recursal/Fanatic-Fandom huggingface dataset:
UEX

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

UEX is an explosive in Barotrauma. It can be made in the fabricator with Sodium and Phosphorus.

## Usage

UEX can be placed in a Detonator and then remotely detonated by sending a signal to it, typically by wiring the detonator to a button, but it could be triggered other ways. For example, the detonator awaits a "1" signal, so if you wire it to a door's **state\_out** connector, the "1" signal is sent when the door opens. It is capable of causing significant damage to both entities and structures in the world.

Like C-4, IC-4, Compound N and Volatile Coumpound N, it can be loaded inside Railgun Shells and Nuclear Shells for added damage. UEX is the primary ingredient for fabricating various explosives, including C-4, grenades, explosive Coilgun ammo, the nuclear Depth Charge and nuclear Railgun shell.
Periscope

You can help the Barotrauma Wiki by fixing it up. The Discussion page may contain suggestions.

 Category

The **Periscope** is a stationaryinstallations in *Barotrauma*. It's meant to be connected to different installations, such as the Coilgun, Railgun, Searchlight and Camera.

## Function

Periscope need to be wired up to another installation in order to function.
Screwdriver

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Screwdriver** is a tool that can be acquired in *Barotrauma*.

## Function

The screwdriver's primary function is to perform electrical repairs on certain installations, namely Junction Boxes, Navigation Terminals, Sonar Monitors, Status Monitors, Batteries and Supercapacitors.

It can also be used on Connection Panels of any installation or electrical component to rewire them.

## Usage

Screwdrivers are held with one hand. Left-clicking on an installation or electrical component with the tool equipped will open up its connection panel menu. Rewiring while below level 70 Electrical Engineering presents a risk of failure, which interrupts the rewiring and inflicts Burn 5 and Stun 5 sec.

Pressing E on an installation that needs to be repaired will start fixing it. Doing so while below level 55 Electrical Engineering will take longer.
Piezo Crystals

Last updated for version: 0.11.0.9
Current game version: Go To The Official Barotrauma Wiki

**Piezo Crystals** are environmental objects that drain power from nearby submarines. They will drain the charge from Batteries and Supercapacitors, rendering a submarine vulnerable.

If one so chooses to cut a **Piezo Crystals** off with a Plasma Cutter be wary as it explodes once fully removed. (DO NOT CUT IT.)
Oxygenite Shard

**Oxygenite Shards** are rare Oxygen-related material items. They can be used as a source of breathable oxygen, thrown as a weapon, or further refined into chemicals.

# Acquisition

It can be bought from some outposts, found occasionally in wrecks and Alien Ruins, deconstructed from Alien Trinkets and Sky Alien Artifacts.

# Functions

The oxygenite shard can be thrown for massive explosion damage on a hard impact. If it does not detonate, the oxygenite shard will generate a supply of oxygen (5000 Air, approximinately enough to sustain 7 people).

It can be refined into Liquid Oxygenite.

It can also be used in a Diving Mask or Diving Suit or as fuel in Plasma Cutter.
Welding Tool

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Welding Tool** is a tool that can be operated in *Barotrauma*. It is one of the most essential tools, as it allows crew members to repair the submarine.

## Function

Welding Tools are used to repair structures such as walls and windows. They can also be used to seal doors and hatches. The only way to un-seal a door is by using a Plasma Cutter.

Structures being affected by the welding tool are highlighted by a rectangle. The color of that rectangle shows the condition of the structure: from red indicating poor condition, to green indicating good condition. Sealing a door will have a grey progress bar.

## Usage

The Welding Tool is held with both hands. Holding down the right-click (mouse2) button aims towards the cursor. Holding down the left-click (mouse1) button will then activate the tool, affecting any structures within its range.

A player using a welding tool without the appropriate skill level will drain the Welding Fuel Tank 3 times faster.
The Welding Tool can contain Oxygen and Oxygenite Tanks, but they will explode immediately when using the tool.

## Gallery

* A crew member repairing a wall with a welding tool.
* A welding tool being used to seal a door.
Silicon

**Silicon** | -

## Acquisition

Principally, Silicon can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Quartz | **Silicon** x2

 Plastic | **Silicon**  Carbon | 5

## Recipes

Silicon can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   Plastic |   **Silicon**    Carbon | 5
Watcher (Legacy)

The contents are of a legacy creature, that doesn't spawn naturally.

* **Notes:** Can be spawned with Console Commands.

1,000
 Weakpoints
Limbs
Head
 Walking
0.3
0.5
 Aggressive?
When Attacked
 Sight
1
0
 None

The **Watcher** is an octopus-like Europan creature named after its large eye. Despite its startling appearance, it is docile in nature and will attack neither submarines nor their crew members unless provoked. Once riled up however, its resilience makes it a dangerous foe.

As of the current Early Access Steam build, Watchers will not naturally occur as they are outdated mobs from legacy. However, they are still present within the Vanilla 0.9 Content Package, and can be spawned in with the identifier `watcher`.

## Description

Watchers have 6 limbs and a large protruding head. Having no specialized appendages dedicated to swimming, they are exceptionally slow-moving. Their limbs are black and their heads are multi-colored.

