Bleeding: Difference between revisions

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{{Effect|&rbleeding|(damage amount) damage per turn.|Bleeding}}
{{Missing info|Lacks reference to the [[Nostrums]] skill.}}
{{name}} is an effect that causes the affected creature to take damage over time. This damage is specified by whatever caused it.
{{Effect|&rbleeding|(damage amount) damage per turn.
|Bleeding
|type=111000000000000000000010000
|damagetypes=Bleeding
|gameversion=2.0.201.78}}
{{name}} is an effect that causes a creature to take damage over time. This damage per turn depends on the source of the bleeding.


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 the damage associated with the bleeding effect. The difficulty of this toughness save also varies depending on the source of the bleeding.


Applying a {{favilink|bandage}} can stop bleeding as well, as well as the skill [[Staunch Wounds]].
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}}
[[Recuperating]] also stops bleeding.
 
==Things that cause bleed==
In some cases, multiple bleeding effects can stack and be simultaneously active on the player or another creature.
* {{favilink|ironshroom}} (1d3, 30 difficulty save)
 
* {{favilink|young ivory}}
== Healing a Bleeding Effect ==
* {{favilink|fractus}}
 
* [[Short Blade]]s and their skills
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]].
 
== Things That Cause Bleeding ==
 
The following creatures, items, or skills can cause a bleed effect. Note that, in some cases, these things also deal additional damage on top of bleeding.
 
The ''Can Stack?'' column indicates whether multiple bleed effects can be applied simultaneously. (Effects that do not stack instead replace the first bleeding effect currently on the target only if they are stronger than that effect.)
 
{| class="wikitable"
! Source
! Toughness Save Difficulty
! Bleed Damage Per Turn
! Can Stack?
|-
| {{favilink|ironshroom}} impalement
| 30
| {{Heart}}{{dice tooltip|1d3}}
| Yes
|-
| {{favilink|young ivory}} impalement
| 20
| {{Heart}}{{dice tooltip|1d2}}
| Yes
|-
| {{favilink|Lurking beth}} impalement
| 20
| {{Heart}}{{dice tooltip|1d4}}
| Yes
|-
| {{favilink|holographic ivory}} impalement
| 20 ([[Save|Intelligence save]] instead of Toughness save)
| {{Heart}}{{Dice tooltip|1d2}}
| Yes
|-
| {{favilink|holographic beth}} impalement
| 20 ([[Save|Intelligence save]] instead of Toughness save)
| {{Heart}}{{Dice tooltip|1d2}}
| Yes
|-
| {{favilink|twinning lamprey}} bite
| 20
| {{Heart}}{{dice tooltip|1d1}}
| No
|-
| {{favilink|sharpened polyp}} attack
| 35
| {{Heart}}{{dice tooltip|1d2+1}}
| 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}}
| 30
| {{Heart}}{{dice tooltip|1d2+2}}
| Yes
|-
| Contracting/advancing the stage of [[Glotrot]], or eating/drinking with it
| 25
| {{Heart}}1
| No
|-
| Being [[Decapitate|decapitated]]
| 35
| {{Heart}}{{Dice tooltip|1d2+1}}
| No
|-
| Being [[Dismember|dismembered]]
| 35
| {{Heart}}{{Dice tooltip|1d2}}
| No
|-
| Suffering a [[critical hit]] from a [[Short Blade|short blade]]
| 20 + [attacker Agility [[modifier]]]
| {{Heart}}{{Dice tooltip|1d2-1}}
| Yes
|-
| Being affected by the [[bloodletter]] effect from a [[Short Blade|short blade]] hit
(only causes bleed if target has fewer than 1 + [Attacker agility mod] bleeding effects)
| 20 + [attacker Agility [[modifier]]]
| {{Heart}}{{Dice tooltip|1d2-1}}
| Yes
|-
| Being engulfed by a {{favilink|Red death dacca}}
(bleed effect only applied once every 3 turns while engulfed)
| 20
| {{Heart}}{{Dice tooltip|1d2}}
| No
|-
| [[Wounding Fire]] attacks with a bow or rifle.
| 20 + [missile weapon's maximum damage roll]
| {{Heart}}1 x [number of penetrations]
| Yes
|-
| A hit by a [[Fatecaller]] weapon
| 1d100
| {{Heart}}{{Dice tooltip|1d10}}
| No
|-
| Horn attacks from a creature with the {{favilink|horns}} mutation
| 20 + (level * 3)
| Level 1-3: {{Heart}}{{Dice tooltip|1d1}}
Level 4+: {{Heart}}1d2+[(level-4)/3]
| No
|-
| Unarmed attacks made while [[spiked]] gauntlets are equipped
| 20 + (tier * 2)
| {{Heart}}{{dice tooltip|1d3}}
| No
|-
| Being [[Shield Slam|shield slammed]] with a [[Spiked|spiked]] shield.
| 20 + [shield AV]
| {{Heart}}{{Dice tooltip|1d2}}
| No
|}
 
== "Holographic" Bleeding ==
{{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 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]].
 
"Holographic" bleeding is accompanied by a special message when the effect ends:
 
{{qud quote|&gYou realize your wound is an illusion, and the pain suddenly stops.}}
 
== Similar Effects ==
 
* {{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.
== Trivia ==
* 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 />
 
Code Note: the boolean <code>Stack</code> parameter of <code>XRL.World.Effects.Bleeding</code> actually has an inverse meaning to what one might initially expect - when true, the effect will ''not'' stack in the sense of causing another bleeding effect - but instead will only replace the target's current first bleeding effect if it is more powerful than that existing effect.
 
{{Effect Navbox}}