Difference between revisions of "Upgrade Armor"
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[[Upgrade Armor: Initiative | Initiative]] (+8 Reflexes, +10 initiative) <br> | [[Upgrade Armor: Initiative | Initiative]] (+8 Reflexes, +10 initiative) <br> | ||
You build in some high-tech micromotors to your armor, greatly increasing your agility and reaction time. It's bound to get broken eventually, but you should be able to get forty-five minutes out of it at least (given for 45 minutes). | You build in some high-tech micromotors to your armor, greatly increasing your agility and reaction time. It's bound to get broken eventually, but you should be able to get forty-five minutes out of it at least (given for 45 minutes). | ||
− | |||
==Notes== | ==Notes== | ||
− | Only one of these effects can be active at a time and | + | * Only one of these effects can be active at a time. |
+ | * Casting this while an effect is active simply adds time to the currently active effect. This applies even if you have acquired [[Improved Tinkering]] and still have one of the inferior upgrades active. |
Revision as of 22:55, 5 July 2009
Go to Gadgeteer Skills (level 2 skill, trained at the Training Room)
Upgrade Armor
Allows you to add improvements to your armor which will increase its effectiveness.
Cost: 5 PP
When Used
Fireproof (+15% fire resistance)
You add a fire-resistant coating to your armor. It'll get worn off eventually, but it should last you at least half an hour (given for 30 minutes).
Absorption (+2 damage absorption)
You build in some absorbent padding to your armor. It'll fall apart eventually, but it should last you at least half an hour (given for 30 minutes).
Improved Reflexes (+5 Reflexes)
You mechanize and power some of the joints of your armor. It's bound to get broken eventually, but you should be able to get half an hour out of it at least (given for 30 minutes).
With Improved Tinkering:
Resistance (+10% resistance to fire, ice, and electric)
You apply a high-tech coating to your armor. It'll get worn off eventually, but it should last you forty-five minutes or so (given for 45 minutes).
Superabsorbance (+4 damage absorption)
You build in some high-tech absorbent padding to your armor. It'll fall apart eventually, but it should last you at least forty-five minutes (given for 45 minutes).
Initiative (+8 Reflexes, +10 initiative)
You build in some high-tech micromotors to your armor, greatly increasing your agility and reaction time. It's bound to get broken eventually, but you should be able to get forty-five minutes out of it at least (given for 45 minutes).
Notes
- Only one of these effects can be active at a time.
- Casting this while an effect is active simply adds time to the currently active effect. This applies even if you have acquired Improved Tinkering and still have one of the inferior upgrades active.