Watchers are visually-oriented animals. Their iridescent head's main feature is its large eye, giving them splendid vision; on the other hand, they suffer from deafness.

Watchers' heads are completely armoured on all sides. Attacking the head will only inflict 1/10th of the damage. They also possess a shell articulated at the base of the head, but this doesn't appear to offer any actual protection.

Watchers are solitary creatures always encountered alone.

## In-game

Watchers are passive but inquisitive creatures: despite having no desire to attack the submarine or its crew, Watchers will still approach the ship to gaze at human activities through any windows. They become aggressive once attacked and then proceed to repeatedly ram into humans and submarine alike.

Harming a Watcher is made difficult by its relatively high health and armored head. It is recommended to aim at the limbs for maximal efficiency.

Taking this into account, the proper course of action during an encounter with a Watcher is to avoid engaging a fight.

## Trivia

* Despite their massive eye and the logical assumption that they would possess incredible vision, the Watcher's sight is actually standard.
* The Watcher has the most sound files of any creature, with 9.

## Gallery

* A Watcher swimming around outside a submarine.

## Audio

* Idle 1
* Idle 2
* Idle 3
* Idle 4
* Idle 5
* Idle 6
* Attack 1
* Attack 2
* Attack 3
Security Gear

Reason: "*Will most likely be divided into Body Armor and Ballistic Helmet (which it already is) to have less articles repeating content.*"

 Type
 Deconstructor Materials

The **Security Gear** is a set of hard wearing clothes that can be acquired in *Barotrauma*. It is given to the Security Officer by default and it consists of two different pieces of clothing: the Body Armor and the Ballistic Helmet.

## Description

The Body Armor and Ballistic Helmet are mostly black, although the Body Armor possesses a yellow stripe across the bottom of what appears to be a pauldron of sorts, and the leggings do not appear to possess any protection. The helmet is shaped in such a fashion as to protect the back and sides of the wearer's head, while not obstructing vision or breathing.

## Function

The Security Gear provides a character with protection against multiple causes of injury such as spears and creature attacks.

When wearing both the Body Armor and Ballistic Helmet the armor value of the player becomes 30.

## Gallery

* A security guard's ballistics helmet.
* A security guard's body armor.
Searchlight

You can help the Barotrauma Wiki by fixing it up. The Discussion page may contain suggestions.

 Category

 Category

**Searchlight** are stationary installations for shining light outside of the submarine.

## Function

Searchlight can be useful for shining light in the dark deep waters. It projects light in a narrow, long cone towards where the Searchlight is aiming, useful for seeing potential targets or generally observing the outside of the submarine. This light can be toggled using the toggle\_state wiring pin.

The Periscope is where a crewmember operates the Searchlight . In the submarine editor, the Periscope must be wired to the Searchlight where the Searchlight's position\_in pin. Only one crewmember can operate a Periscope at a time. The connected Searchlight is aimed using a crosshair that replaces the mouse when interacting with the Periscope.
Welding Fuel Tank

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

The **Welding Fuel Tank** is a depletable item that can be found and used in *Barotrauma*.

## Function

Welding fuel tank's primary function is (as the name suggests) to be used as a fuel for the Welding Tool.

## Usage

When inside an inventory, the welding fuel tank can be dragged on to a welding tool to attach it. While in use the tank will slowly deplete, the current condition of it can be seen under the item in the player's hotbar.

If the tank comes into contact with fire, it will explode.

Unlike the Oxygen Tank, welding fuel tanks cannot be refilled.

Can also be used to execute / assassinate anyone via putting them in a Diving Suit / putting a Diving Mask on them and replacing the Oxygen Tank with the Welding Fuel Tank. This will kill the victim very quickly.
Zinc

**Zinc** | -

## Acquisition

Principally, Zinc can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Sphalerite | **Zinc** x3

 White Paint | Ethanol  Rubber  **Zinc** | 20

## Recipes

Zinc can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.
Pet Name Tag

*Allows the naming of pets.*
 Type

The **Pet Name Tag** is an item used for giving Pets a name.

It is purchasable from any store for 10 Marks.

When held, a GUI for text input appears, allowing the user to enter a series of characters that make up a name. Once finished, the Tag can be put inside the Pet's inventory slot to name it.
Plasma Cutter

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Plasma Cutter** is a destructive tool that can be used in *Barotrauma*.

## Function

Using compressed air from an Oxygen Tank or Oxygenite Tank, plasma cutters are able to slice through structures, such as platforms, walls and windows. They can also un-seal any doors that were sealed with the Welding Tool.

As they can also cut through alien walls, they are essential for artifact missions.

Structures being affected by the plasma cutter are highlighted by a rectangle. The color of that rectangle shows the condition of the structure: from green indicatiing good condition, to red indicating poor condition. When the structure is about to break the rectangle will begin dissipating.

While in use the tank will slowly deplete, and its the current condition is displayed under the tool in the player's hotbar.

Plasma cutters can also injure other players and creatures, so it is advised that others keep some distance from anyone using the tool.

