Wounds Reworked
🟡 Updated this yearPreview

🔍 Analysis
- 🏆 #52 of 65 Gameplay mods in this game by downloads
📋 About This Mod
Wounds decrease attributes depending on the hit zone.
In vanilla you get a wound for every 15 damage. This wound decreases max hp by 10. Wounds are nothing and the game encourages you to take wounds.
With this mod, each non grazing hit produces a wound. Depending on the hit landing point, each wound decreases one of the physical attributes:
- a hit to the leg will reduce agility,
- a hit to the arms will reduce dexterity as well as marksmanship, mechanical, medical, explosives,
- a hit to the head will reduce wisdom and all mental skills,
- a hit to the shoulder will reduce strength
- a hit to the torso will reduce max health.
- The stronger the hit the bigger the reduction (max damage taken into account is 50 and also limited by stats).
- Part of the debuff is temporal and can be cured by a doctor, but the other part is permanent (1/10, rounded down). [Configurable in options]
- To get more information on unit stats use "merc info" (press C) and roll over the stat.
- When healing, all wounds are being healed simultaneously. But harder wounds are much harder to heal. [Configurable in options]
- min medical skill to be a doctor is only 1 now, anyone can learn helping real doctors to treat wounds.
- skill required to treat a wound is a multiple of wound debuff. With an option of 3x you will probably have to visit hospitals a lot. Doctors with skill 100 still can heal any wound.
- mercs no longer gain max health from wounds
- mercs gain max health and strength from traveling (configurable in options)
- changes to damage calculation:
- crit hit adds +1 to weapon penetration
- a roll for penetration due to bad item condition is made (PBC)
- if weapon penetration > armor penetration prevention or PBC, it leads to full damage (no AdditionalReduction to be precise, means Nails jacket will still reduce damage)
- if weapon penetration = armor penetration prevention armor and not PBC, will reduce damage Vanilla way (adds AdditionalReduction)
- if weapon penetration < armor penetration prevention and not PBC almost NO damage is done (95 percent reduction, Configurable)
FYI: ceramic plates and some armor like Nails' jacket has damage reduction that always applies. Armor damage reduction is called AdditionalReduction.
- armor degrades ONLY when shot is blocked. Fully absorbed damage leads to less armor degradation (1 + armor penetration prevention - weapon penetration).
- every piercing hit (weapon penetration >= armor penetration prevention) produces bleeding.
- bleedings are stacked
- there are 2 options for bleeding calculation:
- LHLB, less health less blood loss, bleeding damage = damage unit. MaxHitPoints/500, doubled if critical
- MHLB, more health less blood loss, bleeding damage = damage damage/ unit. MaxHitPoints, doubled if critical (pretty severe on low health character)
- HabDand, bleeding damage =(debuff-(unit. MaxHitPoints/4))/2
- hits to the head will make target unconscious for 2 turns if (hit damage)*(hit impact force) > (unit. Health + unit. Strength)/5. Hit impact force depends on the ammo caliber and distance to target.
- grit handling:
- unit with grit does not receive penalty to skills
- full - grit block wounds and bleeding if there is enough. If it's not extra damage will produce wounds and bleeds.
partial - halved wound impact on stats
none - full wound impact on stats
- only Light wounds (Configurable in options) can be auto healed while idle.
📊 Mod Details
- Game
- Jaggedalliance3 Mods
- Author
- Slavon
- Version
- 2.19
- Downloads
- 309
- Endorsements
- 9
- Category
- Gameplay
- Created
- 4/15/2025
- Updated
- 8/5/2026
🔧 How to Install Jagged Alliance 3 Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Jagged Alliance 3 →
Visit the official mod page for specific installation instructions for this mod.
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