Bleeding
ID
|
Bleeding |
---|---|
Effect Type
|
Circulatory, Minor, Negative, Removable |
Bleeding | |
Infobox data from game version 2.0.201.78
|
(damage amount) damage per turn.
bleeding 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 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.
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.[1]
In some cases, multiple bleeding effects can stack and be simultaneously active on the player or another creature.
Healing a Bleeding Effect
Applying a single bandage:
- Reduces a bleed effect's save difficulty by 2d62-12 (Avg: 7).[2]
- Reduces a bleed effect's save difficulty by an additional 2d62-12 (Avg: 7) if the creature has the Staunch Wounds skill.[2]
- Takes one turn.[3]
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.[4]
Bleeding can be stopped immediately by Recuperating or using the Nostrums skill.
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.)
Source | Toughness Save Difficulty | Bleed Damage Per Turn | Can Stack? |
---|---|---|---|
ironshroom impalement | 30 | 1d31-3 (Avg: 2) | Yes |
young ivory impalement | 20 | 1d21-2 (Avg: 1.5) | Yes |
lurking beth impalement | 20 | 1d41-4 (Avg: 2.5) | Yes |
holographic ivory impalement | 20 (Intelligence save instead of Toughness save) | 1d21-2 (Avg: 1.5) | Yes |
holographic beth impalement | 20 (Intelligence save instead of Toughness save) | 1d21-2 (Avg: 1.5) | Yes |
twinning lamprey bite | 20 | 1d11 | No |
sharpened polyp attack | 35 | 1d2+12-3 (Avg: 2.5) | No |
psychic meridian barbs [5][6] | 30 | 1d2+45-6 (Avg: 5.5) | Yes |
Applying or being hit by an empty injector | 30 | 1d2+23-4 (Avg: 3.5) | Yes |
Contracting/advancing the stage of Glotrot, or eating/drinking with it | 25 | 1 | No |
Being decapitated | 35 | 1d2+12-3 (Avg: 2.5) | No |
Being dismembered | 35 | 1d21-2 (Avg: 1.5) | No |
Suffering a critical hit from a short blade | 20 + [attacker Agility modifier] | 1d2-10-1 (Avg: 0.5) | Yes |
Being affected by the bloodletter effect from a short blade hit
(only causes bleed if target has fewer than 1 + [Attacker agility mod] bleeding effects) |
20 + [attacker Agility modifier] | 1d2-10-1 (Avg: 0.5) | Yes |
Being engulfed by a red death dacca
(bleed effect only applied once every 3 turns while engulfed) |
20 | 1d21-2 (Avg: 1.5) | No |
Wounding Fire attacks with a bow or rifle. | 20 + [missile weapon's maximum damage roll] | 1 x [number of penetrations] | Yes |
A hit by a Fatecaller weapon | 1d100 | 1d101-10 (Avg: 5.5) | No |
Horn attacks from a creature with the Horns mutation | 20 + (level * 3) | Level 1-3: 1d11
Level 4+: 1d2+[(level-4)/3] |
No |
Unarmed attacks made while spiked gauntlets are equipped | 20 + (tier * 2) | 1d31-3 (Avg: 2) | No |
Being shield slammed with a spiked shield. | 20 + [shield AV] | 1d21-2 (Avg: 1.5) | No |
"Holographic" Bleeding
ID
|
HolographicBleeding |
---|---|
Effect Type
|
Field, Minor, Negative, Removable |
Bleeding |
(damage amount) damage per turn.
The bleeding effect caused by holographic ivory and 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:
You realize your wound is an illusion, and the pain suddenly stops. |
Similar Effects
- fractus plants deal damage to creatures that walk through them, and cause a blood splatter, but do not apply a true bleeding effect.
- 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
Code Note: the boolean Stack
parameter of XRL.World.Effects.Bleeding
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.
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