If equipped with a welding fuel tank instead of an oxygen source the plasma cutter will abruptly explode upon use, dealing heavy damage to the user and the surrounding area.

~~If equipped with Oxygenite Shard instead of a proper tank it will never run out of fuel.~~ This was removed in the v0.15.21.0 patch

## Usage

The plasma cutter is held with both hands. Aiming is done by holding down the right-click button. Holding down the left-click button will then activate the tool, affecting any structures - or creatures - within its range.

If a player attempts to use a plasma cutter without the appropriate skill level, the tank will be used up 3 times faster.

## Gallery

* A plasma cutter being used to destroy a wall.
* A plasma cutter being used to unseal a welded door.
Rubber

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

   **Rubber** | 25

## Acquisition

Principally, Rubber can be acquired from the Store, or deconstructing other items. It cannot be naturally harvested.

## Recipes

Rubber can be used to craft the following items.

### Fabricator

The Fabricator is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.
Stun

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See also: Afflictions*

```
*The patient is dazed and unresponsive.*

```

**Stun** is a non-lethal affliction that renders the victim motionless while in effect. It forces the afflicted character into ragdoll mode, hides the inventory, and prevents communication. Stunned characters can be [G]rabbed by other players, and their inventory freely accessed.

Most commonly caused by a Stun Batons and Stun Guns, most attacks deal a momentary stun on impact.

Characters recover from stuns at a rate of 1% per second. Methamphetamine and Hyperzine increase recovery rate from stuns.

Larger creatures are more resistant to stuns.

Downed characters have 5% stun until they are recovered.

## Stun Weapons

The following weapons deal stun damage as their primary effect.

 Stun Baton (Battery Cell)
 Stun Baton (Fulgurium Battery Cell)
 Grenade Launcher (40mm Stun Grenade)
 Chloral Hydrate | 10

## Stun Table

This table lists the duration of stuns on different creatures
SMG

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **SMG** is a handheld weapon added as part of the **Saints and Sinners** update.

## Function

The SMG is a short range weapon, shooting rounds from a detachable magazine. The SMG functions both on board of the submarine and underwater, although its spread makes it unreliable at hitting distant targets. As for all firearms, ammo cannot be recovered. The SMG needs a Magazine to function, each of which holds 20 rounds (they can not be accessed directly).

SMG rounds inflict Bleeding and Gunshot Wounds, making them very effective at stopping the bleed-able denizens of Europa, such as Crawlers, Mud Raptors and Traitors.

It should be noted that the SMG has a large spread, which is made even larger for Characters with a Weapons skill lower than 50, greatly reducing its utility outside of point-blank range.

The SMG can be appealing to a submariner who desires plenty of firepower without sacrificing a significant potion of inventory space. Spare magazines can be efficiently carried (in a toolbox, for instance) and the contained ammunition within quickly adds up. This is further compounded by how the SMG can be reloaded rapidly compared to other small arms.

## Usage

The SMG is held with both hands and must be loaded with an SMG Magazine to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use. Being an automatic weapon, the SMG can be fired continuously until the Magazine runs out of rounds by holding .

Depleted magazines cannot be refilled, thus, they should be deconstructed into Plastic.

## Damage Values

Bleeding: 15
Stun: 0.125 sec.

## Gallery

* The SMG in-game.
* The SMG being used on a person.

## Audio

* SMG firing a single shot 1
* SMG firing a single shot 2
* SMG firing a single shot 3
* SMG firing a single shot 4
* SMG firing a single shot 5
* SMG firing a single shot 6

## Trivia

* Magazines don't actually contain 20 rounds, instead they spawn bullets on demand as long as the Magazine has enough durability, like the Coilgun.
* The SMG can not be crafted, however it can be deconstructed into raw materials. The same applies to the SMG Magazines.
Tobacco Bud

The **Tobacco Bud** is a fruit dropped by the Tobacco Vine Plant. It can be processed into Pipe Tobacco, a mild Psychosis Resistance granting consumable. It can also be deconstructed into a Tobacco Vine Seed, to grow another Tobacco Vine Plant.

Despite its looks, it can be thrown to create a splash of fruity, yellowy, goo on walls.

 Type
 Deconstructor Materials
Tobacco Vine Seed
Phosphorus

**Phosphorus** | -

## Acquisition

Principally, Phosphorus can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Hydroxyapatite | Calcium  **Phosphorus** x2
    Lazulite | **Phosphorus** x2  Iron | A mineral containing phosphorus and iron.

 Stun Grenade | Iron  **Phosphorus**  Flash Powder | 10

## Recipes

Phosphorus can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   Light Component |   FPGA Circuit    **Phosphorus** | 10
   Stun Grenade |   Iron    **Phosphorus**    Flash Powder | 20
   UEX |   **Phosphorus**    Sodium | 20

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.
Spineling

50
 Weakpoints
Head:   x2
N/A
 Walking
N/A
6 slow (12 fast)
 Aggressive?
Always
 Sight
2
2
 None

Last updated for version: 0.11.0.9
Current game version: Go To The Official Barotrauma Wiki

The **Spineling** is a small creature of impressive agility and marksmanship, and the only creature with a ranged attack.

