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= Guide to Healing. =
You find yourself a surgeon, physician, acolyte or just some schmuck with a rusty knife and needle. Regardless, all of you are - in a ways - servants of the Goddess of Healing. There are mountains upon mountains upon mountains of ways the people of Rockhill can get themselves sick and injured... it's your job to alleviate their suffering!


While there are plenty of people around Rockhill who can lazily wave their hands and heal someone (in fact, perhaps you're one of them!) there are plenty of reasons why you'd want to go the more mundane route for doctoring. For one, there are plenty of injuries and maladies that miracles cannot cure, nutcracks for instance! Secondly, you don't have to spend a whole lot of time praying and on cooldown, time which could be used stopping your patient from dying! Thirdly, miracles takes a good chunk of fatigue and stamina to cast, meaning a caster can only go so long doing their thing before they need to rest.
Direct port from [https://azurepeak.miraheze.org/wiki/Medicine Azure wiki]


So don't count your skills out just yet!
=Medical Diagnostics=
Generally before you can administer treatment with confidence, you'll need to figure out what's actually wrong with the patient first. There's a number of ways to do this - most underrated of which being the patient describes to you what's wrong - and they will be covered in detail under the following subheadings. Once you've figured out what needs treatment you can proceed to the [[#Treatments|next section]].


== Examining Patients. ==
==Your Heart==
The most important skill you'll have as a barber surgeon, physician or Pestran acolyte will be your Diagnose ability.
Checking ''your'' health is important. Clicking the heart in the top left of your screen will tell you how you're doing at a glance and let you know each limb's status. It's verbose enough to tell you if your limbs are brutalized, burned, bleeding, crippled, if anything is stuck inside (with underlined text), etc. but won't be more specific than generalizations - the bigger and bolder the text, the more severe it should be considered. It will also tell you if you're paralyzed or anemic, among other things. A diminished heart with nothing else out of the ordinary means you are probably poisoned.


This will tell you exactly how anemic they, where they're bleeding, how much brute/burn damage they've suffered and what critical injuries they have. However, there are some things that Diagnosis will not tell you, like how much toxic or oxygen damage they've taken.
==Miracle Diagnosis==
Medical roles such as the Court Physician and Acolytes of Pestra get access to Diagnose miracle. This miracle is capable of showing you a verbose readout of the patient's status similar to your own health readout. The biggest difference will be that you can see the exact values of damage a limb has suffered (ex. instead of BRUTALIZED you will see 71 BRUTE instead). This miracle has a short cooldown and no cost to cast, so it is very effective for monitoring patients during extended treatments.


To use your Diagnosis ability, simply click the scroll at the bottom left of your screen that says "Diagnosis" when you hover over it so that it opens and middle click on the person you want to diagnose. It does have a short cooldown.
==Visual Examination==
If Diagnose is unavailable to you then you'll just have to do things the old fashioned way. Obviously having a conscious patient would help greatly because they can tell you what's wrong, but if they somehow can't then you'll need to use your eyes.


If you don't have this ability, you'll have strip the patient of their clothing to see where they're bleeding, and inspect their body parts individually to see what wounds they have.
Examining anyone, no matter what, will give you a general idea of how their health is doing. If you don't see anything in the examine text about how their health is doing then they're either fine or suffering from something that isn't immediately obvious such as paralysis or poisoning. You will otherwise see text such as <code>They are gravely wounded.</code> which will clue you in to their physical trauma. You can prioritize patients this way if need be.


== Medical Items. ==
If you're next to someone you can examine them with a limb targeted and be prompted to inspect that limb closer. '''This method is most effective if the limb is not clothed,''' but there are some injuries that can be ascertained even while obscured such as fractures. You will otherwise be able to tell how many individual injuries belong to the limb, or an artery was cut, whether or not they've received treatment (in parentheses), if it's dislocated, or if the part is somehow disabled: numbness means it's too damaged, limp means the whole body is paralyzed.


* Scalpel - The primary cutting tool.
Just like [[#How Your Heart Feels|the above section]], you can see embedded objects (like leeches) as well that you're allowed to rip out as long as you're targeting the correct limb. Just click the underlined text.
* Forceps (x2) - Used for main surgery and manipulation.
* Bone Forceps - Used for setting bone, nothing else.
* Speculum - Used as a retractor, keeps the chest incision wide open.
* Bone saw - Used for cutting bones, or trees, or people in self defense, most durable tool in the set.
* Cautery - Used to mend incisions and wounds, needs to be heated up at a torch first, although it will deal around 25 burn damage per wound.
* Cloth - Used to bandage a wound to slow bleeding. A needle can't be used through a bandage, but a cautery can.
* Needle of Pestra (Only the Court Physician and Priest has this) - Unlimited use Needle, used to close incisions and wounds, deals no damage unlike the cautery.
* Iron Needle - Unlike a regular needle made from a thorn and fiber, this needle has 20 uses instead of 5.
* Cheele - 10x the blood storage of a normal leech, used to suck the poison out of someone.
* Bedroll - Used as a portable bed. Laying a patient on a bed allows them to sleep and increases surgery success rates.
* Health Potions (Otherwise known as "Red") - a handy potion that when drank, heals the consumer. Can even heal fractures and other critical injuries. Is a pain to brew and fairly expensive.


== Maladies. ==
You can also listen to someone's heartbeat if you have the chest targeted to see if it's still beating. If it isn't, they're dead and you should [[#Revival|look at how to make them less dead]].


=== Anemia. ===
=Treatments=
Otherwise known as blood-loss. Anemia will be the main killer for the denizens of Rockhill due to the oxygen damage it causes, so everything should be done to prevent and mitigate it. Prioritizing wounds that cause blood loss over ones that don't (i.e. bruises over burns, bleeds over bruises) and sewing/bandaging/cauterizing bleeding wounds is the aim of the game. Once the bleeding is stopped (depending on how severe the anemia is, you may even want to do this while they're bleeding) feed the patient water as it will fill them back up with blood or squeeze a full cheele to make it pump blood into the patient. Also, get your patient to eat some food, as people will regenerate more blood naturally depending on how full they are.
After diagnosing your patient you can move on to the actual treatment. Hopefully you've studied most of this information already, because you're going to be thrown a lot of curve balls while doctoring. If you're reading this and something is life-threatening, [[#The Quick and Dirty|the quick and dirty subheading above]] is a good list to quickly check since everything underneath this one is suited towards more nuanced, explained medical knowledge.
----


=== Brute Damage. ===
For the most part, many treatments will involve <u>strips of cloth</u> (obtained either by weaving fiber or ripping clothes), <u>needles</u> (crafted with thorns and fibers, or a better version for 1 iron ingot), or <u>[[#The Instruments|with the tools found in a surgery bag]]</u>. Buckets of water and leeches (usually cheeles) are also pretty commonly used. If you have all of these then you can fix virtually anyone.
Blunt force injuries. Should not be your first priority over other injuries unless there is a hematoma. Really the main concern is the other injuries alongside the brute damage, as in serious cases it's rarely on it's own. You'll see those injuries below. Brute damage can only be tended to using surgery, Red or sleep.


