Difference between revisions of "Metal Hide"

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{{Mutantpower|name=Metal Hide|desc=Metal confers great physical resistance, but is sadly conductive to most energies and does little to prevent harm from them.|basepower=Armored|powertype=|target=Self NoAoE|slot=Defensive Adaption|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.5 for 2 rounds.<br>100% chance of Damageresist at magnitude 0.5 for 2 rounds.<br>100% chance of Healresist at magnitude -1 for 2 rounds.<br>|Upgrades=DamageResistMag by 0.75<br>HealResistMag by -2<br>PhysicalDamageResistMAG by 1.5}}[[Category:Slotted powers]][[Category:Defensive Adaption slot powers]][[Category:Damageresist powers]][[Category:Healresist powers]][[Category:Physicaldamageresist powers]][[Category:Passive]][[Category:Friendly powers]]
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{{Mutantpower|name=Metal Hide|desc=Metal confers great physical resistance, but is sadly conductive to most energies and does little to prevent harm from them.|basepower=Armored|powertype=|target=Self NoAoE|slot=Defensive Adaption|energy=0|charge=0|cooldown=0|accuracy=75%|damageamount=0|damagetype=healing|Status=100% chance of PhysicalDamageResist at magnitude 0.5 for 2 rounds.<br>100% chance of Damageresist at magnitude 0.5 for 2 rounds.<br>100% chance of Healgain at magnitude 1 for rounds.<br>|Upgrades=DamageResistMag by 0.75<br>HealGainMag by 2<br>PhysicalDamageResistMAG by 1.5}}[[Category:Slotted powers]][[Category:Defensive Adaption slot powers]][[Category:Damageresist powers]][[Category:Healgain powers]][[Category:Physicaldamageresist powers]][[Category:Passive]][[Category:Friendly powers]]

Revision as of 13:59, 4 January 2012


Metal Hide stats
Type Target Self NoAoE
Description Metal confers great physical resistance, but is sadly conductive to most energies and does little to prevent harm from them.
Based on Armored Slot: Defensive Adaption
Cooldown 0 Charge time 0
Energy 0 Accuracy 75%
Damage 0 healing at level 0
Statuses
100% chance of PhysicalDamageResist at magnitude 0.5 for 2 rounds.
100% chance of Damageresist at magnitude 0.5 for 2 rounds.
100% chance of Healgain at magnitude 1 for rounds.
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Found On:

A

B

C

F

G

H

I

M

P

R

S

V

Edit notes