Difference between revisions of "Electrokinetic Imprint"
		
		
		
		
		
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|  (trap mechanics) | m (damage numbers via damage type templates) | ||
| Line 22: | Line 22: | ||
| ! Effective skill !! Damage | ! Effective skill !! Damage | ||
| |- | |- | ||
| − | |   0 || 20-21 | + | |   0 || {{Electricity|20-21}} | 
| |- | |- | ||
| − | |  45 || 38-75 | + | |  45 || {{Electricity|38-75}} | 
| |- | |- | ||
| − | | 100 || 60-141 | + | | 100 || {{Electricity|60-141}} | 
| |- | |- | ||
| − | | 150 || 80-201 | + | | 150 || {{Electricity|80-201}} | 
| |- | |- | ||
| − | | 200 || 100-261 | + | | 200 || {{Electricity|100-261}} | 
| |- | |- | ||
| − | | 250 || 120-321 | + | | 250 || {{Electricity|120-321}} | 
| |- | |- | ||
| − | | 300 || 140-381 | + | | 300 || {{Electricity|140-381}} | 
| |} | |} | ||
Revision as of 12:40, 23 September 2017
| Electrokinetic Imprint | |
| Psychokinesis (45 skill required) | |
| Generates an electrokinetic imprint at the target location that deals 38-75 electricity damage to the first character that steps on it and stuns it for 2 turns. You can only have one imprint active at a time. | |
| Action Points: 10 | |
| Psi: 15 | |
| Range: 5.0 | |
| Cooldown: 3 turn | |
Electrokinetic Imprint is a Psychokinesis psi ability added in version 0.2.0.1.
Places a hidden electrokinetic imprint on the ground, similar to a trap, that deals electrical damage and stuns the first creature to step on it, unless the damage was completely resisted. The detection difficulty of electrokinetic imprints is 125% of effective Psychokinesis skill, instead of the usual Traps skill.[1] Only one imprint can be active in an area at a time.[2]
Its damage scales with your effective Psychokinesis skill. Can be invoked through a fence or a gate.
| Effective skill | Damage | 
|---|---|
| 0 | Electricity: 20-21 | 
| 45 | Electricity: 38-75 | 
| 100 | Electricity: 60-141 | 
| 150 | Electricity: 80-201 | 
| 200 | Electricity: 100-261 | 
| 250 | Electricity: 120-321 | 
| 300 | Electricity: 140-381 | 
Trainers
Related feats
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