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Wounds

Wounds  

Wounds are a core combat endurance and recovery mechanic on SWG Nexus. They represent permanent (until healed) damage to your character's HAM pools (Health, Action, Mind). Unlike temporary damage, wounds reduce the *maximum* value of affected HAM pools and impact regeneration rates.


Wounds stack up to a hard 50% cap of each individual HAM pool’s maximum value.

UI Notes 
  • HAM bars display white for temporary damage and black for wounds.  
  • The Character Sheet shows detailed wound and Battle Fatigue (BF) values with expanded bars.

 

Overview

Wounds were introduced on as “The New Frontier of Combat.” They add tactical depth to prolonged fights, cloning penalties, sampling risks, and DOT management. Medics, Doctors, and Combat Medics are the primary healers, supported by entertainers, camps, and facilities.

Wounds interact heavily with Battle Fatigue (BF) — high BF reduces wound-healing efficiency.

 

Causes of Wounds

Wounds are applied through multiple sources:

  • Cloning — 100 wounds distributed across all HAM pools.
  • Radioactive Sampling — Causes Health wounds.
  • Hand Sampling — ~0.5% chance for Action or Mind wounds.
  • Damage Over Time (DOTs) — Type-specific wounds:
    • Poison / Bleeding / Fire → Health wounds
    • Acid / Disease → Action wounds
    • Cold / Electric → Mind wounds
    • Chance per tick: 10%. Modifiable via Wound Chance skill mods.
  • Direct Combat — 5% chance per hit to convert 1.5% of post-protection damage into wounds on a random HAM pool.
  • Specialized Attacks:
    • Head Shot → 10% chance, 50% of wounds to Mind.
    • Kneecap Shot → 10% chance, 50% of wounds to Action.

 

Effects of Wounds

  • Reduce the effective maximum of the affected HAM pool(s).
  • Regeneration Penalty: Linear scale from 100% regen at 0 wounds down to 25% regen at the 50% cap.
  • High wounds amplify the negative effects of Battle Fatigue on healing.

 

Healing Wounds

Multiple methods exist, with Medics/Doctors being the most efficient:

Medical Skills & Items
  • Tend Wound (Medic/Doctor skill)
    • Primarily targets Action/Mind wounds.
    • Medics gain 3 BF per use.
    • XP: 1 per wound healed on self, 2.5 per wound healed on others.
    • Boosted by Medic/Doctor skills and Wound Treatment / Wound Treatment Speed skill mods (SEAs via Medic XP).
  • Wound Medpacks (craftable)
    • Tiers A–B by Medics, C–E by Doctors.
    • Require Heal Wound (Novice Medic) + Medicine Use skill.
    • Heal Health/Action wounds.
    • Effectiveness reduced by BF on both medic and patient.

 

Environmental & Social Healing

  • Medical Facilities — Heal up to 12 Health/Action wounds every ~2 minutes.
  • Cantinas / Theaters — Heal ~12 Mind wounds every ~2 minutes.
  • Entertainers — Heal Mind wounds + BF through performances (also grants Entertainer XP).
  • Camps — Heal all HAM wounds + BF (scaled by camp size).

 

Other Methods

  • Meditation** — Heals HAM wounds starting at Meditate skill level 60. Scales with skill.
  • Revive / Resuscitate Kits — Indirect HAM restoration via Effectiveness stat (1–500).

Skill Mods (relevant to wound healing):

  • Medicine Use (caps at 100)
  • Wound Treatment
  • Wound Treatment Speed
  • Wound Chance / Battle Fatigue Chance

 

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