Stasis field: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
(Little more detail.)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(7 intermediate revisions by 2 users not shown)
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| av = 100
| av = 100
| dv = -10
| dv = -10
| ma = 0
| id = Stasisfield
| id = Stasisfield
| tier = 7
| tier = 7
Line 19: Line 18:
| cold = 100
| cold = 100
| heat = 100
| heat = 100
| desc = A shimmering wall of distorted space-time.
| desc = A blurry flim cordons off a wedge of spacetime with so much quantum friction that its inhabitants are ground to a halt.
| categories = Walls
| categories = Force Fields
| gameversion = 2.0.202.92
| gameversion = 2.0.206.57
}}
}}
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[[Category:Wants Animated Sprite]]
[[Category:Wants Animated Sprite]]


{{favilink|Stasis field|Stasis fields}} are impassable forcefields which render creatures and objects inside "frozen in time" and unable to perform any actions for a short period of time before dissolving.  This differs from the [[Frozen]] status in that stasis fields render their contents impervious to harm and completely unable to act.  If the player is trapped in a stasis field, time will appear to advance suddenly.
{{favilink|Stasis field|Stasis fields}} are impassable forcefields which render creatures and objects inside "frozen in time" and unable to perform any actions for a short period of time before dissolving.  This differs from the [[frozen]] status in that stasis fields render their contents impervious to harm and completely unable to act.  If the player is trapped in a stasis field, time will appear to advance suddenly.


== Sources of stasis fields ==
== Sources of stasis fields ==


* {{favilink|Stasis grenade mk i}}
* {{favilink|Stasis grenade|suffix:mk I}}
* {{favilink|Stasis grenade mk ii}}
* {{favilink|Stasis grenade|suffix:mk II}}
* {{favilink|Stasis grenade mk iii}}
* {{favilink|Stasis grenade|suffix:mk III}}
* {{favilink|Stasis projector}} implant
* {{favilink|Stasis projector}} implant
{{Walls Navbox|category=force}}
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