Types of brute damage include:
==Damage Types==
===<font color="red">Brute Trauma</font>===
Brute damage is perhaps the most common form of injury since everyone loves to beat each other up, usually with weapons! Brute damage is the most varied of all types and will usually pose the most complexity for treatment.
*Plain brute values can be healed by sleeping, drinking red potions, or by using miracles.
*[[#Trauma Surgery|Brute tending surgery]] can also fix this, which is especially useful if they're extensively injured.
*Brute often introduces the risk of '''bleeding'''! Cuts and similar injuries are individualized and '''will''' stack to make bleeding worse based on how many there are on a limb. There's four ways to stem this in order of effectiveness, least to most:
*#'''Grabbing:''' Grabbing the limb and reinforcing that grab will slow the bleeding down. This is only relevant if you don't have any other means of stopping the bleeding, or don't have time to.
*#'''Cloth:''' Strips of cloth in particular (bundles of cloth don't work), these can be used to try and keep blood from falling out. It is only effective if there aren't many cuts, or else it will be bled past and be ineffective!
*#'''Needle:''' Crafted thorn needles and dedicated suture needles are the second most effective way of sealing wounds. If a limb has multiple wounds you will be prompted about which one you wish to sew. Succeeding in finishing sewing will use one needle thread.
*#'''Cautery:''' Heating a cautery iron and using it on the affected limb will seal all open wounds almost instantly in one go. Twenty puncture wounds will disappear in a flash this way.
**There is also arterial bleeding, which will have an obvious red spurting animation on someone when it happens. Cloth is ineffective, you'll have to sew it closed.


==== Bruises. ====
====Blood Loss====
As said above.
So your patient's looking pretty pale because all his precious red stuff fell out of his body. First of all, make sure that stops happening by following the bleeding treatment outline above! Here's how you help restore blood:
*The easiest way is to drink water. One full mug of water is, oddly enough, an extremely effective means of restoring a gigantic chunk of blood. '''The patient must be alive for this to properly process.'''
*A cheele is a leech capable of sucking blood ''and'' infusing blood. Get it fat with blood and squish it to get it to directly infuse blood into someone. You can place it on someone by just clicking them with a cheele. '''The patient doesn't have to be alive to be infused with blood.'''
*Miracles (not the lesser variant) is capable of restoring blood each time it's cast.


==== Regular Hematomas. ====
====Dislocation====
Twice as painful as a regular bruise.
Sometimes your arms and legs pop out of their socket, which will make using them difficult. The treatment for this is simple:
*While combat intent is '''inactive''', grab the affected limb on weak intent to attempt to relocate the joint. Success depends on medicine skill.


==== Massive Hematomas. ====
====Crippling====
More than twice as painful as a regular hematoma. Causes a small amount of bleeding.
Crippling is actually a broad way to describe a limb has been '''disabled''' and rendered unusable in some way. It does '''not''' always mean it's fractured or dislocated. The most common way a limb will cripple is if it takes too much damage, but this is not always the case. The following are all the ways a limb can be considered crippled:
----
*'''Damage:''' A limb that suffers too much brute (or even burn, actually) damage will be considered crippled. Treat the damage to fix this.
*'''Fracture:''' Broken bones will usually disable a limb, hence it will be considered crippled. Repairing the bone through surgery or with miracles will fix this.
*'''Paralyzed:''' A broken skull (or neck) will cause whole body paralysis. Fixing them will fix the paralysis.
*'''Clamping:''' Forceps or a speculum present inside the limb will technically cripple it.


=== Burn Damage. ===
====Dismemberment====
The absolute last of your concerns. A person could have been fireballed a billion times by the Court Magician and so long as they don't cut their pinky on a shard of glass on their way to the floor; they'll live. In a permanent state between life and death until either you heal them or they enter Necra's embrace, but they'll live. However, they are extremely debilitating and far more painful than bruises and will quickly put someone to the floor from pain. So, if you're able to, you should absolutely treat burns. Burns can only be treated the same ways as bruises.
Sometimes, if the combatant is especially strong, a victim may find their arms, legs, or even head lopped off by a really big sword! There's two ways to fix this:
----
*[[#Limb Replacement|The limb replacement surgery]] allows you to sew missing bits back onto people.
*Bodypart Miracle can attach limbs to someone as well.


=== Oxygen Damage. ===
===<font color="orange">Burns</font>===
Oxygen damage is the metaphorical poison that anemia has slipped into your patient's cups. Oxygen damage WILL KILL and is invisible apart from the affects the patient themself feels, however, generally it's symptoms and causes are pretty obvious. The main cause of oxygen damage is anemia as mentioned above, though there are also other less common sources such as strangling, drowning, missing the lungs/heart and over-dosing. Oxygen damage will heal naturally over time so long as the cause is remedied, though sustained oxygen damage can cause significant brain damage in a subject. Symptoms of oxygen damage include fainting, going unconscious for sustained periods and death.
Another common form of limb damage are burns. Chiefly they'll turn up whenever someone gets set on fire, and the damage will continue to build for as long as they're on fire! The worse the fire (sometimes known as firestacks) the more intense the damage will be per tick. There's a few ways to fix burns:
*Sleeping, drinking red potions, or using miracles are the most common ways of dealing with burns.
*[[#Trauma Surgery|Burn tending surgery]] can heal extensive burns across the entire body.


There is however, a way to treat oxygen damage itself directly; mouth-to-mouth. To initiate it, you must aim for the patients mouth with an empty hand an the touch and weak intents. This won't be enough to save a patient who's bleeding out on the floor alone, but it can keep them alive long enough for someone else to quickly stitch them up.
===<font color="green">Poisoning</font>===
----
The sinister side of bad health is poisoning, something that's pretty difficult to ascertain until it's too late. Poison comes about most commonly from consuming inedible jacksberries, but consuming rotten food will also poison you, as will missing your liver. [[#Medical Diagnostics|The usual ways of telling how injured someone is]] won't work to tell you how poisoned someone is, you'll have to look for other cues. These cues are generally:
*A diminished health heart with no other discernible problem.
*Vomiting blood.
The treatment for poisoning is the following:
*Sleep!
*Leeches (preferably a cheele) will reduce your poison damage for as long as they're attached.