## Description

The Spineling is small and spindly, appearing similar to a dark dragonfly thanks to its twelve metallic-white spines and scales on its rear. But is more so a fin-less eel, capable of twisting on the spot to get the best shot with its plethora of natural harpoons.

## In-game

Spinelings are incredibly quick and capable of turning on the spot, making it challenging to hit them with Coilgun and Railgun weapons. The Spineling's only means of attack is to launch its spines akin to a Harpoon Gun, most often at submarines or unfortunate divers. The main danger of these spines is that they can easily penetrate multiple decks of a submarine, and reliably hit the crew on the inside, inflicting heavy bleeding and panic. A spineling will most often fire 1-2 spines at a time, but can easily fire up to 6 in rapid succession should it choose to do so. A spineling's spines regenerate slowly, so its impossible to "disarm" one.

However, this is offset by their lack of armor and bulk, resulting in them dying in just a few shots from a Coilgun. It is also not uncommon to see friendly fire between Spinelings in swarms. The head of a Spineling is incredibly vulnerable, and will take 2x Internal Damage and Bleeding damage.

## Gallery

* A huge swarm of Spinelings attacking a submarine.
* A Spineling attacking a submarine.

## Audio

* Idle 1
* Idle 2
* Idle 3
* Idle 4
* Attacking 1
* Attacking 2
* Attacking 3
* Taking damage 1
* Taking damage 2
* Taking damage 3
* Taking damage 4
* Taking damage 5
* Taking damage 6
* Death 1
* Death 2
* Death 3
* Death 4
Spear

You can help the Barotrauma Wiki by updating it.

* Notes: Needs to be up to date with the current steam version.

Reason: "*This item no longer exists. Did you mean Harpoon?*"

 Type
 Deconstructor Materials

The spear is a type of ammunition in Barotrauma, used on the Harpoon Gun.

## Obtaining

The spear can be obtained in Mission Mode by purchasing it on the Shop by 50 credits, otherwise, it can be crafted using a Steel bar by any player.
Mudraptor Shell

The **Mudraptor Shell** is a piece of equipment used to block incoming attacks.

## Acquisition

The Mudraptor Shell can only be acquired from the Mudraptor 6% of the time or rarely right after the Mudraptor Egg has fully grown and hatched (May be due to a bug).

## Function

The Mudraptor Shell functions like a type of shield which shares many similarities to the Mudraptor's Armor, though it appears weaker and usually unreliable as sometimes it halves all damages, but other times it does not resist certain types of attacks.

The user also receives a penalty of 40% to their movement speed when wielding it. Regardless, the shield has the ability to push against any characters, humans or Creatures, towards whichever direction the wielder is going.

## Usage

The Mudraptor Shell requires both hands to operate and cannot be added to the player's inventory. Once equipped, holding right click (mouse 2) makes the character aim the shield.
Supercapacitor

Category

**Supercapacitors** are stationary installations able to store and release electrical power much quicker than conventional batteries, but with limited ability to store up energy.

## Function

Supercapacitors are used to provide short bursts of high energetic output to relevant installations, such as the Railgun and Coilgun.
Steel Cabinet

Reason: "*Containers page is more compact Containers.*"

 Item Slots

 Item Slots

 Item Slots

**Steel cabinets**, also referred to as **lockers**, are simple installations that act as a storage space. They prove beneficial in freeing up space in a crew member's inventory, as well as organizing items in general.

## Usage

Upon interacting with a large steel cabinet, it will open a GUI table of slots for items. From here the player can drag and drop items into the table to store them. They can hold up to a max of 30 items.
Medium steel cabinets can hold up to 15 items. Secure steel cabinets can hold 15 items, but they usually can only be accessed by captains or security guards.

## Gallery

* Inside a large steel cabinet.
* Inside a medium steel cabinet.

## Submarine Editing

Once placed, cabinets placed using the submarine editor can be set to auto-populate with appropriate items. To accomplish this, you must add the appropriate tags in the "Tags" field. See below for a table showing what items are included in each tab.

Additionally, the Secure Steel Cabinet can be set to only be accessible by crew members carrying a specific id tag. To accomplish this, enterthe desired id(s) into the "Picking required" field that is shown when the safe is selected in the submarine editor. Note that this mechanic is identical to the one used to secure doors against certain member of the crew.

Values below are taken from materials.xml, medical.xml, medmaterials.xml, tools.xml, weapons.xml, and buffs.xml, and is accurate as of v0.9.8.0.
Plot

Reason: "*Merging with Barotrauma.*"

## Backstory

*Barotrauma* takes place several hundred years in the future. In this time, humanity has established various colonies on multiple planets.

The game takes place on Europa, one of Jupiter’s orbiting moons. Due to the deadly amounts of radiation on the surface of the moon, several colonies have been established under its icy crust. The vast subsurface ocean under the crust is used as a transport route between the colonies and a source of natural resources. Many research facilities and defense outposts have been established near several transportation shafts leading from the colonies down into the ocean.

