Santé

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La santé est une donnée de base du personnage représentant son bien-être et son intégrité. La satné est affiché sous forme d'une barre verticale dans l'écran de santé ou sous la forme d'un moodle dans la partie haut droite de l'écran. Faire tomber la santé à zéro provoque la mort immédiate et permanente du personnage.

Health-Article-Box1.png
Ingame Health Screen - Minor Injuries on Left Forearm

La fenêtre Santé

La santé du personnage est affiché dans l'onglet santé accéssible en cliquant sur l'icone Coeur sur la partie haut gauche de l'écran ou en appuyant sur H. Dès que le personnage subit une blessure ou perd de la santé, l'icone de Coeur "vibre" pour alerter le joueur. Selon la provenance du dommage et de la gravité des effets, cela peut s'accompagner de saignements et/ou de douleur.

Le corps du personnage se compose de 17 sections distinctes :

  • Partie supérieur
    • Tête
    • Cou
    • Torse
  • Membres supérieurs
    • Bras supérieur gauche
    • Avant-bras gauche
    • Main gauche
    • Bras supérieur droit
    • Avant-bras droit
    • Main droit
  • Partie inférieur
    • Bas du torse
    • Aine
  • Jambes
    • Cuisse gauche
    • Tibia gauche
    • Pied gauche
    • Cuisse droit
    • Tibia droit
    • Pied droit

Statut général du corps

Health Window of a uninjured player

La santé globlale du personnage s'affiche selon ce barême :

Status Description
OK En pleine santé
Petite blessure Santé comprise entre 90% et 100%
Blessure anecdotique Santé comprise entre 80% et 90%
Blessure mineure Santé comprise entre 70% et 80%
Blessure modérée Santé comprise entre 60% et 70%
Blessure sévère Santé comprise entre 50% et 60%
Blessure très sévère Santé comprise entre 40% et 50%
Blessure critique Santé comprise entre 20% et 40%
Blessure extrêmement critique Santé comprise entre 10% et 20%
Blessure mortelle Santé comprise entre proche de 0% et 10%
Deceased Santé à 0% - "Forte probabilité de devenir de la nourriture pour rat..."

Guérison

Par défaut, le personnage peut se remettre de la plupart des blessures, à condition qu'il ne subisse pas de dégâts supplémentaires ou qu'il ne présente aucune condition empêchant la guérison - par exemple, une blessure non bandée et saignante. La vitesse de récupération est affectée par les Moodles. Être bien nourri accélérera la récupération, tandis qu'avoir faim, soif ou attraper un rhume peut ralentir ce processus. Atteindre des états extrêmes comme une fièvre généralisée ou la famine aura comme conséquence une perte de santé plus importante allant jusqu'à la mort ou que les infections soient guéries.

Dormir permet d'augmenter considérablement la vitesse de récupération de la santé, mais les blessures « plafonnent » la santé – plus elles sont nombreuses ou graves, plus la santé diminue. Par exemple, une fracture du haut du torse maintient la santé maximale du personnage à environ 60 %, le rendant beaucoup plus vulnérable à d'autres blessures, même s'il ne court aucun danger immédiat.

Bandaging

Any wound that breaks the skin can cause bleeding, and will need to be bandaged with either a medical bandage or a ripped sheet. An untreated open wound can become infected. Applying a clean bandage to a wound lowers the chance of said wound becoming infected; disinfecting the wound and then applying a sterilized bandage or sterilized rag onto it further lowers the chance of infection, or helps clear it in the event that it's broken out.

Over time the bandage will become dirty, which will not only negate the previous bonuses against wound infection, but will actually increase the chance of wound infection if kept on. This requires the character to remove the bandage and replace it with a clean one. The type, severity of the wound, skill level of First Aid, or if it is bleeding will dictate the speed of a clean bandage becoming dirty.

