Difference between revisions of "Power Management"
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(Added specialization numbers.) |
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== Specializations == | == Specializations == | ||
{{Specialization | {{Specialization | ||
− | | name = | + | | name = Power Management |
− | | max = | + | | max = 5 |
− | | text = Further increases energy capacity by { | + | | text = Further increases energy capacity by {2}% for each specialization point. |
}} | }} | ||
Revision as of 06:20, 17 July 2019
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
- Power Management (5 levels) — Further increases energy capacity by {2}% for each specialization point.