Il existe deux sortes de blessures : les blessures temporaires et les blessures permanentes.
Blessures temporaires[]
Les blessures temporaires sont des blessures acquises pendant les combats. Pendant un combat, un guerrier qui perd au moins 25% de ses points de vie actuels en un coup subit une blessure temporaire. La nature de la blessure dépend de la puissance du coup (25% ou plus pour une blessure légère, 50% ou plus pour une blessure grave[1]), du type de dégâts (contondant, tranchant ou perforant) et de la localisation du coup (corps ou tête). Acquérir une blessure temporaire peut aggraver l'humeur d'un mercenaire.
Il existe en tout 45 blessures temporaires, dont 4 spéciales qui s'acquièrent en dehors des combats via des événements. La guérison d'une blessure temporaire est automatique si la compagnie possède des herbes de soin, le nombre de jours nécessaire étant selon la gravité de la blessure. Il est possible de traiter une blessure dans un temple : une blessure traitée guérit plus rapidement et ne risque pas de s'infecter, le prix du traitement étant selon la gravité de la blessure.
Le perk crippling strikes permet d'infliger plus de blessures et des blessures plus graves (en abaissant le seuil des blessures légères à 16,5% et le seuil des blessures graves à 33%[2]) et le perk executioner permet d'infliger plus de dégâts (20% de dégâts en plus) si la cible a une blessure.
Liste des blessures temporaires[]
Blessure | Description | Effet | Guérira dans | Type de dégâts | Localisation | |
---|---|---|---|---|---|---|
Bruised Leg | A heavily bruised leg severely limits mobility, but won't take long to recover from. |
|
2 à 3 jours | Contondant | Corps | |
Crushed Finger | An unlucky hit crushed a finger, making it painful to maintain a firm grip. |
|
2 à 3 jours | Contondant | Corps | |
Sprained Ankle | A sprained ankle makes even the quickest man hobble across the battlefield. |
|
2 à 3 jours | Contondant | Corps | |
Fractured Hand | Minor bone fractures at the hand make it difficult to hold firmly any weapon. |
|
3 à 4 jours | Contondant | Corps | |
Fractured Ribs | Fractured ribs send a wave of pain through the body with every breath. |
|
3 à 4 jours | Contondant | Corps | |
Fractured Elbow | A fractured elbow makes it hard to block or parry any attacks effectively. |
|
3 à 5 jours | Contondant | Corps | |
Broken Arm | A broken arm makes it almost impossible to use any weapon effectively. |
|
5 à 7 jours | Contondant | Corps | |
Broken Leg | A broken leg severely limits mobility and can take a long time to heal. |
|
5 à 7 jours | Contondant | Corps | |
Broken Ribs | Several ribs have been broken by blunt force, making every single breath a painful process. |
|
5 à 7 jours | Contondant | Corps | |
Dislocated Shoulder | A hard hit has knocked the shoulder out of its joint, making it hard to move the arm at all. |
|
5 à 7 jours | Contondant | Corps | |
Broken Nose | Blunt force broke this character's nose, making it hard for them to catch breath properly. |
|
3 à 5 jours | Contondant | Tête | |
Severe Concussion | A severe concussion makes it hard to focus, see or even walk straight. Not to mention the nausea and in some cases also amnesia. |
|
3 à 5 jours | Contondant | Tête | |
Fractured Skull | This character's skull has sustained multiple fractures, and the brain has sustained blunt trauma leading to swelling and a build-up of pressure inside the skull. |
|
6 à 9 jours | Contondant | Tête | |
Cut Artery | An artery has been cut, leading to massive hemorrhaging and ultimately death if not treated out of combat. If survived, it is followed by severely lowered constitution due to loss of blood. |
|
1 à 3 jours | Tranchant | Corps | |
Cut Arm | A deep cut at the arm makes it difficult to use. |
|
2 à 4 jours | Tranchant | Corps | |
Deep Abdominal Cut | A deep cut at the abdomen has injured the muscle and makes it painful to move or even stand upright, reducing the constitution of this character. |
|
3 à 4 jours | Tranchant | Corps | |
Cut Achilles Tendon | An injury like this makes even the quickest man hobble across the battlefield. |
|
3 à 5 jours | Tranchant | Corps | |
Cut Leg Muscles | A cut into the muscles of the leg makes any quick and sudden movements impossible. |
|
3 à 5 jours | Tranchant | Corps | |
Exposed Ribs | A deep cut to the side peeled the skin right off of this character's rib cage. |
|
3 à 6 jours | Tranchant | Corps | |
Cut Arm Sinew | A partially cut arm sinew makes it difficult to put force into any strike. |
|
4 à 6 jours | Tranchant | Corps | |
Split Shoulder | A deep cut has split this character's shoulder open, injuring the muscle tissue and severely limiting mobility of the arms. |
|
4 à 6 jours | Tranchant | Corps | |
