Difference between revisions of "Electrokinetic Imprint"

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(trap mechanics)
(Added scaling formula to Electrokinetic Imprint)
 
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{{Ability Infobox
 
{{Ability Infobox
 
| image      = Electrokinetic Imprint icon.png
 
| image      = Electrokinetic Imprint icon.png
| type        = psi
+
| nature      = malicious
 
| name        = Electrokinetic Imprint
 
| name        = Electrokinetic Imprint
 
| school      = Psychokinesis
 
| school      = Psychokinesis
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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]
 
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 invoked through a fence or a gate.
+
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 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