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How to

How to Treat a Wound

A restored Health bar does not mean the injury is gone.

A hard blow can leave a lasting injury even after your Health is restored. Each wound has its own bleeding, infection risk, and recovery. Treat the injury you have, then check it again as the turns pass.

Check the injury

Open Body and Conditions and select the injured body region. Its entry shows the injury type and severity, whether it is bleeding or infected, how much healing progress it has, and what care it needs. Several wounds can exist at once; treating one does not automatically treat the others.

A Bruise is simpler: it does not bleed, become infected, or leave a scar. It fades after 12 world turns. A Deep Wound, fracture, eye injury, or amputation needs closer attention.

Stop bleeding first

A Deep Wound or amputation starts bleeding. Bandages, a Bandage Roll, Sanitised Bandages, a Field Bandage, or a Honey Dressing can stabilize one bleeding injury. Healing spells and healing potions can also restore Health and stabilize one, but restoring Health alone does not finish the wound's recovery.

A Dirty Rag is an emergency choice. It stops one bleed, but raises that wound's infection risk by 25 percentage points. Clean the injury with antiseptic care as soon as you can.

Clear infection and lower the risk

An untreated injury gets its first turn without an infection check. From the next world turn onward, its displayed risk can turn into an active infection. Infection lowers maximum Health by the injury's severity and stops natural healing. Stabilizing a bleed does not by itself clear infection.

Use Sanitised Bandages, a Honey Dressing, Bottle of alcohol, or Cure Illness to clean the affected injury. These treatments clear an active infection and reduce its chance of returning. Bottle of alcohol disinfects but adds no healing progress. Sour Paste can purge infection and greatly reduce its risk, but leaves the character Diseased.

Secure a fracture

A fracture needs a Makeshift Splint or suitable magic before it can recover naturally. Mend Bone secures it; Bone Shaping secures it and adds healing progress. A bandage meant for bleeding does not replace a splint.

Let the wound close

When an injury's required first aid is done and it is free of infection, it gains 1 healing progress per world turn. Healing care can add 2 progress immediately. A Deep Wound needs 6 progress; a fracture or eye injury needs 10. Check the Body and Conditions screen again if progress stops: infection or missing first aid may be the cause.

Healing potions restore Health and can stop one bleed, but they do not add healing progress. Missing limbs can be stabilized and cleaned, yet they do not regrow naturally.

Understand permanent scars

When a severity 2 or 3 injury other than a Bruise finishes healing, it has a 15% chance to become a permanent scar. The scar is closed: it cannot bleed or become infected, and the original wound's combat penalties are gone. It still costs 1 maximum Health. A scar on the face also costs 1 Charisma. Scars stack.

Bandages, antiseptics, splints, and ordinary healing care do nothing to a scar. The Body and Conditions screen lists it among permanent wounds, apart from injuries that are still open.

Remove a scar

Use Soothing Root Salve, a Potion of Restoration, or a Scroll of Rejuvenation to remove one scar. The salve is made from Trolls Blood and Blood root essence with a Mortar and Pestle. Removing a scar restores the maximum Health and any Charisma it was costing.

A remedy that also treats open injuries chooses an open injury first. To treat a particular scar, select it on the Body and Conditions screen before using the remedy.