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Wounds

Wounds

How wounds work, infections, and treatment

Wounds - Injuries and Treatment

How Wounds Happen:
  Wounds come from combat damage to a specific body part.
  Severity follows how hard the blow landed, before armor.

Wound Severity (the four tiers /wounds and /hp print):
  Light      Small stat penalty. Mends after 1 rest phase.
  Moderate   Noticeable stat penalty. Mends after 2 rest phases.
  Severe     Serious stat penalty. Mends after 4 rest phases.
  Critical   Brutal stat penalty. Mends after 6 rest phases.

Wounds only mend while you rest: sleeping, socializing, crafting.
Fighting or travelling with a wound does not heal it.

Treatment:
  tend             Treats your worst wound, at any severity.
                   FREE with a bandage or healing salve in your pack:
                   it spends the supply, closes the wound, stops the
                   bleeding and puts a little HP back.
                   At a healer it is paid instead, priced by severity:
                   Light 1s, Moderate 3s, Severe 7s, Critical 15s
                   (steeply discounted in your first week).
  tend all         Treats every wound at once, for one price.
  use bandage      The same field dressing, under the other name.

With nothing to dress it, a light wound still binds bare-handed; anything
worse needs a First Aid check. Either way, working a wound by hand trains
First Aid, which makes the next attempt more reliable.

Infections:
  An untreated severe wound can worsen to critical while you stay active,
  and a critical wound can turn infected (extra penalties).
  Healers and temple clerics clear infections. Antidotes also help.

Stat Penalties:
  Wounds reduce your stats. The penalty prints the moment the wound
  opens, and again in /wounds and /hp. Healed wounds impose none.

Healers:
  go temple, then talk to a cleric, or find any healer NPC.
  Clerics tend wounds and cure infections for a fee.

See also: ?healing