faster

Curing full Sufforin dose:

- Inject 3 doses (75%) Liquid Oxygenite
- Keep Corrigodone in your syringe and pervent subject from losing health (2 bottles of it are enough)
- Sufforin should waear off after ~1:30 minute.

1 dose:
- 1 dose (25%) of Liquid Oxygenite is enough to stop it


If you want to treat Sufforin get Corrigodone and Liquid Oxygenite, using Erythrozine is very inefficient, just for one dose of Sufforin you need more than 4 bottles of Erythrozine



Sulphuric Acid:

Injected by syringe:

1 dose:
- Deals damage (1hp/s) for 90 seconds

2 doses:
- Deals damage (2hp/s) for 90 seconds, which critically injures subject after 50 seconds

3 doses:
- Deals damage (3hp/s) for 90 seconds, which ciritcally injures subject after ~33 seconds

4 doses:
-Deals damage (4hp/s) for 90 seconds, which critically injures subject after 25 seconds

Shot in medical dart:

- Acts like 3 doses injected from syringe

Treating effects of Sulphuric Acid:

- Use Auxiliorizine to stop from subject getting damaged:
1 dose -2 Aux
2 doses - 4 Aux
3 doses - 6 Aux
4 doses - 8 Aux

- Or stabilizine subject health using Corrigodone, untill effects wear off



Thermite Powder:

Injected by syringe:

- Each bottle can be injected only once
- Starts damaging player(2,5hp/s), which causes critical injury after ~40 seconds

Thrown:

- Thrown starts fire

Shot in medical dart:
- If hits a hull, results in same reaction as if thrown
- If shot into subject, acts like injected


Treating effects of Thermite powder:

- Its advised to use Auxiliorizine and Corrigodone




And you tought this is the end and i won't cover Husk infection! Well, you are wrong then.

How fast is Husk Infection growing?

After lurking in the XML files of BTE, I didin't come up with anything specific, i had to test it by trial and error, many lives have been lost but i managed to figure it out! (I think corecctly)
Here is the math:

After getting bit by a Husk himself, or being injected Velonaceps Calyx Eggs Husk Infection Progress starts at 0,01

Husk Infection Progress (HIP) reaches 0,25 after 75 seconds (1:15minutes), which is 0,0033333333333333/s
HIP reaches 0,5 after 150 seconds (2:30 minutes) - thats the beginning of stage 1
When the HIP reaches 1,0 - becomes active (after another 150 seconds) - start of stage 2, players starts to get damaged and his body is slowly overtaken by Husk itself

Here are the stages:

(0)- Subjects is newly injected with Velonaceps Calyx Eggs
(1)- After ~2:50 minutes medical hud shown his infection
(2)- After ~5 minutes subject was in advanced stage of husk parasite infection
(3)- After ~7 minutes subject if gave up subjects body will be taken by Husk

And down here are test i have conducted to better understand Husk Infection


Test #1

There were 4 subjects

Each of them was infected with one dose of Velonaceps Calyx Eggs.
After 2:30 minutes each subject was injected with different amount fo Calyxanide

- Subject #1 - 1 dose
- Subject #2 - 2 doses
- Subject #3 - 3 doses
- Subject #4 - 4 doses

Subjects #3 and #4 have been cured from Husk Parasite Infection

Subject #1 30 seconds after injection of Calyxanide appeard to be infected again, subject was again injected with two doses of Calyxanide, in next 45 sceonds he appeard infected again

Subject #2 After injecting 2 doses of Cylaxanide subject appread infected again after little more than 1 minute, similiar to Subject #1

To cure 1 stadium of Husk Parasite Ifection required are atleast 3 doses od Calyxanide



Test #2

Two previous subjects #1 and #2 developed into Advanced Husk Parasite Infection

Injecting 3 doses of antidote to subject #1 resulted in Crictical Injury
After than subject #1 was injected with full dose of Corrigodone, situation didin't changed
Injecting another bottle of Corrigodone helped, that was followed by another injection which killed the subject #1 and turned him into husk, the scientist operating this experiment was bitten.

Test #2 was cancelled for now




Test #3

Freshly bitten scientist served as a subject for testing early Husk Parasite Infection

Sciencist was injected with one dose od Cylaxanide
It proved to prevent Husk Parasite Infection from further expansion in host body

Conclussion:

Husk Parasite Infection is is very dangerous not cured, it is important to treat it in early stage, the more time we weste the worse it gets


Stage 0 - 1 dose of Calyxanide
Stage 1 - 3 doses of Calyxanide
Stage 2 - Need intensive healing and plenty of Calyxanide (Need to be tested more)
Stage 3 - By then it is advised to kill it as fast as possible, do not waste any of Calyxanide




Test #4

Testing if amount of Velonaceps Calyx Eggs impacts required amount of Cylaxanide to sucsesfully cure subject

