“Every scar has a story. Most start the same way: someone forgot to pack a bandage.”
- Chapel elder, Othamas
Injury, Wounds & Bandages
Irrupt doesn’t let you walk away from a hard fall or a monster’s claws unscathed – a wound here is more than a number quietly ticking back up. Beyond the damage itself, three lingering injuries can be inflicted on you: broken bones, bleeding, and dizziness. All three share a single cure – the humble Bandage– but each behaves differently and demands a different response in the moment.
Broken Bone
Take a heavy fall (enough that the fall damage alone would hurt) and there’s a real chance you come away with more than bruises. While a bone is broken:
You can’t sprint– trying just gets you a reminder that your leg is too injured.
You’re slowed, and stay slowed, for as long as the break lasts.
It heals on its own after a few minutes, or immediately with a Bandage.
Watch out: a milk bucket clears the Slowness effect’s icon, but it does not actually mend the bone – the sprint lock stays in place until it heals naturally or you bandage it. Don’t let the missing icon fool you into a false sense of recovery.
Bleeding
Certain hostile mobs – the shambling and the vicious alike – carry a chance to leave a wound that doesn’t stop hurting when the fight ends. Once bleeding starts:
You take small amounts of damage at regular intervals until it’s treated or runs its course.
It won’t bleed you all the way to zero – it tapers off once you’re down to a sliver of health, but it will keep you there.
Left alone, it eventually stops on its own after several minutes; a Bandage stops it immediately.
Don’t ignore a bleed heading into another fight – it’s quietly draining the health cushion you’ll need for the next hit.
Dizziness
Take a beating in a short span of time and your vision swims. Dizziness is momentary – a burst of Nausea and a brief stumble – and always clears on its own within seconds. There’s no need to treat it, though a Bandage used while dizzy will clear it early along with anything else active.
The Bandage
One item cures whatever’s currently wrong with you – broken bone, bleeding, and dizziness, all in a single use.
Craft it like any shapeless recipe: 3 String + 1 White Wool.
Use it by right-clicking while holding it. If you’re not actually injured, nothing happens and the Bandage isn’t wasted.
It cures everything active at once– you don’t need a separate Bandage for a broken bone and a bleed you picked up in the same fight.
Keep a couple in your pack. String is cheap; not having one when you need it isn’t.
Clerics Help
If a Cleric is nearby and online, their presence alone speeds up your recovery from a broken bone or bleeding – no prayer required, just proximity. It’s one more reason to keep a Cleric close when things get dangerous, and one more reason to become one yourself.
At a Glance
Your action bar shows an Injured warning listing everything currently affecting you, so you’ll always know what a Bandage is about to fix – and what it isn’t, if you’re just low on health rather than actually hurt.
