Medicine & Surgery
A physician can operate on another character's healing injury to cure it, and makes the prosthetic limbs that replace a lost arm or leg.
Updated
Becoming a physician
Buy the Herborist perk Physician for 2 points in /profession (see Professions). It lets your character operate, and it unlocks the recipes at the Medicine Station, including the surgical instruments, the prosthetic limbs and the doctor's outfit.
Starting an operation
- Stand within 5 blocks of your patient and run
/surgery <player>. You both need to be playing a character. - Surgery treats the patient's healing injury with the most healing time left. Permanent injuries cannot be operated on (see Injuries).
- The patient is told which injury it is, how long it still has to heal and what a failure would cost. They have 60 seconds to click Accept or run
/surgery accept, or turn it down with/surgery deny. - Once they accept, the operating menu opens for you. Each move uses up one instrument from your inventory, so bring spares.
The patient has to stay close. If they move more than 10 blocks away, log out or switch character, the operation fails. Closing the menu before you sedate or cut is safe; after that, it counts as abandoning the patient.
Instruments
All of them are crafted at the Medicine Station and need the Physician perk.
| Instrument | What it does |
|---|---|
| Stethoscope | Examines the patient, showing the operation needed and how many incisions reach the injury |
| Clinical Thermometer | Takes the patient's temperature, so you can then give the tincture |
| Chloroform | Puts the patient under. It wears off, and giving more too soon fails the operation |
| Smelling Salts | Revives a patient who has collapsed |
| Scalpel | Makes an incision. Never cut a patient who is awake |
| Splint | Sets a broken bone |
| Silver Wire | Binds a shattered bone so it can be splinted |
| Artery Forceps | Stops the bleeding from an open wound |
| Sea Sponge | Mops up the blood so you can see, which steadies your next move |
| Carbolic Acid | Cleans the wound so the fever cannot rise |
| Willow-Bark Tincture | Brings a fever down |
| Catgut Suture | Closes an incision |
| Linen Dressing | Treats the injury once every bone is set |
| Transfusion Syringe | Strengthens a weak pulse |
Keeping the patient alive
The menu shows the patient's consciousness, pulse and temperature, whether the operation site is clean and how many incisions are open. They change with every move. Chloroform wears off, cutting dirties the wound and can weaken the pulse, blood loss weakens it further, and a fever keeps climbing. Some injuries bring complications, such as a wound that keeps bleeding, a patient who goes into shock, or an infection. Any move can slip, and working in blood makes it more likely.
Examine the patient first, and sedate them before you cut. Clean the wound with Carbolic Acid after your last cut, before you finish. Chat messages tell you when a bone turns up, when bleeding starts and when the patient is waking.
Success and failure
The operation succeeds when the injury is dressed, every bone is set, every incision is closed, the bleeding has stopped, the wound is clean, the fever is down, the pulse is strong and the patient is still under. The injury is then cured at once.
Warning
Prosthetic limbs
Physicians also craft wooden, iron and arcane arms and legs at the Medicine Station. How a character puts one on, and how arcane limbs are refuelled, is on the Characters page.
Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/surgery <player> | None | Offers to operate on another player's healing injury. | Physician perk. The patient must be within 5 blocks, and both of you must be playing a character. |
/surgery accept | None | Accepts a surgery offer and starts the operation. | Within 60 seconds of the offer. |
/surgery deny | None | Turns down a surgery offer. | None |