Subject #1 - 2 doses - injected 3 doses of Calyxanide (Info about infection disappeard after first dose)
Subject #2 - 3 doses - injected 3 doses of Calyxanide (Info about infection disappeard after first dose)
Subject #3 - 4 doses - injected 3 doses of Calyxanide (Info about infection disappeard after first dose)


After 3 minutes all three subjects didin't show sign of infection

Conclussion:
Amount of Velonaceps Calyx Eggs does not impact amount of Cylaxanide needed




Test #5

This Test is to prove if there is difference between injection of Velonaceps Calyx Eggs and Husk bite

Subject #1 was bit by Husk, as expected turned into stage 1 after ~2:30 minutes, Later on injected were 3 doses of Cylaxanide which cured infection
Subject #2 was also bit by Husk, but right after was given 1 dose of Cylaxanide which stopped infection
Subject #3 was bit by Husk, but he was given 1 dose of Cylaxanide after 2 minutes, seconds before stadium 1 would kick in, infection was delayed but it came back
subject after that was injected 3 doses of Calyxanide which didint seem to stop infection from growing stronger.

Subject #4 was bit, after 1 minute injected 1 dose of Cylaxanide, which stopped the infection
Subject #5 was bit, after 2 minutes was injected 3 doses of Cylaxanide which stopped infection
Subject #6 was bit, after 2 minutes was injected 2 doses of Calyxanide which stopped infection too
Due to safety reason Husk was terminated
Subject #7 was injected Velonaceps Calyx Eggs, injected 3 Calyxanide 2 minutes after stage 1 has kicked in, infection came back after ~1:30, after that subject was injected full bottle of Calyxanide which stopped infection
Subject #8 injected Velonaceps Calyx Eggs after ~2 minutes after stage 1 was injected 4 doses of Calyxanide which stopped infection


Conclussion:
Early stage 0 - (0-75seconds from injection)
Late stage 0 - (75-150seconds from injection)
Early stage 1 - (150-225seconds from injection)
Late stage 1 - (225-300 seconds from injection)
Stage 2 - Advanced stage of husk parasite infection, we are unable to save subject


1 dose - 0-120 seconds (2 minutes) after infection - right before stage 1 kicks in
2 doses 0-240 seconds (4 minutes) after infection - from early stage 1 to late stage 1
3 doses 0-300 seconds (5 minutes) after infection - to very late stage 1


And that's it! Thanks for reading it all, hopefully you will know few thing more than before!
Last edited by ZimA on Mon Aug 13, 2018 8:08 am, edited 5 times in total.

Re: Advanced guide to chemicals and how to treat them [BTE]

#2
Some extra info about calyxanide:

-It is currently bugged and has no effect if you self inject (according to Nil), therefore in game get a friend to inject.
-Each injection removes 20% of the husk infection state. Loss of speech occurs at 50% so at that stage it will always require a minimum of 3 shots.

Sufforin's poisonous effects last for 60 seconds, same time liquid oxygenite lasts for, sufforin results in minus 5 oxygen a second. Combined with passive oxygen loss after they stop breathing they die in about 18 seconds without medical attention, therefore I believe (provided the effects of sufforin stack and my math doesn't suck):

1 dose of sufforin - 1 liquid oxygenite dose.
2 doses of sufforin - 1 liquid oxygenite dose and cpr until the poison subsides.
3 doses of sufforin - 2 liquid oxygenite doses.
4 doses of sufforin - 2 liquid oxygenite doses and cpr until the poison subsides.

Liquid oxygenite is god tier against most oxygen deprivation issues. 1 dose of erythrozine, 20% oxygen. 1 dose of liquid oxygenite, 600% oxygen. Erythrozine is just completely unviable in stopping poison.

In terms of some really good medical chemicals:

Nil told me that auxiliorizine can be used as an alternative to chloromydride. Get this, without bleeding and external sources of damage downed players lose 0.5% health a second. 1 dose of auxiliorizine gives 0.5 health/sec for 60 seconds. If no unqualified individuls give CPR and no one manhandles the victim in a damaging way, it means they get an added minute of time where they can be saved. However they won't gain health either, all it does is buy time for either a chemical or a CPR revive from an individual with a high medical skill.

The aforementioned chloromydride is probably my favourite drug for healing in the game. Not only does it counter passive oxygen loss, it removes bleeding fast. By fast I mean one bar of bleeding gone every 5 seconds. It lasts for 30 seconds so each injection removes 6 bleeding. It removes bleeding at the same rate as fibrinozine, but its effects don't stack. So that means 1 injection at most every 30 seconds. It also prevents passive health loss due to unconsciousness by giving 1hp a second. This makes it perfect for a CPR revive to take place. It's effects only work at 1hp and below.

Overall, the info you have is pretty damn good. Nice work.
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