## Game Events

The game takes place in a submarine traveling in the subsurface ocean. The player’s job is to keep the submarine operational, while carrying out various tasks to earn funds for buying supplies and hiring new crew members.

Along with this, the player must also watch out for monsters that inhabit the ocean. Due to the location, replacement parts and other supplies are difficult to come by, so the facility is filled with makeshift equipment and poorly repaired systems. This makes keeping the submarine in a stable state much more difficult.

The game can be played either in single player mode where the player can choose which crew member to control (others being controlled by AI), and an online multiplayer mode where each player controls one of the crew members.
Status Monitor

Category

The **Status Monitor** is an installation in *Barotrauma*. It can allow players to quickly ascertain the water level, hull integrity, and oxygen level in each section of the submarine, making attempts to find and fix problems much easier.

## Usage

Using the Status Monitor will bring up a schematic of the current submarine, in which every area is represented by light-bordered rectangles. The rectangles represent each of the Hull sections designated in the Submarine Editor, which equate to rooms.

The Status Monitor gives a live update to show the status of each room. The current level of water in that section is signified by the room on the monitor filling up with the color blue. Hull breaches will turn the room outline through orange to red depending on severity of damage. Rooms turning from black to red depict the decreasing oxygen in a room. Areas containing pumps, such as ballast tanks and airlock, will display with a blue color on the outline. Hovering over a room on the status monitor will show you the room name and other data about the room.

## Submarine Editor

Options in the Submarine Editor allow you to not require water or oxygen detectors in order to display water and oxygen data, as well as disable hull integrity display.

The labels for each room are taken from the Room Name of each Hull object, and can be custom set or picked from a list of pre-existing names

## Gallery

* The Status Monitor displaying a schematic of the Aegir Mark III on its GUI. Note the areas in blue.
* 2021 Status Monitor example, showing hull breach, water levels, and oxygen deprived room
Gear

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

**Gear** is a type of item that can be worn by a human. They have various uses, some providing protection, and others for utility.

## Outerwear

The **Outerwear** slot is for bulky items: Diving Gear, Body Armor, and the Moloch Shell Fragment. They provide strong protection from harm.

## Innerwear

The **Innerwear** slot is for regular clothing that all classes start with. They provide nominal protection from harm.

Humans innately have 50% resistance to Gunshot Wounds, Blunt Force Trauma, and Lacerations.

## Head

The **Head** slot is for diving masks, hats, and Health HUD scanner.

## Headset

The **Headset** slot is for the Headset or the Auto Injecting Headset.
Velonaceps Calyx Eggs

The **Velonaceps Calyx Eggs** (Also known as **Husk Eggs**, **Husk Parasites**), is an infectious chemical relating to the  Husk Infection .

## Acquisition

Velonaceps Calyx Eggs are loot from a Husk, dropping 27% of the time. They can also be purchased from the Store.

## Function

The Velonaceps Calyx Eggs are a dangerous chemical. One dose of these Eggs leads to the Husk Infection as the so-called Husk Parasites slowly take over and consume the body of their host, eventually turning them into nothing but an empty exoskeleton controlled by the Parasite.

However, they can be used as a base for crafting the Calyxanide as the cure to the Infection.

## Usage

The Velonaceps Calyx Eggs can be held in one hand. Without using the Health GUI, by holding the "Aim" keybind (Right Mouse Button by default) and pressing the "Shoot" keybind (Left Mouse Button by default), the player's character will swing the chemical and inject its content to anything it hits, both Creatures and humans. It can also be applied in the Health GUI by dragging and dropping the chemical on any limbs.

They can not be loaded in the Syringe Gun.
Plants

**Plants** are organic items that spawn randomly throughout Europa's oceans. Once harvested and hauled back to the submarine they can be deconstructed into Crafting Materials and Chemicals.

Plants are harvested by hand, and take 5 seconds to harvest.

## List of Plants

   Sea Yeast Shroom
   Fiber Plant
   Elastin Plant
   Slime Bacteria
Railgun Loader

Category

 Category

The **Railgun Loader** is used for loading Railgun Shells Nuclear Shells into a Railgun. It is the Railgun's magazine, each shell has to be loaded individually. It has two variants, a large can hold up to 5 shells and a single loader that fits a single shell.

## Usage

Upon interacting with the railgun loader, it will open a GUI table of slots for shells. From here the player can drag and drop shells into the table to load them. Shells can also be directly loaded from the main screen by dragging the shell from the player's inventory onto the railgun loader. It takes two hands to hold a shell.

## Gallery

* An empty five shell loader/magazine.
* An full five shell loader/magazine.
* An empty single loader/magazine.
* Loaded single loader/magazine.

* An empty single loader/magazine.
* Loaded single loader/magazine.
Psychosis

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See also: Afflictions*

```
*The patient rants and mutters in an agitated fashion, a steady commentary of unseen events.*

```

The **Psychosis** affliction has no impact on vitality, but causes the screen to shake and blur, and the Character will have hallucinations (see second table below). They will say strange and unusual things (in the chat), which serves as a warning that the character has psychosis.

