Difference between revisions of "Flesh wounds"
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− | '''Flesh wounds''' are physical wounds suffered to the body that can cause bleeding if severe enough. They are a measure of physical damage to the skin and tissue, but are separate from [[fractures]]. Flesh wounds | + | '''Flesh wounds''' are physical wounds suffered to the body that can cause bleeding if severe enough. They are a measure of physical damage to the skin and tissue, but are separate from [[fractures]]. Flesh wounds can be <code>treat</code>ed with [[unguent]]s to heal quite quickly. |
− | A flesh wound greater than 60% of a hit location's maximum wound level will begin bleeding, causing [[energy]] loss every 5 seconds based on the severity of the wound. A bleeding wound can be <code>bandage</code>d by a character with the required [[Medical]] skill and [[bandage]]s to stop the bleeding, but this will not heal the wound - only stop the bleeding and associated energy loss. Bleeding wounds must be <code>suture</code>d shut with a needle and thread | + | A flesh wound greater than 60% of a hit location's maximum wound level will begin bleeding, causing [[energy]] loss every 5 seconds based on the severity of the wound. A bleeding wound can be <code>bandage</code>d by a character with the required [[Medical]] skill and [[bandage]]s to stop the bleeding, but this will not heal the wound - only stop the bleeding and associated energy loss. Bleeding wounds must be <code>suture</code>d shut with a needle and thread by a [[Physicker]] or NPC healer before they will begin healing. |
Flesh wounds are susceptible to [[infection]] if left untreated for too long or if inflicted by certain creatures. | Flesh wounds are susceptible to [[infection]] if left untreated for too long or if inflicted by certain creatures. | ||
[[category:Wounds & Ailments]] | [[category:Wounds & Ailments]] |
Revision as of 09:23, 8 October 2020
Flesh wounds are physical wounds suffered to the body that can cause bleeding if severe enough. They are a measure of physical damage to the skin and tissue, but are separate from fractures. Flesh wounds can be treat
ed with unguents to heal quite quickly.
A flesh wound greater than 60% of a hit location's maximum wound level will begin bleeding, causing energy loss every 5 seconds based on the severity of the wound. A bleeding wound can be bandage
d by a character with the required Medical skill and bandages to stop the bleeding, but this will not heal the wound - only stop the bleeding and associated energy loss. Bleeding wounds must be suture
d shut with a needle and thread by a Physicker or NPC healer before they will begin healing.
Flesh wounds are susceptible to infection if left untreated for too long or if inflicted by certain creatures.