[[File:Temporary_injuries-1.jpg|350px|thumb]] Temporary injuries are short-term disabilities sustained in battle or after certain [[events]]. ==Base conditions== Successful attacks can inflict injuries if these conditions are met: *the target can receive injuries *damage received ≥ 10 hitpoints ==Immunity to injuries== Some enemies are immune to injuries: * [[Alp]] * [[Hounds]] * [[Ifrit]] * [[Ijirok]] * [[Kraken]] * [[Schrat]] and [[Schrat|Sapling]] * [[Zombies]] and [[Ancient Dead]] ==Unaffected by injuries== Some enemies can get injured, but are not affected by injuries: * [[Orc Berserker]] The [[Iron Will Potion]] makes brothers not affected by injuries and immune to new temporary injuries for the duration of a battle. ==Damage threshold== If the base conditions are satisfied, a random injury of a type that depends on the weapon used is selected among possible candidates. All candidates have the same chance to be selected (no distinction is made between light and heavy injuries for instance). This is the formula used to determine if a specific injury can be inflicted: injury = injury threshold × injury threshold multiplier × inflict injury threshold multiplier × receive injury threshold multiplier × bonus ≤ damage ÷ max hitpoints Injuries have different thresholds comprised between 25% and 60% of maximum hitpoints (see the list for specific values). They usually indicate how serious an injury is and how much damage is required for them to appear. The base threshold is modified by several multipliers (default value = 1). *the injury threshold multiplier is not currently modified by anything *the inflict injury threshold multiplier is modified by the Crippling Strikes [[perk]] which sets it at 0.66 effectively reducing the threshold by 33% *the receive injury threshold multiplier is modified by the Iron Jaw [[trait]] which sets it at 1.25 effectively raising the threshold by 25% *the bonus multiplier is set to 1.25 if the head was hit (critical hits deal more damage) The result is compared to the relative amount of hitpoints lost. So reducing incoming [[damage]] or increasing the maximum amount of hitpoints helps avoid injuries. Suffering an injury will cause a mood drop. ==Healing== There are several ways to heal temporary injuries. # Cure (removal) #* medicine and time #* [[bandages]] for hemorrhaging injuries (Grazed Neck, Cut Neck Vein, Cut Artery) but only during the battle they were sustained #* the [[Wound Heals]] event # Treatment (halves healing time) #* in a settlement temple for a price (see below) #* the [[Apothecary's Miracle]] drug Injuries that have not been treated can fester ([[Wound Gets Infected]]). The price to treat an injury in a temple follows this formula:{{Clr}} price = base wound treatment price (20) × treatment price multiplier (1) × settlement prices multiplier × max remaining healing time (in days) × (1 + (character level - 1) × 0.2) As can be seen treating high level characters with serious injuries costs more. ==Special== These injuries are not sustained through the usual means. The Infected Wound injury can only appear after the [[Wound Gets Infected]] event. Likewise, sickness only occurs after certain events (detailed below). Consuming potions and [[File:Mushrooms_01.png|20px|bottom]] [[Strange Mushrooms]] can cause [[Sick]].