Treating wounds: Difference between revisions
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Successfully treated wounds will have '''infections clear up''' with the next healing pulse, boosting the wound's healing rate based on the healer's skill. | Successfully treated wounds will have '''infections clear up''' with the next healing pulse, boosting the wound's healing rate based on the healer's skill. | ||
[[File:Treatment.png|left|thumb]] | [[File:Treatment.png|left|thumb]] | ||
Revision as of 06:34, 17 May 2024
BINDING A BLEEDING WOUND
Usage: bind <target>
bind Lanky
bind Peter
Using the bind command, a character will stop all bleeding wounds on the target. The delay for the command increases with the number and severity of the wounds being treated. If no target is specified, the bind command will default to the person issuing it.
The user and the target must not be engaged in combat when the command is used. Both hands must be free to bind a target. If holding two objects, will need to drop it before binding, unless it is a healers item.
You may hold a healing item in your free hand. Non-healers can use items like a dirty rag, bandage, or cloth to try and bind wounds.
Healers can use any applicable healing item, such as a clean bandage or healing kit. The bind command will use up the item or consume one use of the healing kit, speeding up the binding process and reducing blood loss for quicker recovery.
If no binding item is available, you will apply pressure to the wounds with your hands to stop the bleeding. If the wounds are too severe the patient will continue to bleed out. You will be unable to move or take other actions without removing the pressure and allowing the bleeding to continue. It is advisable to continue applying pressure until someone else binds the wound properly or a healer treats it.
TREATING A WOUND
Remedies
A remedy is an item needed when using the treat command on a wound. Remedies can include bandages, ointments, salves, poultices and more.
Each remedy has unique properties, such as a required skill level to use, a limited number of doses, and a bonus or penalty to the healing rate of wounds treated by it.
Additionally, some remedies are designed for specific types of wounds: poultices might be most effective for contusions, while salves or ointments are better for open wounds or burn wounds.
To use a remedy, you need to be holding it.
If you have the healing skill, you can get detailed information about a remedy by using the exam command on it, provided your skill level is high enough.
The Treat Command
Usage: Treat lanky leye
Treat lanky thorax
Treat Peter thorax
The treat command allows a player character (PC) to use their Healing skill to tend to another character's wounds as observed through use of the diagnose command. To use this command, you must hold a remedy, such as a bandage or salve, when issuing the command. Once initiated, you will begin treating all wounds in the specified area such as the skull, depending on the area specified; the treatment duration for each wound depends on its severity and your skill level. Successfully treating a wound will reduce any infection and significantly accelerate the healing process.
The <area> argument must be precisely specified. If targeting a specific side of a paired body part (e.g., the left eye), start with "l" or "r" followed by the area name. Examples include:
The treatment can have two outcomes.
- Success: The wound will show as (treated) and heal more rapidly, with infections subsiding after the next healing pulse. Healers using the diagnose skill will see results such as (poorly treated), (treated), or (expertly treated).
- Failure: Botched attempts may cause additional damage and potential infection, displaying the wound as (tended). Further treatment attempts will be blocked for a period.
Although this command can stop a wound from bleeding, the delay might be significant. Use the BIND command first to prevent excessive blood loss.
The treat command typically skips minor wounds, focusing on more severe injuries.
Successfully treated wounds will have infections clear up with the next healing pulse, boosting the wound's healing rate based on the healer's skill.
TREATING AN ILLNESS
Once a healer is confident in their diagnoses of an illness or poison, they can treat it with the appropriate remedy (medicine) detailed in their knowledge craft. Some treatments can take a short time to to become effective. It is important to note that starting off, your character only has the medical knowledge appropriate to their race / region, and skill level. Some characters will have knowledge that is rare to come by, or unique to the character.
Q/A
My treatment isn't working, the patient is remaining sick, or getting worse:
If your character lacks the knowledge of how to treat the symptoms it may be prudent to try and lean more through other means:
- Your character can leave word that they are looking for anyone with insight into a sickness manifesting X symptoms.
- If your character is in a location with a healers guild, they can petition the guild for assistance.
- If our character is in a location with a library (archives) and does not have the literacy and research skills, they can search for a character who might be able to help them research the sickness.
- If your character has the literacy and research skills, they can use the research command in the archives to try and learn more about the illness their patient might have.
I don't have the apothecary skill to make medicine, how can I get the remedy I need to treat the patient?
- Your local apothecary is likely to sell cures for common illness and poisons.
The apothecary doesn't have stock! Where can I get the remedy I need?
- If your character is unable to source the medicine from either the local apothecary or from other PC's then petition up. We recommend and encourage player to player interaction and advise only doing this once other avenues have been exhausted.