Staunch Wounds: Difference between revisions
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== Trivia == | == 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. | * 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== | ||
<references/> | <references/> | ||
{{Skills and Powers Navbox}} | {{Skills and Powers Navbox}} |
Revision as of 20:33, 5 April 2022
This information is reliable as of patch 2.0.201.67. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.201.67. If this is no longer the current patch, you can help by updating it.
Staunch Wounds
Skill Tree
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Cost
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0 sp |
Requirements
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0 Intelligence |
ID
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Firstaid_StaunchWounds |
Activated; non-combat only. You use a bandage and instantly cure any bleeding effect. |
Staunch Wounds is a skill in the First Aid skill tree and is automatically granted when First Aid is purchased.
Staunch Wounds allows the player to instantly cure the bleeding status effect so long as they have at least one 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.[1]
Factions That Teach Staunch Wounds
Staunch Wounds is not taught by any of Qud's persistent factions. However, procedurally generated factions such as village factions can teach randomly chosen skills as part of their water ritual.
Creatures That Have Staunch Wounds
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
- ↑
XRL.World.Parts.Skill.Firstaid_StaunchWounds
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