While wounds to different body parts usually don't meaningfully differ with regards to health loss (an arm scratch versus a torso scratch decrease health by roughly the same amounts, disregarding the physical penalties the arm wound imposes), neck wounds are especially dangerous. They ignore the usual damage cap, and rapidly drain health if unbandaged. An unfortunate survivor can find themselves dying within minutes of a scratch on the neck, unless immediately bandaged.

Health window displaying a bandaged arm which then turns into a dirty bandage

Infections

In-game, there are two different types of infection.

  • A wound that displays Infected in the Health panel is roughly indicative of bacterial infection. In practical terms, it's a minor penalty for survivors who haven't tended to wounds properly, whether by neglecting to bandage in time, or forgetting to replace any dirty bandages with clean ones. A wound infection slightly increases the pain it causes, but doesn't penalize health, healing rate or physical ability any further.
  • The much more insidious threat is the Knox Infection, which is not represented directly by any means in-game. Attacks from zombies that break the skin have a varying chance to inflict the character with this eventually fatal condition. In normal game settings, zombie bites are a guaranteed vector of transmission, while zombie lacerations and scratches merely have a chance of infecting the character. Symptoms usually manifest within a day of the injury, represented by overheating, sickness, constant stress irrespective of other Traits, and increasingly rapid loss of health over time. The Knox Infection's final outcome is unavoidable death and subsequent reanimation as a Zombie within an average of three days since infection.

Types of injuries

Status Symptoms Cause Treatment
Bitten Moderate health loss, bleeding, and moderate pain. Has a chance of occurring when attacked by a zombie. Zombies have a much higher chance of delivering bites from behind their target. Immediate health loss is stopped with bandages, however, there is a 100% chance the character will become infected and eventually die from zombification, unless the option is turned off in sandbox. If bites are surviveable, they have a lengthy recovery period.
Bleeding Health loss, varying depending on number of bleeding wounds. Can accompany Scratched, Lacerated, Bitten, Deep wound, Lodged bullet, and Lodged glass shard. Applying bandages to the affected area. If left untreated, the player will continue to bleed and either be unable to recover health past a point, or deteriorate until bleeding to death.
Burn Severe health loss and severe pain. Standing too close to fire. Treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
Deep wound Health loss, bleeding, and moderate pain. Has a chance of occurring when smashing windows with bare hands, climbing through a broken window, walking through broken glass without shoes, falling down a level, colliding with terrain/other vehicles while driving at moderate speeds (around 40-50 mph), and getting hit with an axe. Stitching it up with a suture needle or a needle with thread (a suture needle causes less pain). Alternatively, keeping it bandaged for ~1 month will allow the wound to heal.
Fracture Severe health loss; reduced speed (if a leg injury), reduced combat abilities (if an arm injury), reduced endurance (if torso injury), increased fatigue (if head injury); severe pain. Falling from any floor higher than ground level (more likely if carrying a heavy load), collisions with terrain/other vehicles while driving at 'high' speeds (60mph+, but needs testing), and the impact of a blunt weapon. Creating a splint with a ripped sheet and a straight wooden item (a tree branch, sturdy stick, or plank). Fractures in certain places, like the head and torso, cannot be splinted. Comfrey poultices can aid with fracture recovery and stacks with applied splints. Having level 4 in first aid or higher helps in recovery (+250%), as well as being well fed (+30%)
Lodged bullet Severe health loss, bleeding, and moderate pain. Getting shot with firearms. The bullet must first be removed with either tweezers or bare hands, then treated like with a Deep Wound: (ideally) disinfected using a bottle of disinfectant or alcohol, stitched using a suture needle or needle and thread, and then bandaged.
Lodged glass shard Severe health loss, bleeding, and moderate pain. High chance of occurring when breaking a window without having an item equipped, climbing through a broken window, picking up broken glass with bare hands or walking over broken glass without shoes. Much like bullets, the glass shard must be removed with tweezers or bare hands, then the Deep Wound must be treated: disinfect the wound, stitch it up, and bandage it.
Scratched Minor health loss, bleeding, and minor pain. Being scratched by a zombie, smashing a window, failing to cleanly vault over fences or low obstacles while running/sprinting, picking up broken glass, colliding with terrain/other vehicles while driving, or tripping. Immediate health loss is stopped with bandages. If the scratch was caused by a zombie, there is a 25% (before Build 41) or 7% (in Build 41 and later) chance it will lead to death through zombification.
Lacerated Moderate health loss, bleeding and moderate pain. Essentially a more severe form of Scratched. Causes are mostly the same; being lacerated by a zombie, colliding with terrain/other vehicles, tripping, etc. Immediate health loss is stopped with bandages - treatment is identical to scratches. If the laceration was caused by a zombie, there is a 25% chance it will lead to death through zombification.
Wound infection Very minor Health loss (when unbandaged), minor pain, and moderate heal speed decrease. Any wounds previously sustained have a chance to become infected, whether they are open or bandaged wounds. Infection is less likely if the wound is first disinfected and then covered with a sterilized bandage. Non-zombie type injuries that are infected are 100% survivable. Disinfecting wounds with appropriate supplies (alcohol wipes, disinfectant, etc.), bandaging the wound with a Sterilized Bandage or Sterilized Rag, administering Antibiotics, and/or applying garlic poultice onto the wound.

