Difference between revisions of "Power Management"
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* [[0.1.14.0]] - functionality changed, added intelligence requirement | * [[0.1.14.0]] - functionality changed, added intelligence requirement | ||
* [[0.1.4.0]] - feat introduced | * [[0.1.4.0]] - feat introduced | ||
+ | {{clear}} | ||
+ | |||
+ | == Specializations == | ||
+ | {{Specialization | ||
+ | | name = Capacity | ||
+ | | max = | ||
+ | | text = Further increases energy capacity by {0}% for each specialization point. | ||
+ | }} | ||
Revision as of 05:10, 11 October 2017
Power Management | |
Electronic devices you create have 35% greater energy capacity. | |
Requirements
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Power Management is a crafter feat which allows you to make better electronic devices.
Affected devices
All devices that use energy cores:
- Blueprint: Cloaking Device
- Blueprint: Energy Pistol
- Blueprint: Energy Shield Emitter
- Blueprint: Taser
- Blueprint: Goggles (optional)
- Blueprint: Combat Gloves (optional)
- Blueprint: Combat Knife (optional)
- Blueprint: Sledgehammer (optional)
- Blueprint: Machete E (optional)
- Blueprint: Spear E (optional)
- Blueprint: Spying Endoscope E (optional)
- Blueprint: Fusion Cannon HD
Any armor using regenerative vest, although the cost of healing is always 10% of the energy capacity. Therefore with or without Power Management armor with a regenerative vest can only heal for ten turns with full energy.
History
Specializations
- Capacity ( levelExpression error: Unexpected > operator.) — Further increases energy capacity by {0}% for each specialization point.