Difference between revisions of "Medicated"

From Flexible Survival
Jump to: navigation, search
(Auto update)
(Auto update)
Line 1: Line 1:
{{Recipe Modifier|name=Medicated|desc=This modifier makes an item grant its target increased(or decreased if hostile) ability to mend wounds.|cred=150%|xp=50%|ingredients=None|salvage=Uncommon Chemical X 1|istats=100% chance of Healing at magnitude 6 for 10 rounds.<br>100% chance of HealingDebuff at magnitude 8 for 6 rounds.<br>Charge of +10%<br>Energy of -30%<br>Loadout of 5<br>100% chance of Healing at magnitude 2.5 for 10 rounds.<br>100% chance of HealingDebuff at magnitude 3 for 6 rounds.<br>Status Chance of +20%|skills=None}}[[Category:Active Ally Status]][[Category:Active Enemy Status]][[Category:Charge]][[Category:Energy]][[Category:Loadout]][[Category:Passive Ally Status]][[Category:Passive Enemy Status]][[Category:Status Chance]]
+
{{Recipe Modifier|name=Medicated|desc=This modifier makes an item grant its target increased(or decreased if hostile) ability to mend wounds.|cred=150%|xp=50%|ingredients=None|salvage=Uncommon Chemical X 1|istats=100% chance of Healing at magnitude 6 for 10 rounds.<br>100% chance of HealingDebuff at magnitude 8 for 6 rounds.<br>Charge of +10%<br>Energy of -30%<br>Loadout of 5<br>100% chance of Healing at magnitude 2.5 for 10 rounds.<br>100% chance of HealingDebuff at magnitude 3 for 6 rounds.<br>Status Chance of +20%|skills=None}}[[Category:Active Ally Status Modifier]][[Category:Active Enemy Status Modifier]][[Category:Charge Modifier]][[Category:Energy Modifier]][[Category:Loadout Modifier]][[Category:Passive Ally Status Modifier]][[Category:Passive Enemy Status Modifier]][[Category:Status Chance Modifier]]

Revision as of 16:50, 14 June 2017

Medicated stats
Description This modifier makes an item grant its target increased(or decreased if hostile) ability to mend wounds.
Cred Cost 150% XP Cost 50% Ingredients None
Salvage Uncommon Chemical X 1
Crafting Skills None
Item Stats 100% chance of Healing at magnitude 6 for 10 rounds.
100% chance of HealingDebuff at magnitude 8 for 6 rounds.
Charge of +10%
Energy of -30%
Loadout of 5
100% chance of Healing at magnitude 2.5 for 10 rounds.
100% chance of HealingDebuff at magnitude 3 for 6 rounds.
Status Chance of +20%

Medicated/Extra Notes Edit notes