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- CE
- Damage types & Proc:
- - Bullet: Base 5% chance to Dazzle
- - Fire: Base 5% chance to Ignite
- - Frost: Base 5% chance to Chill
- - Explosive: Base 5% chance to Stun
- - Energy: See Below
- - Magic: Unique procs.
- - Melee: Unique procs. Can Add elemental procs.
- Energy Proc:
- 2 Shots : 80% chance to 1st Proc.
- 1st Proc: Slowdown 3s. 50% chance for 2nd proc when hit by energy.
- 2nd Proc: Dazzle 3s. 40% chance for 3rd proc when hit by energy.
- 3rd Proc: Stun 1s. 30% chance for 4th proc.
- 4th Proc: Delayed Damage[3]. 20% for 5th proc.
- 5th Proc: 30% Chance to repeat all previous Procs. Lasts 4s.
- ============================================
- Items
- Armors:
- Light: Minor Protection. Minor resistance to bullets and Melee.
- Assault: Minor Protection. Medium resistance to Bullets and Melee, Slows down.
- Asclepius: Minor Protection. Autoheals while equipped.
- Vulkan: Medium Protection. Greater resistance to Explosive and Fire. Slows down.
- Caduceus: Minor Protection. Greater resistance to Energy, Fire and Ice.
- Power Armor: Greater Protection. Greater resistance to Energy. Generates Shields. Boosts Movement. Boosts Jump. Self heals.
- Modules: Equipable upgrades. 4 Slots.
- Module List:
- Heat Redirection: Fire damage enhances Healing for 4 seconds on Proc. 20s Delay
- Coolant Trap: Frost damage enhances Movement for 3 seconds on Proc. 15s Delay
- Kinetic Engines: Explosive damage enhances Melee damage each hit. Procs store Superjump charges, that last 7 seconds.
- Energy Deflection: When shields are up, Energy hits shot zap projectiles in random directions.
- Shield Core: 400% more Shields.
- Caloric Feedback: When shields are down, Fire hits create unactive over-shield charges.
- Frost Core: Shields absorb Frost damage Procs, creating Overshields.
- Plasma Wave: When shields are down, Plasma Wave energy is stored. Reaching 200 will allow you to send off a wave of Energy damage all around you.
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