Power Management
Revision as of 06:10, 11 October 2017 by WikimanBot (talk | contribs)
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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.