Ad placeholder

Blood (surface): Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
mNo edit summary
 
(16 intermediate revisions by 9 users not shown)
Line 1: Line 1:
[[Surface]] > [[Surface#Types Of Surface|Types Of Surface]] > [[Blood Surface]]
{{Redirect
----
| redirect = Blood
'''Blood Surface''' is a type of [[Surface]]. Blood surfaces can extinguished fire and be frozen.
| other = other uses
 
| disambig = Blood
[[File:Blood Surface.png|upright=0.8|thumb|right|{{AbilityInfobox
}}
| title = <div style="font-size:105%; font-family:Georgia;">''Tav standing beside an blood surface.''</div>
{{Area page
}}]]
| name = Blood
 
| image = Blood surface.png
== Properties ==
| controller icon = Blood surface Controller Icon.webp
Douses unprotected flame. Can be [[Surface#Ice Surface|frozen]].
| icon = Blood surface Icon.webp
| summary = a [[surface]] that is commonly created when living creatures receive damage.
| description = Douses unprotected flames. Can be frozen.
| type = surface
| created by items = Bloodbank Bottle, Jar of Coagulated Blood, Vial of Blood
| interactions = * Will freeze over into [[Ice (area)|ice]] when exposed to cold damage. After {{Duration|2}}, thaws into [[Water (area)|water]].
| notes = * Cannot be electrified.
* When blood is created by a creature receiving damage, the spread and surface area of blood is determined by the type and quantity of damage.{{Verify}}
}}

Latest revision as of 20:29, 2 May 2024

"Blood" redirects here. For other uses, see Blood (disambiguation).
Blood (surface) image

Blood is a surface that is commonly created when living creatures receive damage.

Description

Douses unprotected flames. Can be frozen.

Properties

Type: Surface

Creation

This area can be created by the following:

Items:

Interactions

  • Will freeze over into ice when exposed to cold damage. After Duration: 2 turns, thaws into water.

    Notes

  • Cannot be electrified.
  • When blood is created by a creature receiving damage, the spread and surface area of blood is determined by the type and quantity of damage.[Needs Verification]