Wound System

Wounds are no longer status based, they all now have their own unique cards that get automatically equipped into your **Equipment** screen so that they can heal and be treated individually.

In addition to this, there are many new types of wounds you can get, making the whole experience more interesting and realistic. The wounds we now have are:

* Sprained Wrists and Ankles
* Fractured Legs and Arms
* Lacerations on Legs and Arms
* Minor Lacerations and Abrasions
* Animal bites and illnesses
* Hunter's markings

## Individual Wounds

There are some events that require your skills and also luck for it to do so. However, by RNG, it is possible to fail it.

For example: You want to climb up a Palm Tree to get some Husked Coconuts, but your Climbing skill is not too good for it. But, even so, you test your luck… and you fail. As a result, **you can get an abrasion** or **your ankle gets sprained**. However, if your climbing skill is too high, it's impossible to get a fracture.

Getting wounds is no longer limited to the Shipwreck and the boar, **climbing or slipping** will now sometimes result in **sprained ankles or wrists**, or even in **fractures** if you are *unlucky* enough.

Analgesics like (kava and painkillers) help you deal better with pain.

## Wound Effects

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Different injuries may have different effects to the player. Starting from Abrasions which has only slight amounts of pain to debilitating injuries such as bone fracture and lacerations. In addition to pain, players may be subjected to other damaging effects such as taking more time to craft items, taking more time to move to another location or even blindness.

## Wound Treatment

Each open wound needs **individual treatment**, requiring only one item to help treat. Wounds can have some **Aloe Vera** applied to them to speed up the healing process, and open lacerations can be stitched up with a Threaded Needle. They have its own rate of infection and has to be washed separately as well as treated with **dressings**, splints and
tourniquets, depending on their type.

A wound has the following percentage values:

* The white gel () represents the amount of Aloe Vera Gel you put on it to reduce the pain. It also increases the recovery rate.
* The red plus () is the **cure percentage**, and it **takes already a big amount of time for it to reach 100%**.
* And the green fluid or bacterium () represents the **infection rate**, which **decreases your cure percentage rate** until it reach 100%. This only applies to **wounds**, **abrasions, and** **lacerations**.

Instead, you can use a Splint to treat sprains and fractures or maybe a simpler, but worse, tourniquet that does not require any cloth.

As getting injured in game will always lead to a fatal ending, it is very important to have this in the following:

* Having bandages, dressings or any other item to help treat the wound.
* Keep track of the infection rate and reduce its percentage by cleaning the wound with clean water.
* Repeat till the injury in question recovers.

## Wounds

Lizard Bite
 Healing Time
 Constraints

As the wound starts at 100% of infection, it is recommended to apply aloe vera gel to completely clean the wound to avoid using many units of water.

 Healing Time
 Constraints

Sprained Ankle

Encounter with a wild boar
 Healing Time
 Constraints

Cobra Spat

 Healing Time
 Constraints
Permanent eye damage if not cleaned quickly

As this is not an open wound, it can be cleaned with salt water without the need of courage. It is important to clean this ASAP or your character will be permanently blind.

 Minor Pain once spines are removed
 Healing Time
 Constraints
Feet actions take 1 extra turn without spines.
No turn penalty around 66%

Arm Laceration

 Acute Pain at 42%
Bleeding stops at 50%
 Healing Time
 Constraints
Death, by bleeding if not stop quickly.

Minor Laceration

 Healing Time
 Constraints

Hunters marking

 Constraints

Abrasion

Abrasion

 Constraints

Arm Fracture

 Constraint