AFTER WE FALL
REAL PLACES. REAL SURVIVAL.
WIKI · 0.7.1.16.0

Medical & Treatment

Persistent injuries, illness, physical first-aid supplies, treatment context and condition-specific care.

Persistent injuries

Cuts, bruises, sprains and suspected fractures are persistent injury records with body region, severity, pain, bleeding and treatment state. Open cuts can carry contamination; closed injuries such as bruises, sprains and the current suspected-fracture model do not.

Treatment & recommended care

Health now presents condition-specific recommended care, ordered treatment goals and suggested supplies instead of one generic healing button. Relevant actions include pressure, cleaning, dressing, splinting, support, cold treatment, tourniquets and pain relief.

Illness & infection

Persistent illness includes wound infection, respiratory viral illness and gastrointestinal illness. The later treatment-depth pass adds bacterial gastroenteritis, parasitic gastroenteritis and toxin-mediated food-poisoning paths. Symptoms can increase hydration, calorie and fatigue pressure rather than simply acting as an HP timer.

Medicines

Antibiotics are limited to appropriate bacterial conditions rather than functioning as a universal cure. Oral Rehydration Salts require real potable water. Antiparasitic Tablets exist for appropriate parasitic illness. Painkillers reduce symptoms but do not repair trauma.

Medical kits

First Aid Pouches, First Aid Kits and Trauma Kits are refillable physical containers. Their packed contents materialise once; emptied kits do not regenerate supplies.

Safe House Medical Room

A Medical Room adds physical treatment context: a treatment cot, cleanable work surface, access to safe water where available and nearby stored supplies. The room improves what treatment can be performed; it does not grant a magical passive healing bonus.

Medical depth includes 0.7.1.5.0 treatment expansion and the 0.7.1.7.1 closed-injury contamination correction.