For 50 turns provides full immunity to burning, cold, acid and poisoned statuses. For 15 turns provides health regeneration (10% per turn), bleed and pain immunity.Īpplies the Enviro status for 50 turns, granting +100% resistance to fire, cold, acid and poison. Great when expecting a prolonged firefight. Heals for a total of 150% of your max HP over its duration. For 5 turns provides health regeneration (10% per turn), bleed and pain immunity.Īpplies the Juiced status for 15 turns, granting 10% health regeneration and +100% resistance to pain and bleeding. Heals for a total of 50% of your max HP over its duration. You monster.Īpplies the Juiced status for 5 turns, granting 10% health regeneration and +100% resistance to pain and bleeding. Fully heals you resets all skill cooldowns, regenerates class resource, and removes pain and status effects for a longer time We'd suggest you not overuse it, but we know you better. Removes pain and all status effects, resets all ability cooldowns, fully restores the resource bar, applies the Stimmed status for 30 turns, decreases max HP by 5. It also resets all your short skill cooldowns and regenerates a part of your class resource. Protects from pain and negative status effects for a bit, increases your reflexes, and heals like a small medkit. Hot the heavy shit the military uses, but at least you won't get addicted. Removes pain and all status effects, resets short cooldowns (like Headshot), restores 1/4th of the resource bar, applies the Stimmed status for 5 turns. Heals 40 points of damage, and removes negative status effects. It probably won't save you, but may make you suffer a bit longer. Medkits, combat packs and stimpacks restore HP. In effect, a non-Technician has only 3 turns until the affected mechanical units are back online. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |