Liquids are fluid environmental hazards, measured in Dram quantity, that interact with the world around them.
All liquids come with certain unique attributes that effect how it interacts with the world and vice versa:
- Cleaning factor, how well it removes other fluids from the target.
- Evaporativity, how easily the liquid evaporates (i.e. transitions into gas form). Note that not all liquids can evaporate.
- Fluidity, how easily pools of it will run into adjacent cells. Higher values means more runny: is 10, while is 40.
- Base temperature, the heat it is at when resting. Unless constant temperature effects are being applied the liquid will return towards this temperature each turn.
- Freezing temperature, the heat at which it turns solid. Freezing liquids can make them safer to traverse.
- Flaming temperature, the heat at which it bursts into flame and starts burning anything in contact. Note that not all liquids can burn.
- Vaporizing temperature, the heat at which it dissipates. Some liquids first vaporize into Gases, such as into .
- Weight, the heaviness of each Dram. The typical weight is 0.25lb per Dram, making the first three Drams weightless.
Though a not listed as a number value, liquids can also force a roll to prevent a negative outcome:
- Slippiness. Puddles (1,000 Drams or less) of , , or requires passing a roll. Failing this roll will cause them to slip, uncontrollably sliding them a few tiles; slipping through a pool and failing the roll again will cause them to continue sliding.
- Stickiness. Cells containing , , or can cause entities to become stuck for a maximum of 12 turns, requiring a variable saving throw to escape. Each tile needs to be successfully escaped, meaning large pools can take a long time to wade through.
Liquids also have varying values and weights per dram.
|Liquid||Value over Weight||Value
Liquids typically exist in one of three conditions:
- On tiles. Liquids will pool on the floor and can be distinguished by a unique combination of color fill, color outline, and animation effect. Entities and objects that occupy the same tile as a liquid will typically be coated with the liquid: an item
- On things. A player or item can be coated in a liquid, such as by occupying the same cell or by deliberately pouring it. Getting a liquid on something will typically inflict an appropriate effect, such as causing the rusted effect.
- In containers. Fluids can be poured into Liquid Containers to transport them between locations, though containers can be damaged by their contents if they are not appropriate; trying to carry in a non-glass container like a will result in the high temperature burning the container and the person carrying it. Damaged containers will start to leak Drams onto the holder every turn, and destroyed containers will spill all Drams immediately.
Liquids are primarily moved through three interactions:
- Pouring, which moves a chosen amount of Drams from the source to the destination.
- Filling, which pours into as many containers as it can provided they are empty or the same.
- Drinking, which can provide unique effects and reduce thirst.
Different liquids can also carry their own unique interactions with the world around them, either by applied effects or the way they operate. Lava, for example, will destroy most containers it is poured into simply because its base temperature is 1000°, which will raise the container's temperature until it begins to suffer burn damage and is eventually destroyed. Some liquids also apply status effects when touched or drank: will burn through organic containers like , while drinking will inflict Level 5 Confusion for 3d63-18 (Avg: 10.5) turns.
Different liquids that touch, either by pools running into each other or being poured together into one container, will mix with one-another. The output will result in a distinct mix indicated by prefix descriptions, such as making things brackish; this can stack, meaning a pool of water mixed with , , and will be noted as a "pool of inky sugary bloody water".