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.

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 :
 * Reduces a bleed effect's save difficulty by.
 * Reduces a bleed effect's save difficulty by an additional if the creature has the Staunch Wounds skill.
 * Takes one turn.

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.

Bleeding can be stopped immediately by Recuperating.

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.)

"Holographic" Bleeding
The bleeding effect caused by and  is a special variant of bleeding that cannot be healed by bandages or Meditation. This variant is also not made worse by Hemophilia, and 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:

Similar Effects

 * 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, which caused bleeding to last for far longer.