> ## Documentation Index
> Fetch the complete documentation index at: https://wiki.pogware.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Become an EMT

> EMS duty, equipment, assistance requests and patient transport.

> [!NOTE]
>
> Temporary hospital reception and four treatment beds are near the Civic Center/player spawn. Visit the nurse for enrollment, duty changes and supplies. The temporary ambulance bay is beside the treatment area; keep its loading and departure space clear.

## Join EMS

At hospital reception, press **E** and choose **Become an EMT**. Enrollment is free, with no level, playtime or application requirement. Your character starts as an **EMT Trainee**, at **level 1** and **0 XP**.

The same dashboard shows rank, level, XP progress and duty status. Choose **Go On Duty** to access **EMS Vehicles** and **EMS Supplies**. Returning to the game starts you off duty. Changing duty does not reset progression; each character keeps separate EMS progress.

## Equipment

**Access EMS Supplies** replenishes up to **6 EMS Bandages**, **3 EMS Splints**, **1 EMS Medical Bag** and **1 Defibrillator**, plus one each of the **Stethoscope**, **Blood pressure monitor**, **Pulse oximeter**, **Thermometer** and **Patient monitor**. Replenishment has a **five-minute** cooldown. Issued equipment stays with your character and works only while on duty. Ordinary civilian [Bandages and Splints](https://wiki.pogware.com/guides/injuries.md#medical-supplies) remain usable off duty.

Move equipment into one of the first five Pocket cells and select its hotbar slot. An equipped **EMS Medical Bag** chooses a needed bandage or splint for the patient, using your issued stock. You can also equip those supplies individually.

### Reviving a patient

Equip the **Defibrillator**, approach an unconscious patient with a clear view and use **E — Examine patient**, the controller interaction button or the touch prompt. Choose **Revive patient** in the assessment and remain nearby for the **10-second** treatment. Moving away, significant damage, changing equipment or going off duty interrupts revival.

Revival restores **30% maximum health** after a brief recovery. Bleeding and broken legs still need follow-up care. Only one person can treat a patient at a time; you cannot revive yourself.

## Ambulances

At reception, choose **Access EMS Vehicles**. Ambulances use the hospital bay, cost no purchase fee and do not enter your personal garage. Return your current vehicle before taking one out. Only one vehicle can be active for your character.

Use the normal vehicle controls, keys, fuel and emergency-light/siren controls. Stop and unlock the ambulance before using its rear doors.

**1. Retrieve the stretcher**

At the stopped, unlocked ambulance's rear, use **F — Open doors** and **E — Remove stretcher**. Keep the rear loading area clear until the stretcher is on the ground.

**2. Reach the patient**

Put away held equipment, stand behind the handles and use **F — Push stretcher**. Walk normally to move it; turning and speed are limited. Use **F — Stop pushing** to park it beside a patient in Last Stand, unconsciousness or the brief post-revival recovery. Walls, unsupported ground and narrow openings can block movement.

**3. Load the patient and ambulance**

Beside the parked stretcher, use **E — Load patient**. One stretcher holds one patient. Push it back behind the ambulance, face it toward the open rear doors and use **E — Load stretcher** at the rear. Stay nearby until it is secured, then close the doors and drive.

**4. Unload and continue care**

At the hospital, stop, unlock and open the rear doors. Use **Remove stretcher** to lower the patient onto clear ground. You can push the stretcher closer to care, then use **Unload patient** beside it. Use the displayed controller or touch prompts on other devices.

Transport does not heal or revive the patient, and their medical countdown continues. A qualifying completed ambulance trip earns transport XP when the patient leaves the stretcher in the hospital arrival area. A conscious patient can then use an available [hospital bed](https://wiki.pogware.com/guides/injuries.md#hospital-treatment); an unconscious patient still needs the normal revive or hospital-respawn flow.

Return the empty stretcher through the rear doors before returning an empty, stopped ambulance to the hospital bay and choose **Return Ambulance** at reception. Going off duty removes access to issued equipment and returns the duty ambulance.

## Emergency requests

Open your phone's **Calls** screen and choose **Request EMS**. Your location is included automatically. In Last Stand or while unconscious, use **Request EMS** in the downed screen; you do not need a phone.

You can have one active request at a time. Choose **Cancel request** to withdraw it. A request ends after recovery, respawn, leaving the server or ten minutes. After requesting help, wait briefly before making another request.