Deep Chest Cut | A deep, bleeding cut into the chest and pectoral muscle makes it hard to keep standing. |
|
5 à 6 jours | Tranchant | Corps | |
Split Hand | A sharp cut split the hand right down the middle. Until healed, it can barely be used anymore. |
|
5 à 7 jours | Tranchant | Corps | |
Cut Neck Vein | A vein on the throat has been cut, leading to massive hemorrhaging and ultimately death if not treated out of combat. If survived, it is followed by a period of severely lowered constitution due to loss of blood, and will leave a menacing scar. |
|
1 à 4 jours | Tranchant | Tête | |
Deep Face Cut | A jagged cut across the face is bleeding profusely over eyes, nose and mouth. |
|
2 à 3 jours | Tranchant | Tête | |
Split Nose | A close swing split this character's nose in two and made any attempt to breathe an exercise in swallowing copious amounts of blood. |
|
2 à 4 jours | Tranchant | Tête | |
Injured Shoulder | Injured muscles in the shoulder make it hard to put any force into a strike. |
|
3 à 4 jours | Perforant | Corps | |
Pierced Arm Muscles | A piercing attack has punctured the arm and injured muscle tissue, limiting it's mobility. |
|
3 à 4 jours | Perforant | Corps | |
Pierced Chest | A piercing attack has punctured the chest, injured muscle tissue and grazed the ribs. Although no vital organs have been hit, it's still painful to just breathe. |
|
3 à 4 jours | Perforant | Corps | |
Pierced Hand | Having a hole in the hand may not stop a determined fighter, but it does make handling a weapon more difficult. |
|
3 à 4 jours | Perforant | Corps | |
Pierced Side | A piercing attack has punctured the side, injured muscle tissue and grazed the ribs. Although no vital organs have been hit, it's still painful to just breathe. |
|
3 à 4 jours | Perforant | Corps | |
Pierced Leg Muscles | Punctured leg muscles make any attempts to do quick and sudden movements a painful experience, if not outright impossible. |
|
3 à 5 jours | Perforant | Corps | |
Stabbed Guts | A wound at the intestines drains constitution, and the high chance of infection and the prospect of a slow and painful death doesn't help either. |
|
3 à 5 jours | Perforant | Corps | |
Grazed Kidney | Abdominal pain, blood in the urine and always the danger of infection. A grazed kidney is a severe risk to the life of any character, draining their constitution. |
|
3 à 6 jours | Perforant | Corps | |
Pierced Lung | A second opening for air proves of little use, except for sounding like a bagpipe. |
|
5 à 7 jours | Perforant | Corps | |
Injured Knee Cap | The sensitive knee cap has been injured, resulting in pain with every movement and severely limiting the mobility of this character. |
|
5 à 8 jours | Perforant | Corps | |
Grazed Neck | A grazing wound on the neck bleeds profusely. If survived, it is followed by lowered constitution due to loss of blood. |
|
1 à 2 jours | Perforant | Tête | |
Pierced Cheek | Contrary to what one might think, having an additional hole in the cheek does not help with breathing. |
|
1 à 2 jours | Perforant | Tête | |
Ripped Ear | This character's ear almost got torn off, sending blood down their head and neck, and making them less aware of their surroundings. |
|
2 à 3 jours | Perforant | Tête | |
Grazed Eye Socket | A blow grazed and ripped the tissue close to the eye, causing it to fill with blood and swell shut. |
|
2 à 4 jours | Perforant | Tête | |
Crushed Windpipe | A blow to the neck injured the windpipe, making it very hard and painful to draw breath, let alone to keep fighting. |
|
3 à 5 jours | Perforant | Tête | |
Drunk | Hicks. This character is intoxicated with alcoholic liquor to the point of impairment of physical and mental faculties. |
|
Demain | Spécial | / | |
Hangover | Not so loud! This character suffers the consequences from recent excessive alcohol consumption. |
|
Demain | Spécial | / | |
Sick | Struck with sickness and disease, this character isn't feeling well at all and hardly in a condition to fight. If the fever doesn't take him, it'll probably pass in time. |
|
1 à 3 jours | Spécial | / | |
Infected Wound | An unclean wound has painfully festered, draining this character's constitution. |
|
2 à 4 jours | Spécial | / |
Blessures permanentes[]
Les blessures permanentes sont des blessures acquises après les combats. Après un combat, un guerrier qui a perdu tous ses points de vie a soit une chance de mourir (généralement), soit une chance de subir une blessure permanente (de temps en temps). La nature de la blessure est aléatoire et ne dépend pas de la façon dont le guerrier a perdu tous ses points de vie. Acquérir une blessure permanente peut aggraver l'humeur d'un mercenaire.
Il existe en tout 14 blessures permanentes. Il est impossible de guérir d'une blessure permanente.
Dev Blog[]
- #79: PROGRESS UPDATE – INJURY MECHANICS