=== Toxin Damage. ===
===<font color="cyan">Suffocation</font>===
Toxin damage is the the literal poison that someone has slipped into your patient's cups. Toxin damage shares a lot of the traits of it's counterpart, apart from the fact that it is generally far more obvious, with most of it's causes having symptoms of severe vomiting or brain damage. There are a fair few more ways that toxin damage can be caused to someone, though thankfully the most common are fairly easy to treat. The main treatment for toxin damage is the use of leeches or cheeles and bedrest. Simply squeeze your little sucker into sucking mode and place it on the patients bare skin. Depending on how much and what they've consumed and how fast you get to them, you can avoid the worst of the symptoms all together.
Suffocation (also known as Hypoxia) most often manifests when someone is [[#Blood Loss|anemic]], is drowning, or is being throttled by someone with their hands on the patient's throat. Both normal ways of checking someone's condition do not tell you if they're hypoxic, but the patient will be gasping involuntarily over a certain threshold. The following will replenish oxygen in someone:
----
*Lesser Miracle


=== Slashes. ===
===<font color="gray">Organ Trauma</font>===
These are the most common bleeding wounds you'll see. While one or two aren't something to pull the cautery out for, they are very common to get from a sustained battle with sharp weapons, so you might be seeing a dozen of these wounds.
Organ damage is a bit of a loose way to describe certain organs no longer functioning. As of writing, this applies almost exclusively to the eyes as those can be stabbed out and rendered ineffective.


Types of slashes include:
Note that critical hits citing your heart bleeding is not your heart being damaged, but rather an arterial bleed happening in your chest.


==== Regular Slashes. ====
==Revival==
Bleeds a very small amount, about half as much as a massive hematoma. Relatively easy to sew up and causes no pain on it's own.
Should the worst come to pass, your patient's time in this realm may suddenly be cut short and they will die! You can tell they're dead either by seeing <code>X gurgles out their last breath.</code> in the chat or by examining their chest to listen to their heart and hearing no heartbeat. For the patient this means they have the option to quit the round as that character to play someone else or spectate the round as a ghost - for you this means getting the patient back into the round is that much harder as revival is at times a difficult hurdle, and one that's a bit time sensitive so that the patient's body doesn't rot and turn into a zombie!


==== Small Slashes. ====
In truth, as long as the torso and head are connected and aren't skeletonized, the patient isn't rotted/a zombie, and has enough blood, revival is possible at any time! There's two ways to yank a patient from Necra's embrace and back towards the realm of the living:
Essentially just a half as bad slash. These are superficial wounds.
*The [[#Lux Infusion|lux infusion]] procedure can revive someone so long as no limb is damaged!
*Anastasis, when performed on someone laying in front of a cross, will quickly bring them back to life.
In either case, make sure the patient doesn't accidentally die from the same thing twice by double checking their health and healing any abnormalities!


==== Gruesome Slashes. ====
==Surgery==
A more gruesome version of the slash. This wounds bleeds more than twice as much as a regular slash and takes a fair bit longer to sew.
Unless you are equipped with the divine miracles of different patrons, surgery will eventually become relevant for a patient's treatment. Below is a list of surgeries that are possible, as well as the minimum skill level in Medicine required to do those surgeries in the first place.


==== Disembowelment. ====
The minimum skill requirements decide whether the surgery is even available to you at all, but still poses a risk of failure based on your medicine skill level. There is no consequence to failure other than needing to repeat the step. Note that clamping with forceps or the speculum will cripple the limb you're working on, this is normal!
Your patient has had their stomach sliced open... and their stomach and (on occasion) liver has fallen out. This wound causes an immense amount of bleeding (about twenty times that of a gruesome slash), causes immense pain in the patient and takes a long time to suture. This wound almost always leads to the imminent death of anyone unlucky enough to suffer it.


==== Incision. ====
===The Instruments===
The same as a gruesome slash. However, it will not clot over time, therefore making it worse for blood loss. Try not to let your patients walk away without stitching them up first.
Near everything under this heading is what you can expect to find inside a doctor's bag, which you will spawn with as a relevant surgeon role fastened to your belt, but can also be crafted at a blacksmith's for two bars of steel and one bolt of hide.
----
*A '''scalpel''' for incisions.
*Two '''forceps''' for clamping and manipulation.
*A '''speculum''' for widening surgical sites.
*A '''bone speculum''' for resetting bones.
*A '''saw''' for sawing, usually through bones.
*A '''cautery''' for sealing all bleeding wounds (including incisions) quickly at the cost of burning, as well as torching rot.
*Perhaps a '''needle''', also for sealing incisions, which can be fed more thread by clicking it with fiber.


=== Punctures. ===
===They're Dead!===
The second most common bleeding wounds you'll see. Specifically caused by stabs, these are essentially mechanically the same as slashes, other than that they take slightly longer to sew up. Therefore they are slightly worse than slashes. You may want to pull out the cautery faster when seeing these.
If you're attempting to operate on a corpse but nothing happens except seeing <code>They're dead!</code> in chat, do not fret: all you have to do is take their clothes off, or at least the clothes covering the site you are attempting to perform surgery on.


Types of punctures include:
===The Procedures===
====Trauma Surgery====
Requires '''Apprentice''' medicine skill. This procedure heals brute and burn damage every time it succeeds, and will restart automatically for as long as there's still brute or burn damage anywhere on the body.
#Target the chest, since... I dunno actually. Just do it.
#Scalpel to incise.
#Forceps to clamp.
#Speculum to retract.
#Forceps to select a procedure, select <code>Tend damage</code> ''or similar''.
#*No matter the exact tending procedure, it will be repeated automatically until there are no more relevant injuries on the patient.
#[[#Object Removal|Retrieve your tools]], or do another procedure starting from step 4.
#Seal the site.


==== Regular Punctures. ====
====Bone Repair====
The same as regular slashes, only that they take slightly longer to sew and heal.
Requires '''Journeyman''' medicine skill. Note that setting a bone with the bone speculum will not instantly fix the bone, only set it. It will heal on it's own with sleep!
#Target the part of the body you are certain has a broken bone. Note that the throat must be targeted to reach the neck.
#Scalpel to incise.
#Forceps to clamp.
#Speculum to retract.
#Bone forceps to reset and heal the bone.
#[[#Object Removal|Retrieve your tools]], or do another procedure starting from step 4.
#Seal the site.


==== Small Punctures. ====
====Object Removal====
The same as small slashes, only that they take slightly longer to sew and heal.
Requires '''Novice''' medicine skill. This refers to objects that are embedded inside someone that shouldn't, such as arrows, stuck swords, and other things that got flung into them at high velocity. This also applies to leeches, but it'd be faster to just rip them off normally. Note that surgical procedures involving the forceps or speculum are considered embedded objects and will be removed by this procedure as well!
#Ensure you are targeting the correct limb that you've diagnosed to have (sometimes strange) objects embedded within, then:
#Scalpel to incise the surgical site.
#Forceps to clamp bleeders and embed within.
#Forceps again, select <code>Remove embedded objects</code> if prompted.
#*You can use an open hand as well, but this has less of a chance to succeed.
#*In either case, this will remove the clamped forceps from earlier, don't forget!
#Seal the site, or do other surgeries from here starting at step 2.