Temps de guérison selon la sévérité de la blessure

Blessure Guérison Guérison lente Guérison rapide
Scratch* 7 - 15 15 - 25 4 - 10
Window scratch* 12 - 20 20 - 30 5 - 10
Weapon scratch* 5 - 10 10 - 20 1 - 5
Laceration* 10 - 20 20 - 30 5 - 10
Bite 50 - 80 80 - 150 30 - 50
Deep wound (with/without glass) 15 - 20 20 - 32 11 - 15
Lodged bullet 17 - 23 22 - 28 12 - 18
Fracture 50 - 80 80 - 150 30 - 50
Burn** 50 - 100 50 - 100 50 - 100

*Scratches reduce speed more than lacerations do, but tend to have less severity. As such, lacerations will still slow the character down more most of the time due to their greater severity.
**Burns does not seem to be affected by Slow/Fast Healer traits.

Duration of food illness (in-game tick)

Normal Weak Stomach Iron Gut
200 - 280 120 - 230 80 - 150

Other injuries

Some injuries in the game have additional penalties based on where or how they occurred. Such as injuries to the legs causing the character to limp -- moving slower than usual.

Status Description
Back injury When carrying an Very Heavy Load or Extremely Heavy Load, your movement speed will be lowered and Health will slowly drain to 75%, and stop at that point until you carry less, leaving you more vulnerable from another source of injuries. Health will not reduce from heavy loads if you are sitting down (whether on the ground, or in a vehicle). This type of injury is not otherwise distinguished in the Health panel, and has no treatment beyond dropping or transfering items to decrease encumberance.
Fall damage Caused by falling from heights above one floor. Damage scales with distance fallen, encumberance and any traits such as underweight. Jumping from a second-story window can cause severe damage and possible fractures, while jumping from higher floors can result in death.
Sickness Caused by catching the Knox Infection, eating bad food, or drinking tainted water. Non-zombie sickness will initially slow down healing. If the sickness reaches the fever stage, the character will start losing health and may ultimately die. Wound infections can be treated with antibiotics, but colds and the Knox Infection cannot.
Lower limbs injury Can be caused by a crawling zombie attack, a severe car accident, falling from a building, walking on glass, climbing a window without removing the shards and from a lodged bullet. Getting damaged to the legs or feet will cause your character to limp, therefore reducing his speed and making him unable to run and sprint, making you more vulnerable from zombies, forcing you to fight them instead of fleeing if you're too slow. Bandaging these wounds will slightly improve the limping speed, however healing those parts of the body will cause your character to stop moving to heal.

See also