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Health

Adventure Simulator uses durable injuries, blood loss, disease, pain, and recovery rather than a single rapidly refilling combat-health pool. The strategic/tactical split keeps that depth playable: immediate danger happens in combat, while treatment and long recovery can advance through strategic time.

Body regions and injuries

Damage is associated with seven body regions. Injury reduces the function of the affected region and therefore its related attributes. Damage beyond incapacitation still matters because it lengthens recovery and may destroy or sever tissue.

Strategic injuries distinguish:

  • open cuts, which bleed and deteriorate until bandaged;
  • bruising, which heals without a procedure;
  • fractures, which recover better after splinting;
  • retained projectiles, which slow every healing component on that limb.

Autoresolve commits these durable results after the battle. Real-time tactical combat will eventually produce the same result summary without persisting its live hit-by-hit state.

Blood loss and incapacitation

Open wounds drain blood in proportion to their severity. Bandaging stabilizes a cut; stitching and projectile extraction require more specialized tools and skills. Extremely low blood volume is fatal.

Pain, blood loss, fear, fatigue, and physical injury all contribute to whether a character is ready for strategic activity. A character can survive a battle yet remain unable to travel or fight safely.

Disease

Characters do not automatically know which disease they have. They can observe outward symptoms and seek help from someone trained in Physiology, but the result is a fallible differential rather than an authoritative diagnosis.

Diseases use specific transmission routes such as close contact, food and water, vermin, wounds, or infected blood. Filth raises some risks. Blood on a character remains visibly dirty until washed, while its infectiousness fades over strategic time.

Prepared interventions act on the patient's condition rather than naming a disease they magically cure. Treatment may improve or worsen the evidence available to an observer, but never reveals hidden truth directly.

The detailed privacy, meter, Humour, and notebook contract lives in Physiology.

Treatment

Treatment is performed on one patient and one body region at a time:

  • bandaging uses Anatomy and a bandage;
  • splinting uses Anatomy and a splint;
  • projectile extraction combines Anatomy and Knife;
  • stitching combines Anatomy and Tailoring;
  • cleaning consumes water, soap, and—where appropriate—disinfectant.

Procedures advance the participants' personal strategic time. They may be interrupted by terminal events, and supplies are consumed only according to the validated procedure boundary.

Treating another character can transfer their blood to the caregiver. Clean tools, soap, bandages, and suitable alcohol therefore matter beyond simple UI flavor.

Recovery

Recovery occurs during unallocated leisure rather than every elapsed minute. A fully scheduled day grants no passive convalescence.

The wound category determines its base recovery, modified by the party's Physiology support. Retained projectiles impede recovery. Blood volume restores over time once bleeding is controlled.

Settlements offer the safest place to convalesce because a party can advance time, obtain food and shelter, and access services. Recovering in the field is possible but competes with travel, supplies, exposure, and continuing danger.

A living party member at the same settlement may pay an inn directly for one day of another member's publicly necessary convalescence when the patient cannot pay. The patient contributes the coin they have, and the inn receives only the remaining authoritative price directly from the payer; the patient never receives transferable coin. This cooperative lodging does not grant authority over treatment, diagnosis, inventory, or arbitrary stretches of the patient's time.

Fantasy relief

Real recovery can be slow. The game uses two ways to keep realistic injuries from becoming dead time:

  • strategic time can skip uneventful recovery;
  • fantasy ancestry, rare preparations, or other setting-specific content may provide costly exceptions without changing the physical baseline.

The intent is for wounds to shape an expedition and its aftermath without forcing the player to watch every hour pass.