==== Gaping Punctures. ====
====Burn Rot====
The same as gruesome slashes, only that they take slightly longer to sew.
Requires '''Apprentice''' medicine skill. This will destroy full body necrosis and return zombles back to just being a corpse. You can do this procedure preemptively on normal corpses to extend the time it takes them to rot as well.
----
#Target the chest, since that's where the source of the vile infection tends to fester.
#Scalpel to incise.
#Burn away the ignoble parasite.
#*You can use either a heated cautery or a psycross/other holy necklace to do this.
#Seal the site.


=== Arteries. ===
====Lux Extraction====
Torn arteries should be your absolute priority when treating a patient. You should call anyone around you to help you remove the clothes from the patient to get to their wounds. Don't be afraid to use a cautery to seal the bleeding if you can. Burns are absolutely nothing compared to the severe blood loss torn arteries will cause. Otherwise use a needle, feed them Red or water.
Requires '''Journeyman''' medicine skill. Do note that this will debuff the <s>victim</s> ''donor'' with a penalty to Fortune.
#Target the chest, since that's where you'll find the precious lux has accumulated in living beings.
#Scalpel to incise.
#Forceps to clamp.
#Speculum to retract.
#Saw through the ribs to reach the heart.
#Scalpel to scrape off spare lux.
#Fix their ribs with the bone forceps.
#[[#Object Removal|Retrieve your tools]], or do another procedure starting from step 4.
#Seal the site.


Types of artery tears include:
====Lux Infusion====
Requires '''Expert''' medicine skill. This will revive a dead person. The patient must have no brute or burn damage, or the lux revival won't work. Do note that whatever killed them in the first place should probably be taken care of before you attempt this, or else they might die again and waste your precious lux. If the corpse is clothed, you will probably see <code>They're dead!</code> when attempting to operate, just remove their clothes and you may continue.
#Do everything in [[#Lux Extraction|Lux Extraction]] up to step 5.
#Ensure the patient has no brute or burn damage, or else the procedure will fail.
#*If they do, you can use forceps on the same surgical site to [[#Trauma Surgery|fix it]].
#Click their chest with lux in hand to begin reviving.
#Fix their ribs with the bone forceps.
#[[#Object Removal|Retrieve your tools]], or do another procedure starting from step 4.
#Seal the site.


==== Torn Arteries. ====
====Limb Replacement====
The "least severe" of the very severe artery wounds. If there's only one tear, you may be able to get away with sewing it shut, multiple and it's time to heat up the cautery. Feed them water and put them to rest once the wound is healed.
Requires '''Journeyman''' medicine skill. This procedure applies to reattaching heads, limbs, and prosthetics.
#Target the area that is missing the limb.
#Click the patient with the correct limb in your hand. Obviously you cannot attach a leg to the patient's arm stump.
#*If it was a prosthetic limb then this procedure is finished.
#Suture the new limb '''immediately''' lest the patient bleed out quickly!


==== Torn Carotids. ====
====Amputation====
Your patient's throat has been severely cut. If you don't do something as soon as you see the wound, your patient will die. This is far worse than even a regular torn artery. Nothing else matters but tending to this wound. The only real advantage you'll have is the wounds location on the head, where there should be very little clothing in the way. If you mange to cauterize the wound in time, you'll need to get a hell of a lot of water into them. Otherwise it's to the Church...
Requires '''Apprentice''' medicine skill, unless you have high strength, then you might be able to just chop their limbs off with a big sword!
#Target the head if you wish to decapitate the patient, or any limb you wish to dismember.
#Scalpel to incise.
#Forceps to clamp.
#Speculum to retract.
#Saw through the bone.
#Scalpel to separate the limb from the body.
#*This does not cause any further bleeding or damage, note. There is nothing to sew or bandage hereafter.


==== Torn Aortas. ====
====Organ Manipulation====
Your patient's heart is severely damaged. This is worse than the carotid as it is far more painful for the injured, still bleeds moderately even when sewn, and is far more difficult to sew or cauterize due to the location. It may be best to spend your time tending to other patients who might be saved.
Requires '''Journeyman''' medicine skill. This procedure pertains to inserting organs or removing them from a patient/body. This is mostly relevant to people missing their eyes but some people might wind up disemboweled as well and need their guts put back in them.
#Target the areas of the head, chest, abdomen, or groin.
#*The head contains several individual areas to target:
#**The top of the head contains the brain.
#**The two individual eyes contain the eyes.
#**The mouth contains the tongue.
#*The chest contains the heart, lungs, and liver.
#*The abdomen contains the stomach.
#*The groin contains the appendix.
#Scalpel to incise.
#Forceps to clamp.
#Speculum to retract.
#Saw through the bone if you targeted the head or chest, otherwise continue to the next step.
#*Sawing the skull will paralyze the patient, but repairing the skull will fix it rest assured!
#Decide whether you want to insert an organ or extract one.
#*To insert an organ, click the patient with a valid organ in hand to insert it. You don't need to do anything else to make the organ work.
#*To extract an organ, use forceps and select the organ you want to remove when prompted.
#Bone forceps to reset the skull or ribs if applicable.
#[[#Object Removal|Retrieve your tools]], or do another procedure starting from step 4.
#Seal the site.


==== Unsewn. ====
====Face Restoration====
Your patient's head or limb has been removed and reattached. The arteries are still unsewn. Most of the time you'll see this in someone who's dead, but there are times where you might reattach limbs to a living patient. This wound is actually FAR worse the actual dismemberment itself, apart from the fact that they are far easier to suture, causing about as much bleeding as a torn carotid or aorta. Under no circumstances should you reattach a limb to someone who is anemic.
Requires '''Journeyman''' medicine skill. This procedure is for people with disfigured faces or who don't have an apparent identity when unmasked. This also works on people who do have an identity if you wish to rename them. Note that sometimes having a broken skull results in disfiguring, but fixing the skull can undo this.
----
#Target the face since this is, after all, a face restoration procedure.
#Scalpel to incise.
#Forceps to clamp.
#Speculum to retract.
#Scalpel to begin reshaping their face:
#*If they do not have an identity or are otherwise disfigured (appears as Unknown), this will restore their original identity.
#*If they do have an identity (hovering over them shows their name), you'll be able to change their name to something else.
#**If you cancel this prompt, you'll disfigure them. Whoops!
#[[#Object Removal|Retrieve your tools]], or do another procedure starting from step 4.
#Seal the site.


