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This information is reliable as of patch 2.0.191.0. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.191.0. If this is no longer the current patch, you can help by updating it.
nav
Category
|
Eyewear, Exoskeleton |
---|---|
Rarity
|
Rare |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<3> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
no |
Value multiplier
|
1.5 |
+1 | |
+2 | |
ID
|
ModNav |
Nav: When powered and booted up, this item enhances navigation. |
nav is an EMP sensitive mod that is applicable to any eyewear or to a powered exoskeleton.
If the tier of the item is less than 5, the boot time will be its Tier. Else, the boot time will be 5 - (Tier/2) turns. There is a minimum boot time of 2 turns.
Effects
This navigation bonus from this mod can only be applied once. This can stack with compass bracelet, but wearing another nav modded eyewear will not stack. [1]
- -%(Tier * 3 + 20) to get lost
- +(Tier * 2 + 15)% to get interesting encounters on the overmap
- +(Tier * 2 + 15)% faster movement on the world map
References
- ↑
XRL.World.Parts.NavigationBonus
|