Difference between revisions of "Electrokinetic Imprint"
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{{Ability Infobox | {{Ability Infobox | ||
| image = Electrokinetic Imprint icon.png | | image = Electrokinetic Imprint icon.png | ||
− | | | + | | nature = malicious |
| name = Electrokinetic Imprint | | name = Electrokinetic Imprint | ||
| school = Psychokinesis | | school = Psychokinesis | ||
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'''Electrokinetic Imprint''' 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. Can be | + | 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" | {| class="wikitable" | ||
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! 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}} |
|} | |} | ||
Latest revision as of 00:50, 15 March 2022
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
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