Staunch Wounds: Difference between revisions

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{{As Of Patch|2.0.206.26}}
{{Skill
{{Skill
| class=First Aid
| class=Physic
| req=0 Intelligence
| req=0 Intelligence
| cost=0
| cost=0
| desc=Activated; non-combat only. You use a bandage and instantly cure any bleeding effect. If you have hemophilia, you'll have to use Staunch Wounds a few times to stop bleeding.
| desc=Bandages you apply are much more effective at stopping bleeding.  
| id=Firstaid_StaunchWounds
| id=Physic_StaunchWounds
}}
| gameversion=2.0.206.26
==Additional Notes==
}}{{tocright}}
Characters with Hemophilia typically must use this skill 4 times to cure bleeding. This is because:
{{Name}} is a skill in the [[Physic]] skill tree and is automatically granted when Physic is purchased.
* Most bleeding effects have a required Toughness save value somewhere between 21-40, which is lowered by 1 each turn.<ref><code>XRL.World.Parts.Effects.Bleeding</code></ref>
 
* Hemophilia adds an additional 60 to the initial required Toughness save value of bleeding effects.<ref><code>XRL.World.Parts.Mutation.Hemophilia</code></ref>
Staunch Wounds allows the player to instantly cure the [[bleeding]] status effect so long as they have at least one {{favilink|bandage}} in their inventory, which is consumed on use. Staunch Wounds cannot be used if the player is not bleeding, lacks a bandage, or is currently in combat.{{Code Reference|namespace=XRL.World.Parts.Skill|class=Physic_StaunchWounds}}
* Each time a character with Hemophilia uses Staunch Wounds, the bleeding is cured only if the required Toughness save value is 20 or lower. Otherwise, the required Toughness save value is reduced by 20.<ref><code>XRL.World.Parts.Skill.Firstaid_StaunchWounds</code></ref>
 
{{Factions that teach the skill}}
 
{{Creatures with the skill}}
 
== Trivia ==
* The removed physical defect [[Hemophilia]] made bleeding last much longer, and required players to use Staunch Wounds multiple times in order to stop the effect.
 
==References==
<references/>
{{Skills Navbox}}