Difference between revisions of "Electrokinetic Imprint"

From Underrail Wiki
Jump to navigation Jump to search
(Electrokinetic Imprint (Picture and Data Value confirmation needed))
 
(Added scaling formula to Electrokinetic Imprint)
 
(12 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{Ability Infobox
 
{{Ability Infobox
| image      = Electrokinetic Imprint.png
+
| image      = Electrokinetic Imprint icon.png
| type        = psi
+
| nature      = malicious
 
| name        = Electrokinetic Imprint
 
| name        = Electrokinetic Imprint
 
| school      = Psychokinesis
 
| school      = Psychokinesis
| skillreq    = 55
+
| skillreq    = 45
| description = Generates an electrokinetic imprint at the target location that deals 40-120 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.
+
| description = 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.
 
| apcost      = 10
 
| apcost      = 10
 
| psicost    = 15
 
| psicost    = 15
Line 12: Line 12:
 
}}
 
}}
  
'''Telekinetic Proxy''' is a Psychokinesis psi ability added in version [[0.2.0.1]].
+
'''Electrokinetic Imprint''' is a Psychokinesis psi ability added in version [[0.2.0.1]].
  
Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.[http://underrail.com/forums/index.php?topic=1359.0#msg7839]
+
Places a hidden electrokinetic imprint on the ground, similar to a [[Traps|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.[http://steamcommunity.com/app/250520/discussions/0/135513421441427184/#c135513549094301268] Only one imprint can be active in an area at a time.[http://underrail.com/forums/index.php?topic=1359.0#msg7839]
  
Its damage scales with your effective Psychokinesis skill, shown here at minimal required skill. (confirmation needed)
+
Its damage scales with your effective Psychokinesis skill. Every effective skill point in Psychokinesis grants {{Electricity|0.4 - 1.2|number only}} damage, rounded. Can be invoked through a fence or a gate. Must be cast on an unoccupied tile. If cast on an occupied tile nothing happens, but the ability goes on cooldown nonetheless.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! 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 ==
 
== Trainers ==

Latest revision as of 00:50, 15 March 2022

Electrokinetic Imprint icon

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. Every effective skill point in Psychokinesis grants 0.4 - 1.2 damage, rounded. Can be invoked through a fence or a gate. Must be cast on an unoccupied tile. If cast on an occupied tile nothing happens, but the ability goes on cooldown nonetheless.

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