=== Dismemberment. ===
These are bad news for a patient, and will likely mean death without quick action... that is if they aren't already dead. These cause a fair bit more bleeding than a torn artery, half as much as a torn aorta/carotid, but are hell to sew up. You should cauterize these wounds unless you're unable. Missing heads are loss causes, believe it or not. If the patient is dead or stable, you can reattach the removed limb or head and repair the damage.
----


=== Fractures. ===
=Additional Tips=
Pretty straight forward; your patient has a broken bone! Usually caused heavy blunt force, these are very very debility wounds, causing a whole lotta pain and frustration for your patient... and a whole lot of inconvenience for you with the treatment needed to mend them. Thankfully, they will not kill, so you should mend to any other wounds that will first. Fractures can not be cured through sleep or just tending wounds. You'll need to either go through a lengthy surgery (the length of which depending on the fracture type), use a lot of precious Red... or worse... miracles.


Types of fractures include:
Additional information regarding healing.


==== Limb Fractures. ====
*Sleeping in a bed takes care of most ailments from bruising, burns, and even poison, the more serious the injury, the longer it will take.
Only seen in limbs. Leg fractures will cause the leg to be disabled, causing immense pain when standing, also stunning and forcing the patient to the floor if they try to walk on it. However, this can be mitigated by using a polearm as a crutch, allowing the patient to walk! Arm fractures will cause the arm to be disabled, causing immense pain that will stun and force the patient to the floor if they try to hold items in it for a long period, also occasionally disabling the use of the hand entirely. These take the shortest amount of time to mend using surgery and Red.
**You may sleep anywhere you want, but beds increase the healing speed.
 
*Red potions are uncommon but will heal you without the need for sleep.
==== Skull Fractures. ====
*Palness is a sign of blood loss, drinking water helps.
Only seen in the head. The worst of all the fractures. Skull fractures are an absolute pain, taking more than three times as many bone settings as a limb fracture. They are also incredibly debilitating; completely paralyzing the patient (even stopping them from biting!), disfigures them and causes their speech to come out in stutters.
*Bleeding can be stitched up with needles or bandaged with cloth.
 
**Arterial bleeding requires stitching, or bloodloss may end in death.
==== Jaw Fractures. ====
*If someone says a limb is crippled, but not explicitly fractured, then it just needs to be healed.
Only seen in the head. The least debilitating of the fractures, but still very much painful. Causes the patient's speech to come out in an incomprehensible gurgle and stops them from biting. Takes twice as long to tend to as a limb fracture.
**If the limb is fractured then proceed surgery is required.
 
**If it's dislocated, grabbing their limb on weak intent will attempt to relocate!
==== Neck Fractures. ====
*If someone is rotted (zombie moaning, green skin, producing miasma), they can be cured of their rot through Curing Rot spells or through surgery.
Only seen in the head. Essentially a slightly better skull fracture. Completely paralyzes the patient. Takes somewhat longer to mend than a jaw fracture.
*If someone is otherwise dead, you can revive them with Miracles or through Lux infusion surgery.
 
*You can carry people by grabbing them and clickdragging them onto you. As long as the grab wasn't reinforced, you'll be able to move them pretty quickly!
==== Rib Fractures. ====
**You can also stuff them inside a handcart if they're resting on the ground.
Only seen in the chest. Causes the patient to be stunned at random intervals and vomit up blood. This can be a death sentence during battle and a massive pain anywhere else. Takes a little longer to tend than limb fractures.
 
==== Pelvis Fractures. ====
Only seen in the groin. Disables both legs, causing the patient to be unable to walk. Takes the same amount of time to tend as a rib fracture.
----
 
==== Dislocations. ====
Essentially weak versions of the fractures. Only seen in the limbs or neck. They cause the same effects, but can be healed easily by tending to the wound, sleeping or even naturally over time. Dislocations can be relocated manually however, simply click on the affected body part on the weak and grab intents with a high enough medicine skill.
----
 
=== Poison. ===
There are many malicious concoctions you may encounter throughout the lands of Rockhill... some far more dangerous than others. Generally the best way to treat poisoning is through the use of leeches to remove the tainted blood, the feeding of water and bed rest.
 
Types of poisons include:
 
==== Berry Poison. ====
Easily the least dangerous and most common form of poison in Rockhill. Acquired by consuming a poison berry (this includes food and drink products made from poison berries!) or being shot with a poisoned arrow Symptoms include vomiting and feeling unwell. Generally this should be very easy to treat, just squeeze your cheele into sucking mode and place it on the patient's skin until they feel better. If they've consumed a lot, you should get them into bed to heal, feeding them water to replace the blood you're extracting.
 
==== Mercury. ====
Otherwise known as quicksilver. A fair bit more dangerous than berry poison, but also far rarer. Acquired by crushing cinnabar (acquired while mining) in a mortar and pestle. Symptoms include twitching, drooling and moaning. Mercury causes severe brain damage, so it is best to get a cheele on them quickly and put them to rest.
 
==== Killer's Ice. ====
Otherwise known as death. By the time they realize what they've drank, they'll be dead. This poison is INCREDIBLY rare and it's unlikely you'll ever be seeing this around... hopefully, anyways. The symptoms include near-instant death. The best thing you can do for the patient is drag them off to the Church. It metabolizes incredibly slowly compared to other reagents... and if there's any left when they're revived... they'll just die again.
----
 
=== Other Wounds. ===
Generally rarer wound types that can't be specifically categorized. Most of these are far rarer, though you can definitely expect to see them from time to time.
 
Types of other wounds include.
 
==== Evisceration. ====
An organ has been completely destroyed! This occurs in the eyes, testicles and ovaries. Eye eviscerations require them to be replaced, tentacular/ovarian evisceration can be tended to using the tend wounds surgery.
 
==== Disfigurement. ====
The patient is so horribly messed up that they are completely unrecognizable, appearing as "Unknown". This can only be fixed using a facial construction surgery.
 
== Surgery. ==
 
=== How to Tend Wounds. ===
 
# Aim anywhere on the body.
# Use a scalpel to make an incision in the patient.
# Use a forceps to clamp the patient's bleeders.
# Use a needle to tend to the patients wounds; selecting either "Tend Bruises", "Tend Burns", or "Tend Damage".*
# Use a forceps to remove embedded objects.
# Use a needle to suture the incision.
 
<nowiki>*</nowiki>The bruises/burns options tend a large amount of their respective damage types. The "damage" option tends a moderate amount of both damage types.
 
=== How to Mend Bone fractures. ===
'''Notice: the bone repair surgery in its current state is bugged.'''
 
'''Requiring 3+ attempts while the patient is asleep to properly set the bone.'''
 
# Aim for the body part with the broken bone.
# Use a scalpel to make an incision in the patient.
# Use a forceps to clamp the patient's bleeders.
# Use a speculum to retract the incision.
# Use bone forceps >/=3 times successfully.
# Use a forceps to remove embedded objects.
# Use a needle to suture the incision.
# Tell the patient to sleep.
 
=== How to Manipulate Organs. ===
'''Note: the surgery steps for hard and soft tissue body parts are different.'''
 
'''Hard tissue body parts include the skull (brain) and chest (breasts, lungs, heart and liver).'''
 
