Your character
Wounds and the infirmary
Wounds are kept light: they add to the story without spoiling your evening.
- A fall
When your character falls, you wake up in the infirmary of the town you are a citizen of (the nearest of its infirmaries), or in Kuttenberg's if you are no citizen or your town has none. Fallen in battle in your own town, you are carried to an infirmary away from the fight. The brothers take up to 20 groschen for their care.
- On the ground
While you lie fallen, a large countdown in the middle of the screen (minutes and seconds) shows the time left until you may rise, with where you will wake and what you may do meanwhile: roleplay your wounds (
/me), or let someone search your body with/allowloot. The chat stays usable. Nobody wakes by the count alone: once it has run out, a Rise button appears on the screen - press it when the roleplay around your body has concluded, and you wake at the infirmary. - Your gear
A fall wears what you wear, and that wear is saved at once - leaving the game while you lie does not undo it. If a member of the staff revives you where you lie, the fall did not count: your worn gear gets back the condition it had before it.
- Fallen in battle
If another player kills you, or you die in a town under siege, you are carried away from the fight: to the infirmary of another town (out in the open, one at least a kilometre away). For five minutes after you get back on your feet, "[Fallen]" shows in grey after your name, so everyone knows you were just killed and keeps you out of that fight. What your character may remember of it is in the rules on player kills (7.2 to 7.4).
- Wounded
After a fall you are wounded for 20 minutes (a caning or a branding wounds you too). It shows when someone looks you over, and hard work - gathering, crafting - takes two seconds longer. That is all.
- Healed
Anyone with a bandage can bind your wounds in a few seconds: F2 > People around me > Bind their wounds, or
/bandage player(/bandageon its own binds your own). Otherwise the wounds close by themselves. - The infirmary
Talk to the infirmarian > Be treated, or use
/infirmarynext to him: full health, bleeding stopped and wounds dressed, for 50 groschen. Once every 10 minutes, and never in a fight: if you took or dealt a blow in the last minute, or a fight is still on, the brothers send you away. - Sleep
/sleepin your house, your room at an inn, or a bed at an inn (5 groschen). Keep still for a minute: your health comes back with your energy, and a full sleep closes your wounds. Sleep heals once every half hour, never straight after a fight (a blow wakes you), and not while you bleed - bind the wound first. Every bed works this way - the use key on it lays you down, the forward key gets you up - and the game's own sleep wheel is gone. Hunger and tiredness grow at half the game's normal pace. Food comes from the inns and the cooks: the world's cooking pots and the food lying on its tables do not feed you. - A quick rest
Short of time? Talk to the innkeeper > A quick rest (5 groschen): a few seconds on one of his beds give you the same sleep - your energy back, and your health and wounds too, under the same rules (once every half hour, not while you bleed, a blow wakes you). Not in the middle of a fight, in the saddle, or bound.
- A meal at the inn
Hungry? Talk to the innkeeper > Take a meal (90 groschen): one of the inn's dishes fills your hunger at once and gives you a little energy back. The meal takes a dish from the innkeeper's stock, so when the kitchen has none left there is no meal. Once every half hour, and only when you are hungry. Of the price, 15 groschen go to the tavern's till when it has an owner (otherwise to the town's holder); the rest pays the kitchen.
- Thirst
Besides hunger you grow thirsty: about 12 hours in the world take you from quenched to parched. Any drink quenches it - water, milk and beer the most, wine and mead less, spirits little - from your pack or a tankard's sip, and the innkeeper's meal comes with its drink. Thirsty, you are told so; parched, your stamina comes back at half speed until you drink. Thirst never hurts you. A ring beside your other effects shows it.
- Fresh food
Food spoils in your pack, but slowly: at about 12% of the game's own pace, so a dish carried from the kitchen to the innkeeper is still as good as made. Dried meats and fish, dried fruit and the other travel food never spoil.
- A tankard in hand
At a tavern, pour a drink you carry into a tankard (beer) or a stein (wine, mead and the rest): the innkeeper's window > Pour into a tankard, or
/tankard. Up to four of one drink go in, a sip each - buy them from the innkeeper or the tavern's owner as usual. Left click drinks, and everyone sees you drink; a sip works like drinking it from your pack. Hold the use key to set the tankard down on a table:/tankardbeside it takes it back, and it is cleared away after five minutes (one when empty). Pouring again with an empty tankard in hand fills it. The tankards belong to the inn: walk out with one and it stays behind, and the sips left go back into your pack. - Healing potions
A healing potion (drunk from your pack or in a dish) works once every 5 minutes, and never within 2 minutes of a blow that hurt you - from a player, an NPC or a beast: it stays in your pack and you are told how long is left.
- Sitting down
A dish eaten seated at a table fills 15% more, and the innkeeper's meal there gives a little more energy. Sitting keeps your tiredness from growing; a bath washes you.
- Leaving the game
Your health is kept: you come back with the health you left with (at least a quarter of the maximum). Leaving while dead changes nothing - the fall still counts: you wake at the infirmary it would have taken you to, wounded, and the brothers take their fee.
