Bleeding: Difference between revisions

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m (grammar)
(Added lurking beth and spiked gauntlets, and spiked shields to the things that cause bleed)
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* {{favilink|young ivory}}
* {{favilink|young ivory}}
* {{favilink|fractus}}
* {{favilink|fractus}}
*[[Lurking beth]]
* Applying an {{favilink|empty injector}} ({{Heart}}{{dice tooltip|1d2+2}}, 30 difficulty save)
* Applying an {{favilink|empty injector}} ({{Heart}}{{dice tooltip|1d2+2}}, 30 difficulty save)
* [[Short Blade]]s and their skills
* [[Short Blade]]s and their skills
*Unarmed attacks made while [[Spiked gauntlets]] are equipped
*[[Shield Slam|Shield Slams]] performed with a shield that has the [[Spiked|spiked mod]]

Revision as of 20:44, 18 June 2020

bleeding
ID

Bleeding

bleeding

(damage amount) damage per turn.

bleeding is an effect that causes the affected creature to take damage over time. This damage is specified by whatever caused it.

Every turn, the creature must take a Toughness saving through versus the difficulty save (also defined by the bleeding cause). If a 1d20 + Toughness Modifier is greater than the difficulty save, the creature will stop bleeding. Else, the creature will take damage and another save attempt will be done at difficulty save - 1. If the creature has Hemophilia, an additional +60 is added to the difficulty save.

Applying a bandage can stop bleeding as well, as well as the skill Staunch Wounds. Recuperating also stops bleeding.

Things that cause bleed