'''Soft tissue body parts include the eyes (eyes(You'll need to make another incision to get the forceps and speculum out because of a bug!)), mouth (tongue), groin (appendix, testicles, penis and vagina) and stomach (stomach).'''
 
# Aim for whichever part of the body part the organ is present.
# Use a scalpel to make an incision in the patient.
# Use a forceps to clamp the patient's bleeders.
# Use a speculum to retract the incision.
# If soft tissue, continue to next step. If hard tissue, use a bone saw to cut through the bone.
# Use a forceps to manipulate the patients organs, selecting with you would like to remove.
# Optionally; replace missing organs by using a healthy and intact one on the patient.
# Use a forceps to remove the embedded objects.
# Use a needle to suture the incision.
 
=== How to Sever External Organs. ===
''Desperate eyes stare up at you, the flicker of torch light reflecting off of their nervous sweat. You bring your worn knife down to their body, sloppily spilling the blood from their body. You carve again and again and again, the screams pushing you further on until you finally pull that lump of meat from that pathetic creature. You bask in the pain you've brought this wretched flesh, for you've earned yourself another piece to your collection to be pickled and jarred. You are no healer. You are a butcher... and you... are magnificent.''
 
'''Note: Basically a far more damaging, less sophisticated alternative to "Manipulate Organs". Be aware that this will sever an artery on a SUCCESS. You should never use this on someone you intend to actually heal. Also, this can only target external organs. I.e. breasts, penises, wings, etc.'''
 
# Aim for whichever body part the organ is present.
# Use a scalpel to make an incision in the patient.
# Use a forceps to clamp the bleeders.
# Use a scalpel to remove the external organs.
# Optionally; replace a missing organ by using a healthy and intact one of the patient.
# Use a needle to suture the severed artery and slashes.
# Use a forceps to remove the embedded objects.
# Use a needle to suture the incision.
 
=== How to Amputate Limbs and Heads. ===
 
# Aim for the selected limb or head.
# Use a scalpel to make an incision in the patient.
# Use a forceps to clamp the bleeders.
# Use a speculum to retract the incision.
# Use a bone saw to amputate the limb.
 
=== How to Attach Limbs and Heads. ===
 
# Aim for the selected limb or head with a replacement in hand.
# Use the replacement on the patient to attach it.
# Use a needle to suture the limb or head to the patient.
# Mend whatever wounds the limb or head has.
 
=== How to Reshape Faces. ===
 
# Aim for the patient's head.
# Use a scalpel to make an incision in the patient.
# Use a forceps to clamp the bleeders.
# Use a speculum to retract the incision.
# Use a scalpel to reshape the face.
# Type the desired name in the text box and click ok.
# Use a forceps to remove the embedded objects.
# Use a needle to suture the incision.

Latest revision as of 02:39, 12 September 2025

Direct port from Azure wiki

Medical Diagnostics

Generally before you can administer treatment with confidence, you'll need to figure out what's actually wrong with the patient first. There's a number of ways to do this - most underrated of which being the patient describes to you what's wrong - and they will be covered in detail under the following subheadings. Once you've figured out what needs treatment you can proceed to the next section.

Your Heart

Checking your health is important. Clicking the heart in the top left of your screen will tell you how you're doing at a glance and let you know each limb's status. It's verbose enough to tell you if your limbs are brutalized, burned, bleeding, crippled, if anything is stuck inside (with underlined text), etc. but won't be more specific than generalizations - the bigger and bolder the text, the more severe it should be considered. It will also tell you if you're paralyzed or anemic, among other things. A diminished heart with nothing else out of the ordinary means you are probably poisoned.

Miracle Diagnosis

Medical roles such as the Court Physician and Acolytes of Pestra get access to Diagnose miracle. This miracle is capable of showing you a verbose readout of the patient's status similar to your own health readout. The biggest difference will be that you can see the exact values of damage a limb has suffered (ex. instead of BRUTALIZED you will see 71 BRUTE instead). This miracle has a short cooldown and no cost to cast, so it is very effective for monitoring patients during extended treatments.

Visual Examination

If Diagnose is unavailable to you then you'll just have to do things the old fashioned way. Obviously having a conscious patient would help greatly because they can tell you what's wrong, but if they somehow can't then you'll need to use your eyes.

Examining anyone, no matter what, will give you a general idea of how their health is doing. If you don't see anything in the examine text about how their health is doing then they're either fine or suffering from something that isn't immediately obvious such as paralysis or poisoning. You will otherwise see text such as They are gravely wounded. which will clue you in to their physical trauma. You can prioritize patients this way if need be.

If you're next to someone you can examine them with a limb targeted and be prompted to inspect that limb closer. This method is most effective if the limb is not clothed, but there are some injuries that can be ascertained even while obscured such as fractures. You will otherwise be able to tell how many individual injuries belong to the limb, or an artery was cut, whether or not they've received treatment (in parentheses), if it's dislocated, or if the part is somehow disabled: numbness means it's too damaged, limp means the whole body is paralyzed.

Just like the above section, you can see embedded objects (like leeches) as well that you're allowed to rip out as long as you're targeting the correct limb. Just click the underlined text.

You can also listen to someone's heartbeat if you have the chest targeted to see if it's still beating. If it isn't, they're dead and you should look at how to make them less dead.

Treatments

After diagnosing your patient you can move on to the actual treatment. Hopefully you've studied most of this information already, because you're going to be thrown a lot of curve balls while doctoring. If you're reading this and something is life-threatening, the quick and dirty subheading above is a good list to quickly check since everything underneath this one is suited towards more nuanced, explained medical knowledge.

For the most part, many treatments will involve strips of cloth (obtained either by weaving fiber or ripping clothes), needles (crafted with thorns and fibers, or a better version for 1 iron ingot), or with the tools found in a surgery bag. Buckets of water and leeches (usually cheeles) are also pretty commonly used. If you have all of these then you can fix virtually anyone.

Damage Types

Brute Trauma

Brute damage is perhaps the most common form of injury since everyone loves to beat each other up, usually with weapons! Brute damage is the most varied of all types and will usually pose the most complexity for treatment.

  • Plain brute values can be healed by sleeping, drinking red potions, or by using miracles.
  • Brute tending surgery can also fix this, which is especially useful if they're extensively injured.
  • Brute often introduces the risk of bleeding! Cuts and similar injuries are individualized and will stack to make bleeding worse based on how many there are on a limb. There's four ways to stem this in order of effectiveness, least to most:
    1. Grabbing: Grabbing the limb and reinforcing that grab will slow the bleeding down. This is only relevant if you don't have any other means of stopping the bleeding, or don't have time to.
    2. Cloth: Strips of cloth in particular (bundles of cloth don't work), these can be used to try and keep blood from falling out. It is only effective if there aren't many cuts, or else it will be bled past and be ineffective!
    3. Needle: Crafted thorn needles and dedicated suture needles are the second most effective way of sealing wounds. If a limb has multiple wounds you will be prompted about which one you wish to sew. Succeeding in finishing sewing will use one needle thread.
    4. Cautery: Heating a cautery iron and using it on the affected limb will seal all open wounds almost instantly in one go. Twenty puncture wounds will disappear in a flash this way.
    • There is also arterial bleeding, which will have an obvious red spurting animation on someone when it happens. Cloth is ineffective, you'll have to sew it closed.

