Work and earning
Barber-surgeon and the wounded
A fall is no longer the end of the scene: you lie wounded, talking, while others bandage, carry or revive you - or finish you. The barber-surgeon keeps people alive.
Going down
A blow that would kill you - a player's, a brigand's, a beast's -, a bad fall or bleeding out puts you down wounded instead. You lie on the ground in pain, awake: you can see, talk to those close by (your voice carries about 8 m) and use the chat, but you cannot move, fight, use items, open your pack, trade or work. A clock starts: 10 minutes (5 in a raid, a siege or a war battle). While you bleed, it runs faster.
Your screen shows the clock and two buttons: Call for help (once a minute: a cry around you, and every barber-surgeon on duty is told where you lie) and, after 2 minutes (1 in battle), Accept death, held for a moment. When the clock runs out, you die - the death screen and the infirmary, as always. Leaving the game while down counts as a death.
Some deaths are still deaths at once: a staff kill, a character kill, an execution, drowning, and any fall while you are already down. Duels and tournaments keep their own rules.
What others can do
Look at a wounded body and press the use key (or open the person menu):
| Action | Who | What it does |
|---|---|---|
| Check on them | Anyone | How long they have, whether they bleed, whether help is coming. |
| Apply a bandage | Anyone with a bandage | Stops the bleeding and adds 2 minutes to their clock, once. Six seconds. |
| Carry | Anyone out of a fight | Over your shoulder, on foot. Set them down from the action wheel; a blow on you drops them. |
| Put in my cart / Take out | The cart's owner or driver, beside it | They ride on a back seat. Too hurt to ride a horse. |
| Admit to the infirmary | Anyone within a few steps of the infirmarian | Treated in about a minute for 50 gr. (the patient's purse first, else yours); they wake at half health. |
| Search, rob, bind | As usual | The usual rules of robbery and the law apply to a wounded body. |
| Finish off | Anyone, after a confirmation | Four seconds beside them, then death. Logged; murder in a town at peace. |
Someone already in the fight with you (who struck you, or whom you struck, in the last 10 minutes) can also finish you with blows. Anyone else must choose Finish off. Brigands, beasts and guards never finish a wounded body. A finish is a player kill, never a character kill.
Back on your feet
Revived by a barber-surgeon or the infirmary, you stand up with some health and the usual wound for a while - and too weak to fight for 10 minutes: your blows on players do nothing. Going down again within 30 minutes of a revive is death outright. A revived character remembers the scene; a dead one forgets it, as the rules say.
The barber-surgeon
A service, like the courier, the coachman and the night watchman: taken at a town hall, it never counts against your two trades or your professions. Ten levels on the usual climb. Go on duty from the action wheel (Z > Barber-surgeon): [Barber-surgeon] shows after your name, and every call for help reaches you - a mark on your compass for 5 minutes with the distance and the town. Take the call and the patient's screen names you ("Master Ota is coming"); with nobody on duty, they are told to be carried to an infirmary.
| Level | Opens | Field revive |
|---|---|---|
| 1 | Go on duty and take calls; Diagnose, Stop the bleeding; treat patients at an infirmary on shift | - |
| 2 | Splint a limb (a splint from your sack; +1 minute on their clock) | - |
| 3 | Field revive with a field kit | 60% in 25 s, they wake at 20% health |
| 4 | Stabilise: 3 more minutes on their clock, once a fall | 70% in 22 s, 25% |
| 5 | Surgery at the infirmary: they wake at 75% health, too weak to fight 5 minutes only | 75% in 20 s, 30% |
| 6 - 10 | Steadier hands (more to come in later updates) | 80% / 85% / 90% / 95% / 100%, down to 8 s and 50% health; from level 8 even with a fight close by |
A revive means kneeling beside them while the bar fills; a blow on you stops it, and below level 8 you cannot revive someone still in a fight. A failed attempt uses a suture kit and takes a minute off their clock - you may try again.
Supplies
The barber-surgeon makes none of their goods: tailors, carpenters and apothecaries do, and sell them on.
| Good | Made by | From | Used for |
|---|---|---|---|
| Linen strips | Tailoring 2 | 1 linen (3 strips), or 4 nettles (2) | Splints and suture kits |
| Splint | Carpentry 2 | 1 log, 2 linen strips (makes 2) | Splinting a limb |
| Suture kit | Tailoring 4 | 1 smith's fastening, 2 linen strips, 2 nettles (makes 2) | A field kit; a failed revive |
| Knitbone poultice | Alchemy 3 | 2 chamomile, 1 honey, 1 nettle (makes 2) | A field kit |
| Field kit | The barber-surgeon, at an infirmary (10 s) | 2 bandages, 1 suture kit, 1 knitbone poultice | One field revive |
Pay
| Work | Pay | XP |
|---|---|---|
| Field revive | The fee you ask (0 to 100 gr., the patient accepts it on their screen) and 25 gr. from the town | 40 |
| Treatment at the infirmary on shift | 30 gr. of the patient's 40 | 15 |
| Bandage or stabilise another player | - | 4 |
| Splint | - | 10 |
| A call answered within 3 minutes | - | +10 |
