Psychic meridian: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
(Updated by egocarib with game version 2.0.203.20 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(6 intermediate revisions by 4 users not shown)
Line 15: Line 15:
| renderstr = ]
| renderstr = ]
| inheritingfrom = BaseHelmet
| inheritingfrom = BaseHelmet
| dynamictable = {{Dynamic object|Headwear|Psychic Meridian}} </br>{{Dynamic object|Items|Psychic Meridian}}
| wornon = Head
| wornon = Head
| supportedmods = HelmetMods,HeadwearMods,CommonMods
| supportedmods = HelmetMods,HeadwearMods,CommonMods
Line 22: Line 23:
{{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 = 2.0.203.20
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
{{No Description}}
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; the difference is purely cosmetic.
 
{{Head Equipment Navbox}}
{{Head Equipment Navbox}}
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