Blood Loss

So your patient's looking pretty pale because all his precious red stuff fell out of his body. First of all, make sure that stops happening by following the bleeding treatment outline above! Here's how you help restore blood:

  • The easiest way is to drink water. One full mug of water is, oddly enough, an extremely effective means of restoring a gigantic chunk of blood. The patient must be alive for this to properly process.
  • A cheele is a leech capable of sucking blood and infusing blood. Get it fat with blood and squish it to get it to directly infuse blood into someone. You can place it on someone by just clicking them with a cheele. The patient doesn't have to be alive to be infused with blood.
  • Miracles (not the lesser variant) is capable of restoring blood each time it's cast.

Dislocation

Sometimes your arms and legs pop out of their socket, which will make using them difficult. The treatment for this is simple:

  • While combat intent is inactive, grab the affected limb on weak intent to attempt to relocate the joint. Success depends on medicine skill.

Crippling

Crippling is actually a broad way to describe a limb has been disabled and rendered unusable in some way. It does not always mean it's fractured or dislocated. The most common way a limb will cripple is if it takes too much damage, but this is not always the case. The following are all the ways a limb can be considered crippled:

  • Damage: A limb that suffers too much brute (or even burn, actually) damage will be considered crippled. Treat the damage to fix this.
  • Fracture: Broken bones will usually disable a limb, hence it will be considered crippled. Repairing the bone through surgery or with miracles will fix this.
  • Paralyzed: A broken skull (or neck) will cause whole body paralysis. Fixing them will fix the paralysis.
  • Clamping: Forceps or a speculum present inside the limb will technically cripple it.

Dismemberment

Sometimes, if the combatant is especially strong, a victim may find their arms, legs, or even head lopped off by a really big sword! There's two ways to fix this:

Burns

Another common form of limb damage are burns. Chiefly they'll turn up whenever someone gets set on fire, and the damage will continue to build for as long as they're on fire! The worse the fire (sometimes known as firestacks) the more intense the damage will be per tick. There's a few ways to fix burns:

  • Sleeping, drinking red potions, or using miracles are the most common ways of dealing with burns.
  • Burn tending surgery can heal extensive burns across the entire body.

Poisoning

The sinister side of bad health is poisoning, something that's pretty difficult to ascertain until it's too late. Poison comes about most commonly from consuming inedible jacksberries, but consuming rotten food will also poison you, as will missing your liver. The usual ways of telling how injured someone is won't work to tell you how poisoned someone is, you'll have to look for other cues. These cues are generally:

  • A diminished health heart with no other discernible problem.
  • Vomiting blood.

The treatment for poisoning is the following:

  • Sleep!
  • Leeches (preferably a cheele) will reduce your poison damage for as long as they're attached.

Suffocation

Suffocation (also known as Hypoxia) most often manifests when someone is anemic, is drowning, or is being throttled by someone with their hands on the patient's throat. Both normal ways of checking someone's condition do not tell you if they're hypoxic, but the patient will be gasping involuntarily over a certain threshold. The following will replenish oxygen in someone:

  • Lesser Miracle

Organ Trauma

Organ damage is a bit of a loose way to describe certain organs no longer functioning. As of writing, this applies almost exclusively to the eyes as those can be stabbed out and rendered ineffective.

Note that critical hits citing your heart bleeding is not your heart being damaged, but rather an arterial bleed happening in your chest.

Revival

Should the worst come to pass, your patient's time in this realm may suddenly be cut short and they will die! You can tell they're dead either by seeing X gurgles out their last breath. in the chat or by examining their chest to listen to their heart and hearing no heartbeat. For the patient this means they have the option to quit the round as that character to play someone else or spectate the round as a ghost - for you this means getting the patient back into the round is that much harder as revival is at times a difficult hurdle, and one that's a bit time sensitive so that the patient's body doesn't rot and turn into a zombie!

In truth, as long as the torso and head are connected and aren't skeletonized, the patient isn't rotted/a zombie, and has enough blood, revival is possible at any time! There's two ways to yank a patient from Necra's embrace and back towards the realm of the living:

  • The lux infusion procedure can revive someone so long as no limb is damaged!
  • Anastasis, when performed on someone laying in front of a cross, will quickly bring them back to life.

In either case, make sure the patient doesn't accidentally die from the same thing twice by double checking their health and healing any abnormalities!

Surgery

Unless you are equipped with the divine miracles of different patrons, surgery will eventually become relevant for a patient's treatment. Below is a list of surgeries that are possible, as well as the minimum skill level in Medicine required to do those surgeries in the first place.

The minimum skill requirements decide whether the surgery is even available to you at all, but still poses a risk of failure based on your medicine skill level. There is no consequence to failure other than needing to repeat the step. Note that clamping with forceps or the speculum will cripple the limb you're working on, this is normal!

The Instruments

Near everything under this heading is what you can expect to find inside a doctor's bag, which you will spawn with as a relevant surgeon role fastened to your belt, but can also be crafted at a blacksmith's for two bars of steel and one bolt of hide.

  • A scalpel for incisions.
  • Two forceps for clamping and manipulation.
  • A speculum for widening surgical sites.
  • A bone speculum for resetting bones.
  • A saw for sawing, usually through bones.
  • A cautery for sealing all bleeding wounds (including incisions) quickly at the cost of burning, as well as torching rot.
  • Perhaps a needle, also for sealing incisions, which can be fed more thread by clicking it with fiber.

They're Dead!

If you're attempting to operate on a corpse but nothing happens except seeing They're dead! in chat, do not fret: all you have to do is take their clothes off, or at least the clothes covering the site you are attempting to perform surgery on.

The Procedures

Trauma Surgery

Requires Apprentice medicine skill. This procedure heals brute and burn damage every time it succeeds, and will restart automatically for as long as there's still brute or burn damage anywhere on the body.

  1. Target the chest, since... I dunno actually. Just do it.
  2. Scalpel to incise.
  3. Forceps to clamp.
  4. Speculum to retract.
  5. Forceps to select a procedure, select Tend damage or similar.
    • No matter the exact tending procedure, it will be repeated automatically until there are no more relevant injuries on the patient.
  6. Retrieve your tools, or do another procedure starting from step 4.
  7. Seal the site.

Bone Repair

Requires Journeyman medicine skill. Note that setting a bone with the bone speculum will not instantly fix the bone, only set it. It will heal on it's own with sleep!