Psychosis can be inflicted by Deliriumine Poisoning, consuming Alien Blood, Anaparalyzant, Methamphetamine, Anabolic Steroids or Hyperzine or carrying a Psychosis Alien Artifact; while it doesn't significantly impact a character's performance, it may be troublesome in the event of a real fire or flood.

Psychosis naturally fades away on its own.

 Deliriumine Antidote 19.8 | 0 | 41

**List of known psychosis effects**
Morbusine Poisoning

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See also: Afflictions*

```
*The patient can't breathe at all, and their heartrate is slowing rapidly.*

```

**Morbusine Poisoning** is caused by being injected with Morbusine, or being attacked with the Europan Handshake.

Morbusine causes screen distortion, slowed movement, and quickly drains oxygen from the victim.

Oxygen loss from the poison will render a character unconscious within approximately 30-45 seconds, killing them via further asphyxiation shortly after.

The Oxygen loss can be counteracted with Liquid Oxygenite and Deusizine. This does not cure the ongoing poison.

 Grows (+1/s)
 Grows (+1/s)
Lithium

**Lithium** | -

## Acquisition

Principally, Lithium can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Triphylite | **Lithium** | A mineral containing lithium.

 Haloperidol | **Lithium**  Carbon  Chlorine | 20

## Recipes

Lithium can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

### Medical Fabricator

The **Medical Fabricator** is used to craft different types of Chemicals and Medical Items.
Maintenance

## Fire

### Dangers

Fire deals damage to crew members touching it, but most importantly, drains oxygen from the room it's in, and it inflicts constant damages upon affected installations. It will also explode any of the Oxygen Tanks or Welding Fuel Tanks on contact (especially those that are in your inventory).

### Causes

Fire is usually caused by electricity-related mishaps, most commonly overloading. This tends to result in multiple installations catching fires, overwhelming the crew. The thermal artifact will also set anything it touches on fire. Obviously, fire can occur during reactor meltdown.

### Dealing with fires

Fires need access to oxygen to keep going, which informs the ways used to deal with them. The Fire Extinguisher is the most obvious tool for the job, but tends to be insufficient when dealing with multiple fires at the same time.

## Flooding

### Dangers

Flooding is an omnipresent menace in Barotrauma. While items and installations are waterproof, the crew can easily drown; moreover, the intense pressure found in the ocean will crush unprotected crew members found in completely submerged areas, instantly killing them. On top of these immediately lethal consequences, flooding also weighs down the submarine and makes sinking easier.

### Causes

The excess water can come from three sources: hull breaches, opened doors to the outside, and, a lot less likely, pumps being set to fill the submarine uncontrollably. In both cases, water will naturally flow toward the lowest available location not entirely flooded and begin to fill up rooms after rooms.

### Dealing with flooding

A diving mask temporarily prevents its wearer from drowning, and a diving suit has the additional effect of protecting from pressure; putting on the appropriate equipment can save your life and give you the time necessary to take additional steps. Don't forget the required Oxygen Tank. Cautious crew members frequently store this equipment in their inventory (taking care not to use up the oxygen beforehand) just in case, to put it on quickly when needed. Without it (or access to it), swim toward breathable air hoping to reach it in time; until the flooding is dealt with (or you flee for a safer area) you will have to resurface regularly to take a breath.

Once immediate survival is ensured, the highest priority is to investigate and determine the origin point(s) of the flooding. In the case of a hull breach, the impact having caused the breach should be noticeable enough to orient the researches. The Status Monitor can help in this endeavour by mapping the flooded areas. Finally, one can follow the water falling downward or the current to locate the origin point of the flooding.

Pumps should be activated to empty out the water as possible; it may be enough to undo the first cause of the flooding, but even when this is not the case, it will obviously help fighting the raise of the water level. Once the cause of the flood is located, it must be dealt with: malfunctioning pumps and, breaches should be fixed.
Nausea

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

*See also: Afflictions*

```
*The skin is clammy and the patient is vomiting periodically.*

```

**Nausea** is a periodic non-lethal affliction caused by being injected with Raptor Bane Extract or exposure to the Watcher's Gaze from a nearby Watcher.

It forces them to stop to vomit every 12 to 16 seconds.

Vomiting stuns the character momentarily (0.1s) and deals 0.5 Organ Damage. Vomiting takes 1.7 seconds and prevents movement.

Nausea decays naturally overtime.
Revolver

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Revolver** is a powerful ranged weapon.

## Function

The Revolver functions as a one-handed ranged weapon. It is most useful for incapacitating or killing rogue crew members or smaller Creatures (Husks, Crawlers), as it won't be too effective against larger sea creatures.
While the revolver can be bought from a Military or City Outpost, the Captain and Gunner spawn with one fully loaded.

## Usage

The Revolver is held with one hand and must be loaded with Revolver Rounds to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use.

## Damage Values

Bleeding: 40
Stun: 0.4

## Audio

* Revolver firing 1
* Revolver firing 2
* Revolver firing 3
Vitality

**Vitality** is the character's life pool. It is roughly representative of the durability of a character. When a character reaches 0 overall vitality, they become unconscious and eventually die.

