Difference between revisions of "Jellied Hide"
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− | {{Mutantpower|name=Jellied Hide|desc=A jellied hide resists physical trauma to some degree, but is also very reslient and able to bounce back from harm.|basepower=Armored|powertype=Passive Auto Self|target=Self NoAoE|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.25 for 2 rounds.<br>|Upgrades=PhysicalDamageResistMAG by 0.15, or RegenMAG by 0.25}}[[Category: | + | {{Mutantpower|name=Jellied Hide|desc=A jellied hide resists physical trauma to some degree, but is also very reslient and able to bounce back from harm.|basepower=Armored|powertype=Passive Auto Self|target=Self NoAoE|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.25 for 2 rounds.<br>|Upgrades=PhysicalDamageResistMAG by 0.15, or RegenMAG by 0.25}}[[Category:PhysicalDamageResist powers]] |
Revision as of 07:35, 20 December 2011
Type | Passive Auto Self | Target | Self NoAoE |
---|---|---|---|
Description | A jellied hide resists physical trauma to some degree, but is also very reslient and able to bounce back from harm. | ||
Based on Armored | Slot: Not Slotted | ||
Cooldown | 0 | Charge time | 0 |
Energy | 0 | Accuracy | 75% |
Damage | 0 healing at level 0 | ||
Statuses | |||
100% chance of PhysicalDamageResist at magnitude 0.25 for 2 rounds. | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |