Difference between revisions of "Electrokinetic Imprint"
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(trap mechanics) |
m (damage numbers via damage type templates) |
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Line 22: | Line 22: | ||
! Effective skill !! Damage | ! Effective skill !! Damage | ||
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− | | 0 || 20-21 | + | | 0 || {{Electricity|20-21}} |
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− | | 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}} |
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Revision as of 11:40, 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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