Difference between revisions of "Temporal Manipulation"
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'''Temporal Manipulation''' is one of the disciplines of [[psi]], along with [[Thought Control]], [[Metathermics]] and [[Psychokinesis]]. | '''Temporal Manipulation''' is one of the disciplines of [[psi]], along with [[Thought Control]], [[Metathermics]] and [[Psychokinesis]]. | ||
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+ | Added in [[Underrail: Expedition| Expedition extension]], Temporal Manipulation primarily feature delayed damage and buffing/debuffing abilities. | ||
== Temporal Manipulation abilities == | == Temporal Manipulation abilities == |
Revision as of 16:21, 18 November 2016
Details
Temporal Manipulation is one of the disciplines of psi, along with Thought Control, Metathermics and Psychokinesis.
Added in Expedition extension, Temporal Manipulation primarily feature delayed damage and buffing/debuffing abilities.
Temporal Manipulation abilities
- Temporal Distortion - Places a debuff on the target that lasts 1 turn and deals mechanical and energy damage when it expires. In the case the target is already affected by temporal distortion, its duration will be increased by 1 turn and damage by 25% and the newly applied temporal distortion will have the same duration and damage bonus. Damage dealt by this ability ignores shield and 50% of damage resistance and threshold. This ability cannot critically hit.
- Psycho-temporal Dilation - Reduces target's action points by 15 and movement points by 50. Lasts 2 turns.
- Limited Temporal Increment - Reduces all remaining cooldowns by 1 turn.
- Entropic Recurrence - Repeats the percentage of the last unit of damage taken by the target over 3 turns. This damage ignores shields and resistances. In cases when the original damage was very slight, the recurrence may actually empower it.
- Psycho-temporal Contraction - Increases target's action points by 15 and movement points by 30. Lasts 2 turns.
- Temporary Rewind - Reverses the last damage done to the target, up to certain amount depending on the skill level. After two turns this health is lost and this may cause the target to die.
- Precognition - While this ability is active, your chance to dodge and evade attacks is increased by certain percentage depending on skill level (additively). Drains 25 psi points every turn.
- Stasis - 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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