Bleeding

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This article has information that is missing or not up to par.
Reason: Clarify display name variants for different bleed liquids (leaking, oozing). See Bleeding.SyncVersion()
bleeding
ID

Bleeding

Effect Type

Circulatory, Minor, Negative, Removable

Bleeding

bleeding

(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

bleeding
ID

HolographicBleeding

Effect Type

Field, Minor, Negative, Removable

Bleeding
Illusion

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.
  • Non-blooded beings suffer leaking instead of bleeding. Similar to oozing, leaking is an alternative of the bleeding status debuff; it is used for beings without blood. The appropriate liquid is spilled (sap, oil, etc.), otherwise the effect is identical to bleeding.

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

  1. XRL.World.Effects.Bleeding
  2. 2.0 2.1 XRL.World.Parts.BandageMedication
  3. XRL.World.Parts.Medication
  4. XRL.World.Effects.Meditating
  5. XRL.World.Parts.PsychicMeridian
  6. XRL.World.Effects.Nosebleed

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.