Psychometry: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 20: Line 20:
For players with the [[Tinkering]] skill, they will gain access to another option when selecting an item. If that item is an identified artifact that can be constructed, the player can "{{qud text|Read early h&Wi&ystory with psychometry}}", granting them access to that artifact's recipe. The maximum complexity of artifacts whose recipes can be learned is determined by mutation level. Contrary to the description, Psychometry will grant the ability to construct artifacts without needing the appropriate Tinker skill; only the base Tinkering skill is required to learn and build the recipe. [[Mods]] cannot be learned through Psychometry.
For players with the [[Tinkering]] skill, they will gain access to another option when selecting an item. If that item is an identified artifact that can be constructed, the player can "{{qud text|Read early h&Wi&ystory with psychometry}}", granting them access to that artifact's recipe. The maximum complexity of artifacts whose recipes can be learned is determined by mutation level. Contrary to the description, Psychometry will grant the ability to construct artifacts without needing the appropriate Tinker skill; only the base Tinkering skill is required to learn and build the recipe. [[Mods]] cannot be learned through Psychometry.


In addition to allowing one to open {{favilink|security door|plural}}{{Code Reference|class=Door}}, {{name}} grants the ability to activate or deactivate the following powered objects{{Code Reference|namespace=XRL.World.Capabilities|class=SecurityClearance}}{{Code Reference|class=PowerSwitch}}{{Code Reference|class=ForceProjector}}, except when they appear in the {{favilink|Grit Gate}} compound (objects within the Grit Gate compound are instead controlled by the {{favilink id|GritGateGridKey}})
In addition to allowing one to open {{favilink|security door|plural}}{{Code Reference|class=Door}}, {{name}} grants the ability to activate or deactivate the following powered objects:{{Code Reference|namespace=XRL.World.Capabilities|class=SecurityClearance}}{{Code Reference|class=PowerSwitch}}{{Code Reference|class=ForceProjector}}
* {{favilink id|Broadcast Power Station}}
* {{favilink id|Broadcast Power Station}}
* {{favilink id|Force Projector}}
* {{favilink id|Force Projector}}
* {{favilink id|Fusion Power Station}}
* {{favilink id|Fusion Power Station}}
* {{favilink id|Fusion Pumping Station}}
* {{favilink id|Fusion Pumping Station}}
* {{favilink id|Hydraulic Irrigator}}
* {{favilink id|Hydraulic Irrigator}}
* {{favilink id|Hydraulic Turbine}}
* {{favilink id|Hydraulic Turbine}}
* {{favilink id|Industrial Fan}}
* {{favilink id|Industrial Fan}}
Line 31: Line 31:
* {{favilink id|NormCore2}}
* {{favilink id|NormCore2}}
* {{favilink id|NormCore3}}
* {{favilink id|NormCore3}}
† Objects above marked with this symbol have special {{favilink|Grit Gate}} variants that cannot be disabled with Psychometry. Instead, these objects in Grit Gate can be activated or deactivated by the {{favilink id|GritGateGridKey}}.


== Formulas ==
== Formulas ==