Stoneshard Wiki

Injuries and Body Parts

The character's body condition is tracked across the head, torso, both hands and both legs. A hit lowers the affected part's condition; entering the minor, moderate or severe range creates the corresponding injury state. Bleeding, stabilising an injury, restoring health and pain are related but separate steps.

Contents

How body parts are tracked

The same-release unit model has six injury slots: head, torso, left hand, right hand, left leg and right leg. Defence and bleeding resistance are read through four groups—head, torso, hands and legs—while the two sides keep separate condition values, so treatment or bleeding handling must target the affected part.

How body parts are tracked
SlotResistance group
TorsoTorso resistance group
Left handHands resistance group
Right handHands resistance group
Left legLegs resistance group
Right legLegs resistance group

Injury stages and values

Condition starts at 100 and is clamped between 0 and 100. A body-part hit lowers it by that hit's injury damage. Above 50 no injury state is created; at 50 or below the part enters Minor, Moderate or Severe Injury as the value falls. The condition value is not Health, so the two must be read separately.

Injury stages and values
ConditionStatePlayer meaning
51–100No injury stateThe part can still take later hits
26–50Minor InjuryFirst injury stage
1–25Moderate InjuryWorsened injury stage
0Severe InjuryMost severe injury stage

Stabilise first, then restore Health

Stabilising an injury is separate from restoring Health. It raises the affected part's condition and replaces the active injury with its stabilised counterpart. The amount is supplied by the skill or item performing the action, so one default parameter must not be presented as a universal treatment value.

When Health is restored, body-part injuries still contribute to the effective Health threshold and part recovery. A full Health bar does not make an injured part healthy, and an active injury recovers that part less efficiently than a part without an active injury. Choose stabilisation, treatment or rest according to the current state.

How bleeding compounds an injury

When a part's condition is below 50, the hit path can attempt to apply Bleeding. The attempt is rejected when the part's resistance reaches the checked limit or the target has bleeding immunity. Bleeding reduces healing received, deals direct damage over turns and continues to lower the affected part's condition; another application extends an existing effect.

A cauterisation action removes bleeding from the affected parts before applying its own pain, injury and bleeding-resistance changes. This page covers the verified stop-bleeding entry; check the relevant skill or item article for its exact range and availability.

Relationship to Health and Pain

Body-part damage contributes to the character's effective Health threshold, so the Health bar and part condition can move out of sync during recovery. Taking damage and having an unstabilised injury also feed the Pain meter; Pain stages, painkillers and rest restrictions are documented in Pain and Intoxication. Condition, Health and Pain are separate resources.

References

Game version 0.9.4.25

  1. 0.9.4.25 unit body-part registry and initial injury scale
  2. 0.9.4.25 injury state names and condition-stage transitions
  3. 0.9.4.25 hit path, bleeding effect and per-turn injury change
  4. 0.9.4.25 stabilisation, Health restoration and effective Health threshold
Back to top