Quasimorph Wounds and Medicine Guide
Stop the bleed, kill the pain stun, then decide if the contract is still worth the clone
Quasimorph does not fail only when hit points reach zero. Version 1.0 (Steam, July 31, 2026) still filters clones through bleeding, pain stuns, infection, and limb loss long before a clean death animation. Magnum Scriptum’s turn-based extraction RPG expects you to treat wounds as mission timers — every untreated cut steals future action points and extract odds.
This guide covers field triage, Magnum Supply habits, and abort rules. Pair it with Combat Stances, Room Clearing, Loot Priority, and Crafting and Consumables. Horror pressure rules live in Quasimorphosis Survival.
Damage is more than a health bar
Three failure modes stack:
- Structural damage — HP loss from bullets, saws, fire, and quasimorph hits.
- Wound states — bleeding, fractures, burns, and infections that keep hurting after the shooter is dead.
- Pain — take too much damage too quickly and you lose a turn. Enemies use the same rule; so do you when you greed a doorway.
A clone who “won” the firefight but enters the next room stunned is already losing the extract. Treat pain as seriously as HP.
Immediate triage order
When the turn gets messy, resolve in this order:
- Break line of sight — Sneak or Walk into cover; do not Sprint-bleed across an uncleared hall (Combat Stances).
- Stop life-threatening bleeding — bandages or equivalent before looting the corpse that shot you.
- Clear pain risk — if another hit will stun you, disengage or use pain management before re-peeking.
- Stabilize multi-wound piles — medkits that stabilize broadly matter after 1.0 balance passes; keep at least one for crises.
- Re-evaluate the contract — objective still worth the remaining meds?
Never open a new door while arterial bleeding is still ticking if you have a safe tile and a bandage.
Infection and the amputation question
Untreated wounds can infect. On longer multi-floor contracts — especially outside Mars Absentia — infection turns a survivable chip into a dead clone two floors later. Carry infection control when you leave Phobos / Deimos comfort zones.
Community and in-game tools still force ugly choices: if antibiotics are gone and a limb is rotting progress toward extract, amputation can be the least bad option. Amputation is not a build craft; it is an abort-prevention tool. Budget inventory space for the aftermath (mobility loss, weapon handling penalties) and prefer extract over “one more crate” afterward.
Corpse interaction QoL (quick disassemble / amputation shortcuts from recent patches) exists so you can harvest under time pressure — do not confuse that speed with a reason to linger.
Pain stuns and enemy mirror rules
Pain is symmetric. Burst damage can skip an enemy turn; burst damage on you skips yours. Practical habits:
- Finish wounded enemies before you reload in the open.
- Do not end turn peeked on a doorway at 1 AP after taking a heavy hit — Room Clearing.
- Use cover and examine so you are not surprised into a stun chain.
- On Unfair difficulty, assume enemy accuracy and vision punish re-peek mistakes harder — Difficulty Settings.
If you are already pain-banking, Walk carefully or disengage; Sprint is for confirmed empty routes, not for panicking through fire.
What to pack before launch
Minimum medical kit for a standard Absentia farm:
- Bleeding control × enough for two crises.
- One broad stabilize tool.
- Basic pain management if your operator runs glassy.
- Food and water matched to floor count.
Add infection control and extra stabilizes for Quasimorphosis-capable stations and storyline multi-floor pushes. Loadout Planner should show meds before vanity attachments. Magnum Supply upgrades determine how fast you refill after wipes — Magnum Ship.
Do not plan to “find meds on the floor.” Floor meds are bonuses, not loadout lines.
Mission abort thresholds
Abort (extract or evacuate per briefing rules) when:
- Bleeding or infection will outlast your remaining meds before the objective.
- Pain stuns have already cost two turns in one room and the room is not secured.
- A limb loss removes the weapon skill the contract depends on.
- Quasimorphosis plus wounds erase the Baron or Rapture safety margin — How to Beat Baron.
Aborting with partial loot is a win. Heroically dying with a full bag is how Loot Priority lectures get written.
Magnum-side recovery
After extract:
- Unload meds and wounded gear.
- Craft replacements through Supply / Research benches before the next launch.
- Replace operators who are permanently crippled relative to your next story beat.
- Restock before you accept a high-floor contract from Choosing Contracts.
Cloning upgrades shorten the calendar time between failures; they do not refund bad triage habits.
Difficulty and medicine
Easy and custom sliders can soften enemy accuracy or crafting gates; Unfair can lock production and slow crafts. Read Difficulty Settings so you know whether Supply can refill meds overnight or whether each bandage is irreplaceable. Post-1.0 QoL work aims to explain difficulty more clearly to new players (Hotfixes), but the wound systems remain.
Related reading
- Crafting and Consumables — recipes behind the meds.
- Quasimorphosis Survival — horror timers on top of bleeds.
- Midgame Combat — resistances so you take fewer wounds.
- Trade Shuttle — typed barter when Supply is empty.
- Patch 1.0 — medkit and balance context at launch.
Medicine is how patient players look lucky. Stop the bleed, respect pain stuns, pack infection control before horror moons, and extract when the clone’s future turns are already spent.
Frequently Asked Questions
Quick answers to the most common questions.
What should I heal first in Quasimorph?
Break line of sight, stop critical bleeding, manage pain-stun risk, then stabilize remaining wounds. Loot only after the clone can still spend AP safely.
Why do I keep losing turns after taking damage?
Pain stuns trigger when too much damage lands too quickly. Disengage, use cover, and avoid re-peeking doorways while one hit from another stun.
When should I amputate in Quasimorph?
When infection or a ruined limb will kill the run and you lack antibiotics or time. Amputation is an emergency extract tool, not a standard upgrade path.
How many medkits should I bring?
At least bleeding control for two crises and one broad stabilize on Absentia farms. Add infection control and extras for multi-floor or Quasimorphosis stations.
Can I rely on finding medicine inside the mission?
No. Floor meds are a bonus. Pack a complete kit on the Magnum or cancel the contract.
Do difficulty settings change medicine needs?
Yes. Unfair and custom sliders can slow crafting or raise enemy pressure, making each bandage more valuable. Check Difficulty Settings before long campaigns.