## Influencing Vitality

Many Afflictions lower vitality, often inflicted through various Weapons or Chemicals. Afflictions are usually cured with other chemicals, Medical Items, or simply over time.

Vigor dampens the effect of vitality penalties, effectively multiplying character health.

When a character reaches 0 overall vitality, they become unconscious, stop breathing, and eventually die. Unconscious characters can be resuscitated by treating their wounds and successful CPR or another means of restoring oxygen flow.

## Limbs

All creatures have limbs, each with their own vitality. A human has 6 limbs - Left Arm, Right Arm, Left Leg, Right leg, the Torso, and the Head.

## Creatures

A human has about 80 to 100 Max Vitality, depending on their Job. The difference in Vitality between characters is minor, as most harmful afflictions reduce vitality as proportionate to the character's max vitality, rather than a flat value.

Alien Creatures on Europa often have much more vitality than a human, up to 400.

Creatures will die upon reaching 0 vitality and can not be resuscitated.

## See Also

* Afflictions
* Medical Skill
* Health Scanner HUD
Underwater Scooter

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Underwater Scooter** is a battery-powered underwater propulsion device. It can be used to travel faster while in water, and can also provide light while doing so.

## Function

The underwater scooter can be used to propel oneself through the water faster than swimming can.

Contrary to what some people say, sea creatures will be not be attracted to the noise of the scooter but smaller fish may be attracted to the light. It could happen that larger fish will prey on the small fish but this seldom happens and larger fish, such as sharks, will not attack divers using it.

At most they will be curious about any noise and nothing more.

It is recommended to bring a scooter on most dives for quicker completion times.

## Usage

To use it, the player can hold the right-click in the desired direction and activate it by then holding the left-click.

The spotlight effect works everywhere, however propulsion can only work when underwater.

Usage requires presence of a charged battery in the container slot.
Wiring

**Wiring**, also called **electricity**, is a central gameplay mechanics used for supplying power to various systems throughout the submarine and for creating complex devices.

## Usage

Some items and devices can be connected to each other using wires (some devices are locked and their connections cannot be edited). The most obvious use of wiring is carrying power from the reactor to various devices, but wires can also be used to create combinatorial and sequential logic circuits using traditional logic gates such as AND and OR, which can be combined with in-game sensors to create a number of complex systems.

Items that can be connected via wires have a connection panel, which can be accessed by selecting the item while holding a screwdriver in either hand. The connection panels can have several different connectors, each of which is marked with a label that describes what it does.

For example, doors have three connectors: toggle, set\_state and state\_out. If the "toggle"-connector receives a signal, the door closes/opens. If "set\_state" receives a signal "0", the door closes, and if it receives "1", the door opens. "State\_out" simply sends out "1" or "0", depending on whether the door is open or closed.

New wiring can be laid out by selecting an item while holding a screwdriver and a wire. The wire will be shown at the bottom of the connection panel, and it can be dragged to any of the connectors in the panel. After the wire is plugged in, the other end needs to be connected to some other item. This is done the same way as the first connection: when selecting another item, the other end of the wire will be shown at the bottom of the connection panel where it can be plugged in to the desired connection.

Some items and devices have a connection panel where wires can be plugged in. The panels can have several different inputs and outputs, some sending signals out depending on the state of the item and some controlling the item in one way or another.

## Controls in-game

While holding a wire in one hand and a screwdriver in the other, pointing to an installation to highlight it and pressing E allows attaching the wire to it through the connection panel.
In the connection panel, the new wire is shown at the bottom, still loose. Connecting it to an outlet is done by drag-and-dropping it on the outlet. The connection panel can then be safely closed, and the same procedure must be performed on the second installation. Unplugging a wire from an outlet is done the same way.
While drawing wire through the submarine between two installations, left-click allows attaching the wire to the wall and right-click cancels the last of such actions.
When the wire is not connected on either end, drag-and-dropping it in the inventory collects the wire.

**More information:**

**Wiring Components**.
Swim Bladder

The **Swim Bladder** is an organic material item that can be refined into Stabilozine and Saline.

## Acquisition

The Swim Bladder is obtainable from the Golden Hammerhead and the Hammerhead, purchased in Store, or found in Wrecks.

## Usage

The Swim Bladder does nothing on its own.

It can be deconstructed to yield two Stabilozine and three Saline.
Mantis

The contents are of a legacy creature, that doesn't spawn naturally.

* **Notes:** Can be spawned with Console Commands.

200
0.2 (Carapace)
 Weakpoints
Underside
Shell
 Walking
2
2
 Aggressive?
Always
 Sight
0.5
1
 Swim Bladder (x1)

The **Mantis** were horse-sized crustaceans that manifested in *Barotrauma*.

## Description

Mantises were shrimp-like in their movements, using their claws to propel themselves when swimming and skittering when on dry ground. They possessed three pairs of limbs: two pairs of walking legs, and a pair of claws. They were primarily amber in color, with the exception of their bright orange claws.

The Mantis' most unique feature was their shell, which segments across their body, abdomen and tail. Any attacks inflicted here will be partially absorbed by the shell. Their weak point, where their armour falters, is the underside of their shell.

