Bleeding: Difference between revisions
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{{Missing info|Clarify display name variants for different bleed liquids ([[leaking]], oozing). See Bleeding.SyncVersion()}} | |||
{{Effect|&rbleeding|(damage amount) damage per turn. | {{Effect|&rbleeding|(damage amount) damage per turn. | ||
|Bleeding | |Bleeding | ||
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Every turn, the creature must take a [[Save|Toughness save]] against the save difficulty of the bleeding effect, or else take the damage associated with the bleeding effect. The difficulty of this toughness save also varies depending on the source of the bleeding. | Every turn, the creature must take a [[Save|Toughness save]] against the save difficulty of the bleeding effect, or else take the damage associated with the bleeding effect. The difficulty of this toughness save also varies depending on the source of the bleeding. | ||
If a creature succeeds at the Toughness save, they stop bleeding. Otherwise, the save difficulty is reduced by 1 per turn, and the creature makes an additional save attempt each turn until they succeed. | If a creature succeeds at the Toughness save, they stop bleeding. Otherwise, the save difficulty is reduced by 1 per turn, and the creature makes an additional save attempt each turn until they succeed.{{Code Reference| namespace = XRL.World.Effects| class = Bleeding}} | ||
In some cases, multiple bleeding effects can stack and be simultaneously active on the player or another creature. | In some cases, multiple bleeding effects can stack and be simultaneously active on the player or another creature. | ||
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[[Meditate|Meditating]] effectively allows you to heal from bleeding three times faster, because it grants two additional save chances per turn, and reduces the save difficulty by 1 with each of those save attempts.<ref><code>XRL.World.Effects.Meditating</code></ref> | [[Meditate|Meditating]] effectively allows you to heal from bleeding three times faster, because it grants two additional save chances per turn, and reduces the save difficulty by 1 with each of those save attempts.<ref><code>XRL.World.Effects.Meditating</code></ref> | ||
Bleeding can be stopped immediately by [[Recuperating]]. | Bleeding can be stopped immediately by [[Recuperating]] or using the [[Nostrums]] skill. | ||
== Things That Cause Bleeding == | == Things That Cause Bleeding == | ||
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| {{favilink|sharpened polyp}} attack | | {{favilink|sharpened polyp}} attack | ||
| 35 | | 35 | ||
| {{Heart}}{{dice tooltip| | | {{Heart}}{{dice tooltip|1d2+1}} | ||
| No | | No | ||
|- | |||
| {{favilink|psychic meridian}} barbs {{Code Reference | class = PsychicMeridian }}{{Code Reference| namespace = XRL.World.Effects| class = Nosebleed}} | |||
| 30 | |||
| {{Heart}}{{dice tooltip|1d2+4}} | |||
| Yes | |||
|- | |- | ||
| Applying or being hit by an {{favilink|empty injector}} | | Applying or being hit by an {{favilink|empty injector}} | ||
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(bleed effect only applied once every 3 turns while engulfed) | (bleed effect only applied once every 3 turns while engulfed) | ||
| 20 | | 20 | ||
| {{Heart}}{{Dice tooltip| | | {{Heart}}{{Dice tooltip|1d2}} | ||
| No | | No | ||
|- | |- | ||
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{{effect|&rbleeding|(damage amount) damage per turn.|HolographicBleeding|type=111000000000000000001000000|damagetypes=Bleeding</br>Illusion|dontindex=yes | {{effect|&rbleeding|(damage amount) damage per turn.|HolographicBleeding|type=111000000000000000001000000|damagetypes=Bleeding</br>Illusion|dontindex=yes | ||
}} | }} | ||
The bleeding effect caused by {{favilink|holographic ivory}} and {{favilink|holographic beth}} is a special variant of bleeding that cannot be healed by bandages or [[Meditation]]. This variant | The bleeding effect caused by {{favilink|holographic ivory}} and {{favilink|holographic beth}} is a special variant of bleeding that cannot be healed by bandages or [[Meditation]]. This variant requires an Intelligence [[save]] to overcome, rather than a Toughness save. (This variant is referred to as "HolographicBleeding" in the game's internal code) | ||
This kind of bleeding can only be healed by succeeding at the Intelligence save or through [[Recuperating]]. | This kind of bleeding can only be healed by succeeding at the Intelligence save or through [[Recuperating]]. | ||
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* {{favilink|fractus}} plants deal damage to creatures that walk through them, and cause a blood splatter, but do not apply a true bleeding effect. | * {{favilink|fractus}} plants deal damage to creatures that walk through them, and cause a blood splatter, but do not apply a true bleeding effect. | ||
* {{favilink|Sunder Mind}} can cause a nosebleed effect that deals 1 damage per turn, but this is not a true bleeding effect. | * {{favilink|Sunder Mind}} can cause a nosebleed effect that deals 1 damage per turn, but this is not a true bleeding effect. | ||
* Non-blooded beings suffer [[leaking]] instead of bleeding. Similar to ''oozing,'' '''leaking''' is an alternative of the [[Bleeding|bleeding]] status debuff; it is used for beings without blood. The appropriate [[Covered in liquid|liquid is spilled]] (sap, oil, etc.), otherwise the effect is identical to bleeding. | |||
== Trivia == | == Trivia == | ||
* A now removed physical defect, [[Hemophilia]], added an additional +60 to the difficulty save, which caused bleeding to last for far longer. | * A now removed physical defect, [[Hemophilia]], added an additional +60 to the difficulty save for non-holographic bleeding, which caused bleeding to last for far longer. | ||
==References== | ==References== | ||
<references /> | <references /> |