Difference between revisions of "Metal Hide"

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{{Mutantpower|name=Metal Hide|desc=Metal provides great resistance to damage (though slightly more conductive to energies).  It's also easy to repair!|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]]
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{{Mutantpower|name=Metal Hide|desc=Metal provides great resistance to damage (though slightly more conductive to energies).  It's also easy to repair!|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 inflicting powers]][[Category:Healgain inflicting powers]][[Category:Physicaldamageresist inflicting powers]][[Category:Passive]][[Category:Friendly powers]]

Revision as of 16:54, 24 February 2012


Metal Hide stats
Type Target Self NoAoE
Description Metal provides great resistance to damage (though slightly more conductive to energies). It's also easy to repair!
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