Difference between revisions of "Energizing"
From Rusted Promises
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Latest revision as of 23:02, 8 August 2012
Description | This distillation will cause the item its integrated with to restore the energy of its user, keeping them invigorated when it's fired, or always, if it's a passive item. Warning: The energy regain goes to the one(s) affected by the item. Hostile items with this will renew your enemy. | |||||||
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Side | Ally | |||||||
Stat | Flawed | Basic | Enhanced | Elite | ||||
Cost | 1000 | 10000 | 40000 | 75000 | ||||
Minimum Loadout | 10 | 20 | 30 | 30 | ||||
Modifiers | None | None | None | None | ||||
Active Statuses | 100% chance of EnergyMod at magnitude 2.0 for 1 rounds. |
100% chance of EnergyMod at magnitude 5.0 for 1 rounds. |
100% chance of EnergyMod at magnitude 7.5 for 1 rounds. |
100% chance of EnergyMod at magnitude 10.0 for 1 rounds. | ||||
Passive Statuses | 100% chance of EnergyMod at magnitude 0.2 for 1 rounds. |
100% chance of EnergyMod at magnitude 0.30 for 1 rounds. |
100% chance of EnergyMod at magnitude 0.4 for 1 rounds. |
100% chance of EnergyMod at magnitude 0.75 for 1 rounds. |