  1. Target the part of the body you are certain has a broken bone. Note that the throat must be targeted to reach the neck.
  2. Scalpel to incise.
  3. Forceps to clamp.
  4. Speculum to retract.
  5. Bone forceps to reset and heal the bone.
  6. Retrieve your tools, or do another procedure starting from step 4.
  7. Seal the site.

Object Removal

Requires Novice medicine skill. This refers to objects that are embedded inside someone that shouldn't, such as arrows, stuck swords, and other things that got flung into them at high velocity. This also applies to leeches, but it'd be faster to just rip them off normally. Note that surgical procedures involving the forceps or speculum are considered embedded objects and will be removed by this procedure as well!

  1. Ensure you are targeting the correct limb that you've diagnosed to have (sometimes strange) objects embedded within, then:
  2. Scalpel to incise the surgical site.
  3. Forceps to clamp bleeders and embed within.
  4. Forceps again, select Remove embedded objects if prompted.
    • You can use an open hand as well, but this has less of a chance to succeed.
    • In either case, this will remove the clamped forceps from earlier, don't forget!
  5. Seal the site, or do other surgeries from here starting at step 2.

Burn Rot

Requires Apprentice medicine skill. This will destroy full body necrosis and return zombles back to just being a corpse. You can do this procedure preemptively on normal corpses to extend the time it takes them to rot as well.

  1. Target the chest, since that's where the source of the vile infection tends to fester.
  2. Scalpel to incise.
  3. Burn away the ignoble parasite.
    • You can use either a heated cautery or a psycross/other holy necklace to do this.
  4. Seal the site.

Lux Extraction

Requires Journeyman medicine skill. Do note that this will debuff the victim donor with a penalty to Fortune.

  1. Target the chest, since that's where you'll find the precious lux has accumulated in living beings.
  2. Scalpel to incise.
  3. Forceps to clamp.
  4. Speculum to retract.
  5. Saw through the ribs to reach the heart.
  6. Scalpel to scrape off spare lux.
  7. Fix their ribs with the bone forceps.
  8. Retrieve your tools, or do another procedure starting from step 4.
  9. Seal the site.

Lux Infusion

Requires Expert medicine skill. This will revive a dead person. The patient must have no brute or burn damage, or the lux revival won't work. Do note that whatever killed them in the first place should probably be taken care of before you attempt this, or else they might die again and waste your precious lux. If the corpse is clothed, you will probably see They're dead! when attempting to operate, just remove their clothes and you may continue.

  1. Do everything in Lux Extraction up to step 5.
  2. Ensure the patient has no brute or burn damage, or else the procedure will fail.
    • If they do, you can use forceps on the same surgical site to fix it.
  3. Click their chest with lux in hand to begin reviving.
  4. Fix their ribs with the bone forceps.
  5. Retrieve your tools, or do another procedure starting from step 4.
  6. Seal the site.

Limb Replacement

Requires Journeyman medicine skill. This procedure applies to reattaching heads, limbs, and prosthetics.

  1. Target the area that is missing the limb.
  2. Click the patient with the correct limb in your hand. Obviously you cannot attach a leg to the patient's arm stump.
    • If it was a prosthetic limb then this procedure is finished.
  3. Suture the new limb immediately lest the patient bleed out quickly!

Amputation

Requires Apprentice medicine skill, unless you have high strength, then you might be able to just chop their limbs off with a big sword!

  1. Target the head if you wish to decapitate the patient, or any limb you wish to dismember.
  2. Scalpel to incise.
  3. Forceps to clamp.
  4. Speculum to retract.
  5. Saw through the bone.
  6. Scalpel to separate the limb from the body.
    • This does not cause any further bleeding or damage, note. There is nothing to sew or bandage hereafter.

Organ Manipulation

Requires Journeyman medicine skill. This procedure pertains to inserting organs or removing them from a patient/body. This is mostly relevant to people missing their eyes but some people might wind up disemboweled as well and need their guts put back in them.

  1. Target the areas of the head, chest, abdomen, or groin.
    • The head contains several individual areas to target:
      • The top of the head contains the brain.
      • The two individual eyes contain the eyes.
      • The mouth contains the tongue.
    • The chest contains the heart, lungs, and liver.
    • The abdomen contains the stomach.
    • The groin contains the appendix.
  2. Scalpel to incise.
  3. Forceps to clamp.
  4. Speculum to retract.
  5. Saw through the bone if you targeted the head or chest, otherwise continue to the next step.
    • Sawing the skull will paralyze the patient, but repairing the skull will fix it rest assured!
  6. Decide whether you want to insert an organ or extract one.
    • To insert an organ, click the patient with a valid organ in hand to insert it. You don't need to do anything else to make the organ work.
    • To extract an organ, use forceps and select the organ you want to remove when prompted.
  7. Bone forceps to reset the skull or ribs if applicable.
  8. Retrieve your tools, or do another procedure starting from step 4.
  9. Seal the site.

Face Restoration

Requires Journeyman medicine skill. This procedure is for people with disfigured faces or who don't have an apparent identity when unmasked. This also works on people who do have an identity if you wish to rename them. Note that sometimes having a broken skull results in disfiguring, but fixing the skull can undo this.

  1. Target the face since this is, after all, a face restoration procedure.
  2. Scalpel to incise.
  3. Forceps to clamp.
  4. Speculum to retract.
  5. Scalpel to begin reshaping their face:
    • If they do not have an identity or are otherwise disfigured (appears as Unknown), this will restore their original identity.
    • If they do have an identity (hovering over them shows their name), you'll be able to change their name to something else.
      • If you cancel this prompt, you'll disfigure them. Whoops!
  6. Retrieve your tools, or do another procedure starting from step 4.
  7. Seal the site.


Additional Tips

Additional information regarding healing.

  • Sleeping in a bed takes care of most ailments from bruising, burns, and even poison, the more serious the injury, the longer it will take.
    • You may sleep anywhere you want, but beds increase the healing speed.
  • Red potions are uncommon but will heal you without the need for sleep.
  • Palness is a sign of blood loss, drinking water helps.
  • Bleeding can be stitched up with needles or bandaged with cloth.
    • Arterial bleeding requires stitching, or bloodloss may end in death.
  • If someone says a limb is crippled, but not explicitly fractured, then it just needs to be healed.
    • If the limb is fractured then proceed surgery is required.
    • If it's dislocated, grabbing their limb on weak intent will attempt to relocate!
  • If someone is rotted (zombie moaning, green skin, producing miasma), they can be cured of their rot through Curing Rot spells or through surgery.
  • If someone is otherwise dead, you can revive them with Miracles or through Lux infusion surgery.
  • You can carry people by grabbing them and clickdragging them onto you. As long as the grab wasn't reinforced, you'll be able to move them pretty quickly!
    • You can also stuff them inside a handcart if they're resting on the ground.