Psychic meridian: Difference between revisions
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Trashmonks (talk | contribs) |
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| renderstr = ] | | renderstr = ] | ||
| inheritingfrom = BaseHelmet | | inheritingfrom = BaseHelmet | ||
| dynamictable = {{Dynamic object|Items|Psychic Meridian}} </br>{{Dynamic object|Headwear|Psychic Meridian}} | |||
| wornon = Head | | wornon = Head | ||
| supportedmods = HelmetMods,HeadwearMods,CommonMods | | supportedmods = HelmetMods,HeadwearMods,CommonMods | ||
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{{Qud shader|rules|{{(}}Failed psychic attacks against you cause the attacker to hemorrhage.{{)}}}} | {{Qud shader|rules|{{(}}Failed psychic attacks against you cause the attacker to hemorrhage.{{)}}}} | ||
| categories = Helmets | | categories = Helmets | ||
| gameversion = 2.0.203. | | gameversion = 2.0.203.49 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
In addition to providing a sizable +4 [[MA]], a {{name}} inflicts severe [[bleeding|nosebleeds]] on any psychic attacker who fails to penetrate the wearer's mental armor, dealing 5-6 damage per turn until the bleeding stops.{{Code Reference | class = PsychicMeridian }} Creatures without a face will hemorrhage instead of getting a nosebleed; this is purely cosmetic. | In addition to providing a sizable +4 [[MA]], a {{name}} inflicts severe [[bleeding|nosebleeds]] on any psychic attacker who fails to penetrate the wearer's mental armor, dealing 5-6 damage per turn until the bleeding stops.{{Code Reference | class = PsychicMeridian }} Creatures without a face will hemorrhage instead of getting a nosebleed; this is purely cosmetic. | ||
{{Head Equipment Navbox}} | {{Head Equipment Navbox}} |