Mantises could only attack by slashing with their claws. The actual swipe is slow, although they could attack and skitter at the same time, making the claws difficult to avoid.

Mantises were often encountered alone, but could just as frequently appear in pairs.

## In-game

Mantises were small enough to fit in the submarine's corridors, where they could move around quickly and attack crew members.

Mantises weren’t subjected to bleeding.

It was recommended to use close ranged weaponry against a Mantis once it was inside the ship, as direct hits needed to be made to its underbelly to kill it quickly. Splash type weapons such as Incendium Grenades were also effective at medium range. An easy, although slightly risky way of dispatching a Mantis in the ship is to stun it with a Stun Baton, and kill it with a welding torch or any other weapon. As it can be stunned, it would not be able to damage you while you're up close with a welder.

Mantises could tear through doors like they tear through hulls. Doors would only slow down mantises so it's not a good idea to quarantine mantises to certain parts of the submarine.

## Gallery

* A Mantis swimming.
* A Mantis skittering across a corridor.
* A Mantis swiping at a crew member.

## Audio

* Idle 1
* Idle 2
* Idle 3
* When attacking 1
* When attacking 2
Toolbelt

Last updated for unknown version
Current game version: Go To The Official Barotrauma Wiki

The **Toolbelt** is a Gear item used to expand the character's inventory. It has 6 slots.

## Function

It has 6 inventory slots and contain small items.

It has its own slot in equipment.

It can not be carried in the inventory hotbar, nor in the character's hands. It can be placed in other containers, except in itself and Storage Containers.

## Usage

Its slots can be accessed by hovering the cursor over its icon.

It is automatically equipped when double-clicked.
Stun Gun

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

## Function

The Stun Gun is used to temporarily incapacitate humans or other creatures from a range.

## Usage

The Stun Gun is held with one hand and must be loaded with Stun Gun Darts to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use.

## Damage Values

 Lacerations: 1
Wire

Wire

## Gallery

* The Stun Gun in-game.
* The Stun Gun being used on a person.

## Audio

* Stun Gun firing 1
* Stun Gun firing 2
* Stun Gun Dart hit 1
* Stun Gun Dart hit 2
Syringe Gun

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Syringe Gun** is a ranged medical weapon.

## Function

The Syringe Gun is uniquely capable of remotely administering chemicals to crew members.

While this could be used beneficially, for instance if a player was infected with a Velonaceps Calyx instance and a Medical Doctor needed to quickly inject them with Calyxanide, it can also be used for non-lethally sedating or by using poisons, killing rogue crew members.

## Usage

The Syringe Gun is held with one hand and must be loaded with injectable Chemicals to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use.
The Syringe Gun can be loaded with up to 4 injectable Chemicals.

If a character is hit, all the Chemical's potential uses will be spent, although only applying the effects of 1. If the Chemical hits a wall or something other than a character, it will be destroyed.

Most **Chemicals** have lower efficiency when used without the proper Medical Skill. When a Chemical is used with the **Syringe Gun**, the unskilled values will apply, even if the user meets the skill requirement. As of v0.10.5.1, there are a few exceptions (likely unintended) listed on the Chemicals page.

## Audio

* Syringe Gun firing 1
* Syringe Gun firing 2

## Trivia

* In the Legacy version, medicals needed to be inside Syringes to be shootable. With the removal of Syringes, various chemicals were instead represented by Syringes.
* The Syringe Gun can shoot any items which include the 'syringe' tag.
* Shooting the Syringe Gun without meeting the Skill requirements will add additional spread to the shots.
Thalamus/Audio

*See:* Thalamus

Sound files relating to Thalamus.

* Alarm Loop
* Idle 1
* Idle 2
* Idle 3
* Idle 4
* Harpoon hit 1
* Harpoon hit 2
* Harpoon launch 1
* Harpoon launch 2
* Harpoon launch 3
* Harpoon move start
* Harpoon move loop
* Harpoon move stop
* Harpoon pierce 1
* Harpoon pierce 2
* Harpoon pierce 3
* Organ sounds 1
* Organ sounds 2
* Organ sounds 3
* Organ sounds 4
* Organ sounds 5
* Organ sounds 6
* Organ sounds 7
* Organ sounds 8
* Organ sounds 9
* Spike hit 1
* Spike hit 2
* Spike hit 3
* Spike launch 1
* Spike launch 2
* Spike launch 3
* Brain hit 1
* Brain hit 2
* Brain hit 3
* Brain hit 4
* Brain hit 5
* Brain hit 6
* Brain death 1
* Brain death 2
Pomegrenade

**Pomegrenade** is a fruit dropped by the Pomegrenade Plant. It can be used to create Pomegrenade Extract, a non-addictive, mild healing item. It can also be deconstructed into a Pomegrenade Seed, to grow another Pomegrenade Plant. Explodes occasionally when they hit the ground and lights fires.

It can be thrown to create a splash of fruity, yellowy goo on walls.

 Type
 Deconstructor Materials
Pomegrenade Seed