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Pain and Intoxication

Damage and injuries cause pain, weakening healing and combat. Some pain relief also increases intoxication. Pain relief, stabilising injuries, lowering intoxication and restoring Health address different problems and cannot replace one another.

Contents

What to do now

The healing salve is not a painkiller and cannot replace direct pain relief. It helps damaged body parts recover. If an injury is still adding pain, stabilise it too. Pain relief, injury treatment and Health recovery serve different purposes.

What to do now
ProblemWhat to doWatch out for
Pain is impairing combat or healingUse pain relief, such as an ether inhalerEther also increases intoxication; check that meter before taking more
An unstable injury keeps adding painUse a splint to stabilise the injury, then help the body part recoverStabilisation stops this pain source, but injury penalties remain until recovery
Intoxication is risingAvoid adding more; an antidote syringe can lower intoxicationThe syringe temporarily causes confusion; passive recovery depends on Immunity
Health is lowTreat your wounds and rest when allowedPain and intoxication weaken healing; pain shock and deadly intoxication block Rest Mode

Common treatments

Values below are per use. Antitoxin is a consumable item; Intoxication Resistance is a character attribute. Antitoxin directly lowers Intoxication by 20 and also roughly halves the remaining duration of current Hangover and drug Aftermaths.

Timed effects are listed in turns. Positive values increase a meter or attribute and negative values lower it; side effects are included.

Common treatments
ItemUsePer useDuration / uses
Ether InhalerPain reliefPain −50; Intoxication +25; Situational Sanity +6120 turns: Pain Resistance +75 percentage points
Herbal ExtractPain reliefPain −3040 turns: Intoxication Change +0.5/turn
Soporific SpongePain relief and forced sleepIntoxication +5; Sleep for 10 turns20 turns: Pain Change −1/turn; Pain Limit −25
Antidote SyringeLower intoxication and remove PoisoningIntoxication −75; removes Poisoning; Confusion for 10 turns360 turns: Intoxication Resistance +75, Poison Resistance +50, Energy Restoration −5 percentage points
AntitoxinLower intoxication and shorten after-effectsIntoxication −20; Immunity −2; roughly halves current Hangover and drug Aftermaths30 turns: Fatigue Change +0.1/turn; also 60 turns removing 1 extra turn of Drunkenness each turn
SplintStabilise an injurySelected injured body-part condition +35, and converts the injury to its stabilised stateOne-time effect
Healing SalveRestore a body part; no direct pain reliefSelected body-part condition +12; halved to +6 when injured; restores 3% maximum HealthOne-time effect

Effects of pain

Damage and unstable injuries increase pain. Stabilising an injury stops it adding more pain, but does not immediately remove existing pain or injury penalties. Lower Health allows a higher pain limit.

These are each stage's own modifiers. The stages replace one another rather than stacking. Percentage points add directly: a base 10% Fumble Chance becomes 15% with Pain's +5 points. From a base 100% Healing Efficiency, the stages give 85%, 70% and 50%; other effects can change the final result.

Base thresholds are 25/50/75, and a stage begins at or above its threshold. Falling below the current threshold downgrades the stage; falling below the first removes the pain state. Asceticism raises all three pain thresholds by 5; Wild Hunt adds a level-based modifier. Pain naturally falls by 0.04 per turn above 95% Health, or by 0.01 above 80% Health or while no physical debuff is active. Pain above the Pain Limit falls by an additional 0.25.

Morale and Sanity changes apply to their situational components each turn; other effects and component limits affect the final values. Pain Shock cumulatively reduces maximum Health, using the maximum at each trigger rather than a fixed initial maximum.

Effects of pain
StageThresholdHealing and accuracyFumbles and spellcastingPer-turn effects and extra risks
Pain≥ 25 (base)Healing Efficiency −15 percentage points; Accuracy 0 percentage pointsFumble Chance +5 percentage points; Backfire Chance +5 percentage pointsSituational Morale −0.05 points/turn; Situational Sanity −0.025 points/turn.
Severe Pain≥ 50 (base)Healing Efficiency −30 percentage points; Accuracy −5 percentage pointsFumble Chance +15 percentage points; Backfire Chance +15 percentage pointsSituational Morale −0.1 points/turn; Situational Sanity −0.05 points/turn.
Pain Shock≥ 75 (base)Healing Efficiency −50 percentage points; Accuracy −10 percentage pointsFumble Chance +30 percentage points; Backfire Chance +30 percentage pointsSituational Morale −0.2 points/turn; Situational Sanity −0.1 points/turn. Every 4 turns, add a maximum Health penalty equal to 1% of maximum Health at that time. Each turn has about a 9.9% chance of 3 turns of Confusion. Rest Mode is blocked.

Intoxication: effects and treatment

Some painkillers, some alcoholic drinks and poison damage increase intoxication. An ether inhaler relieves pain but also adds intoxication. Base stage thresholds are 25/50/75, and reaching a threshold replaces the current state; dropping below a threshold downgrades it, and dropping below the first removes the intoxication state. Wild Hunt raises thresholds based on level.

Passive recovery per turn is 0.002 × Immunity × Immunity Influence; Adaptability multiplies this step by 1.5. Recovery consumes the same amount of Immunity, so it slows as Immunity is depleted, and new sources can still offset it.