## Responding to calls

Go on duty to receive emergency notifications. Choose **Respond** on the notification to accept the call and set a waypoint. Use the **EMS dispatch** shortcut, the phone's **Calls** screen or hospital reception to review active calls.

Calls show the location, approximate distance and known consciousness. They do not provide a diagnosis. Multiple emergencies remain separate, and on-duty responders share each call's status.

Accept a call with **Respond**, then use **Set waypoint** to return to its location. Near the patient, choose **Arrived**. After helping, choose **Resolve**. Recovery also ends the request automatically. Going off duty removes dispatch access. Requesting or accepting a call does not award money or XP.

## Assessing injuries

The [patient assessment](https://wiki.pogware.com/guides/injuries.md#examine-a-patient) shows a selectable body diagram, current injuries and recent treatment history. On duty, the panel also shows blood level, pain and consciousness. Use your diagnostic equipment to measure pulse, breathing, blood pressure, oxygen and temperature. Healthy regions stay neutral; select a highlighted region to inspect the wound and provide permitted care.

Equip civilian or issued Bandages and Splints from your hotbar before opening the assessment. An equipped EMS Medical Bag can use your issued stock for the selected injury; revival requires the Defibrillator. Opening the assessment, examining a wound and checking pulse do not award EMS XP.

## Diagnostic equipment

Stay on duty, carry the required tool and approach another player with a clear view. Open **Examine patient**, then choose an examination in the same assessment panel. Stay close and still until it completes.

| Examination | Equipment | Time |
| - | - | -: |
| Check pulse or breathing | Stethoscope | 3 seconds |
| Measure blood pressure | Blood pressure monitor | 5 seconds |
| Measure oxygen and heart rate | Pulse oximeter | 3 seconds |
| Measure temperature | Thermometer | 3 seconds |
| Attach a monitor | Patient monitor | 4 seconds |
| Remove a monitor | Attached patient monitor | 2 seconds |

The tools are reusable. Examinations do not heal injuries or consume equipment, and they award **no EMS XP**. Missing readings show a dash until measured. **Last measured readings** stay at their examination values until checked again; **Live monitor** updates while attached. These are fictional game statistics, not clinical measurements.

### Patient monitors

Attach a monitor to an injured or unconscious patient. Its physical screen shows heart rate, an animated pulse trace, oxygen, blood pressure and consciousness to nearby on-duty EMTs. The same live readings appear in the assessment panel.

One monitor can serve one patient at a time. A nearby on-duty EMT can choose **Remove monitor**. Disconnecting, changing characters, patient recovery or moving the patient beyond the monitor's reach removes it. The tool remains in its owner's inventory.

Moving away, significant damage, losing equipment, leaving duty or closing the assessment cancels an unfinished examination. A completed examination appears in the patient's recent activity.

## Treatment XP

| Successful duty | XP |
| - | -: |
| Stop bleeding | 15 |
| Treat a broken leg | 20 |
| Restore injured health without bleeding | 10 |
| Revive an unconscious patient | 35 |
| Complete an eligible hospital transport | 30 |

A bandage that both stops bleeding and restores health awards the bleeding reward once. Canceled actions and treatments with no effect award no XP. Repeated loading/unloading does not create additional transport rewards. Assessment and monitoring award no XP. Care can still succeed when a repeated injury does not qualify for XP.

Active play contributes **1 XP per 10 minutes**, with another **1 XP per 5 active on-duty minutes**. Standing idle earns no passive XP. Medical work progresses substantially faster.

| Level | Rank | Total XP required |
| - | - | -: |
| 1–2 | EMT Trainee | 0 |
| 3–5 | EMT | 225 |
| 6–9 | Advanced EMT | 750 |
| 10–14 | Paramedic | 1,800 |
| 15+ | Senior Paramedic | 3,675 |

Ranks update automatically. Progress belongs to the character and stays when you go off duty. These are playtest balance values.

## Hospital services

Reception also shows your existing **Gene Points**. Purchases and resets are unavailable; allocate unspent points through **Inventory → Genetics / XP**. See [attributes](https://wiki.pogware.com/getting-started/attributes.md).

When reception and beds are available, **I Need to Be Healed** marks an available hospital bed. Reception does not heal or teleport you.


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.