Difference between revisions of "Stasis"

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| school      = Temporal Manipulation
 
| school      = Temporal Manipulation
 
| skillreq    = 70
 
| skillreq    = 70
| description = Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will.
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| description = Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will. Stasis will collapse after absorbing X damage.
 
| apcost      = 15
 
| apcost      = 15
 
| psicost    = 40
 
| psicost    = 40
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== Mechanics ==
 
== Mechanics ==
It does not scale with effective temporal manipulation skill. Can be invoked on both hostile and friendly targets, including the invoker.
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Max damage it can absorb scales with effective temporal manipulation skill gaining 10 durability per 1 skill point. If stasis collapses during enemy turn target will lose the effect and will be able to act normally on its turn. Can be invoked on both hostile and friendly targets, including the invoker.
  
 
== Trainers ==
 
== Trainers ==

Latest revision as of 18:11, 18 December 2025

This page contains content from Underrail: Expedition expansion.

Stasis icon

Stasis
Temporal Manipulation (70 skill required)
Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will. Stasis will collapse after absorbing X damage.
Action Points: 15
Psi: 40
Range: 5.0
Cooldown: 10 turns

Stasis is a Temporal Manipulation psi ability.

Mechanics

Max damage it can absorb scales with effective temporal manipulation skill gaining 10 durability per 1 skill point. If stasis collapses during enemy turn target will lose the effect and will be able to act normally on its turn. Can be invoked on both hostile and friendly targets, including the invoker.

Trainers

Related feats