Bleeding: Difference between revisions

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{{name}} is an effect that causes the affected creature to take damage over time. This damage is specified by whatever caused it.
{{name}} 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.
Every turn, the creature must take a [[Save|Toughness save]] against the save difficulty of the bleeding effect, or else take damage based on the strength of the bleeding effect. Typically, the initial difficulty of the save to stop bleeding is 20, but can vary depending on exactly what caused 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 the creature has [[Hemophilia]], an additional +60 is added to the difficulty save, which causes bleeding to last far longer.
 
== Healing a Bleeding Effect ==
 
Applying a single {{favilink|bandage}}:
* Reduces a bleed effect's save difficulty by {{Dice tooltip|2d6}}.<ref name="BandageMedication"><code>XRL.World.Parts.BandageMedication</code></ref>
* Reduces a bleed effect's save difficulty by an additional {{Dice tooltip|2d6}} if the creature has the [[Staunch Wounds]] skill.<ref name="BandageMedication" />
* Takes one turn.<ref><code>XRL.World.Parts.Medication</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]].


Applying a {{favilink|bandage}} can stop bleeding as well, as well as the skill [[Staunch Wounds]].
[[Recuperating]] also stops bleeding.
==Things that cause bleed==
==Things that cause bleed==
* {{favilink|ironshroom}} ({{Heart}}{{dice tooltip|1d3}}, 30 difficulty save)
* {{favilink|ironshroom}} ({{Heart}}{{dice tooltip|1d3}}, 30 difficulty save)
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* Unarmed attacks made while {{favilink|Spiked Gauntlets}} are equipped
* Unarmed attacks made while {{favilink|Spiked Gauntlets}} are equipped
* [[Shield Slam|Shield Slams]] performed with a shield that has the [[Spiked|spiked mod]]
* [[Shield Slam|Shield Slams]] performed with a shield that has the [[Spiked|spiked mod]]
==References==
<references />

Revision as of 18:55, 29 August 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 save against the save difficulty of the bleeding effect, or else take damage based on the strength of the bleeding effect. Typically, the initial difficulty of the save to stop bleeding is 20, but can vary depending on exactly what caused 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 the creature has Hemophilia, an additional +60 is added to the difficulty save, which causes bleeding to last far longer.

Healing a Bleeding Effect

Applying a single bandage:

  • Reduces a bleed effect's save difficulty by 2d62-12 (Avg: 7).[1]
  • Reduces a bleed effect's save difficulty by an additional 2d62-12 (Avg: 7) if the creature has the Staunch Wounds skill.[1]
  • Takes one turn.[2]

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.[3]

Bleeding can be stopped immediately by Recuperating.

Things that cause bleed

References

  1. 1.0 1.1 XRL.World.Parts.BandageMedication
  2. XRL.World.Parts.Medication
  3. XRL.World.Effects.Meditating