Intoxication, Severe Intoxication and Deadly Intoxication weaken healing and reduce maximum Health and poison resistance. Deadly intoxication further erodes maximum Health, can cause vomiting and blocks Rest Mode. Vomiting during sleep deals significant damage, so sleeping is not a safe answer to severe intoxication.

Both the Antidote Syringe and Antitoxin directly lower Intoxication. The syringe temporarily causes Confusion; Antitoxin also shortens Hangover and drug Aftermaths.

Intoxication: effects and treatment
StageThresholdHealth and healingResistance and SanityExtra risks
Intoxication≥ 25 (base)Max Health −5%; Healing Efficiency −15 percentage pointsPoison Resistance −7.5 percentage points; Situational Sanity −0.05 points/turn
Severe Intoxication≥ 50 (base)Max Health −10%; Healing Efficiency −30 percentage pointsPoison Resistance −15 percentage points; Situational Sanity −0.1 points/turn
Deadly Intoxication≥ 75 (base)Max Health −25%; Healing Efficiency −50 percentage pointsPoison Resistance −30 percentage points; Situational Sanity −0.25 points/turnOn entry, Max Health is −25%. After the first 2 turns, that penalty is replaced with 1% of maximum Health at that time, then accumulates every 2 turns; it does not stack on top of −25%. below 25 Hunger, each turn first has about a 1% Vomiting chance, then about a 5% chance of 5 turns of Confusion if Vomiting did not trigger. Rest Mode is blocked.

Drunkenness and hangover

Drunkenness is a timed drinking effect separate from the intoxication meter. Its stage is chosen from remaining duration when a higher stage is first reached. Once reached, the highest stage persists until the effect ends even as duration falls.

Random-state chances vary with remaining Drunkenness duration; Vomiting at stages 3 and 4 also depends on Hunger. The table gives the exact duration after a trigger.

Higher stages of drunkenness lead to a hangover when they end. Greater intoxication can prolong it. Hangover increases pain and thirst and drains Morale and Sanity, so drinking for pain relief also carries a later recovery cost.

Drunkenness and hangover
StateStage / durationNumeric effectsRisks / per-turn changes
Drunkenness 1Remaining duration < 120 turns when first reachedWeapon Damage +5 percentage points; Situational Morale/turn +0.01 points; Dodge +1 percentage points; Pain Resistance +5 percentage points; Accuracy −3 percentage pointsNo extra random state
Drunkenness 2Remaining duration 120–239 turns when first reachedWeapon Damage +10 percentage points; Critical Chance +3 percentage points; Miracle Chance +3 percentage points; Pain Resistance +15 percentage points; Dodge −5 percentage points; Accuracy −5 percentage points; Fumble Chance +5 percentage points; Backfire Chance +5 percentage pointsEach turn can cause 2–3 turns of Confusion
Drunkenness 3Remaining duration 240–299 turns when first reachedWeapon Damage +5 percentage points; Pain Resistance +25 percentage points; Dodge −15 percentage points; Accuracy −15 percentage points; Fumble Chance +15 percentage points; Backfire Chance +15 percentage pointsEach turn can cause 2–3 turns of Confusion or 1 turn of Vomiting
Drunkenness 4Remaining duration ≥ 300 turns when first reachedPain Resistance +33 percentage points; Dodge −30 percentage points; Accuracy −30 percentage points; Fumble Chance +30 percentage points; Backfire Chance +30 percentage pointsEach turn can cause 2–3 turns of Confusion, 1 turn of Vomiting, or 10–16 turns of Sleep
HangoverAfter stage 3 or 4 ends: 1200 × (1 + Intoxication × 0.01) turnsCooldowns Duration +20, Fumble +10, Ability Energy Cost +20, Backfire +10 percentage pointsSituational Morale −3 on application; Pain Change +0.1, Thirst Change +0.04, Situational Morale −0.02, Situational Sanity −0.01, all per turn

Separate your recovery goals

Less pain does not mean an injury has healed, and less intoxication does not mean a hangover has ended. Recheck body parts, Health and active effects after treatment to see what still needs attention.

In-game help

The in-game Medicine tutorial also explains pain, intoxication and injuries; read it alongside item descriptions.

Scope and modifiers

Tables show current-version base thresholds and per-use treatment effects. Talents, active states and other sources can still alter thresholds, resistances or final changes; use the character sheet's current values in play.

References

Game version 0.9.4.25

  1. 0.9.4.25 Medicine tutorial
  2. 0.9.4.25 Attribute descriptions
  3. 0.9.4.25 Effect names and descriptions
  4. 0.9.4.25 Medicine descriptions
  5. 0.9.4.25 Medicine and drink effects
  6. 0.9.4.25 Damage and pain
  7. 0.9.4.25 Pain changes
  8. 0.9.4.25 Intoxication changes
  9. 0.9.4.25 Stage effects
  10. 0.9.4.25 Healing and injury recovery
  11. 0.9.4.25 Rest Mode restrictions
  12. 0.9.4.25 Pain relief and antidotes
  13. 0.9.4.25 Drunkenness and hangover
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