Powered exoskeleton: Difference between revisions

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imported>Trashmonks
(Updated by egocarib with game version 2.0.202.1 using QBE v1.0rc2)
imported>Trashmonks
(Updated by egocarib with game version 2.0.201.47 using QBE v1.0rc2)
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{As Of Patch|2.0.202.1}}
{{As Of Patch|2.0.201.47}}
{{Item
{{Item
| title = {{Qud text|{{Qud shader|text={{(}}powered{{)}}|colors=W-W-W-W-W-R|type=sequence}} {{Qud shader|text={{(}}exoskeleton{{)}}|colors=K-y-K-K-K-K-K-K-K-K|type=sequence}}}}
| title = {{Qud text|{{Qud shader|text={{(}}powered{{)}}|colors=W-W-W-W-W-R|type=sequence}} {{Qud shader|text={{(}}exoskeleton{{)}}|colors=K-y-K-K-K-K-K-K-K-K|type=sequence}}}}
| image = powered exoskeleton.png
| image = powered exoskeleton.png
| overrideimages = {{altimage start}}{{altimage | powered exoskeleton identified.png | type = identified}}{{altimage | powered exoskeleton unidentified.png | type = unidentified}}{{altimage end}}
| av = 0
| av = 0
| dv = -2
| dv = -2

Revision as of 04:03, 29 October 2020

This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
powered exoskeleton
Charge per Use

1 Solar cell: 2500 usesFidget cell: 2500 usesLead-acid cell: 4000 usesCombustion cell: 6000 usesChem cell: 10000 usesThermoelectric cell: 40000 usesBiodynamic cell: 60000 usesNuclear cell: 100000 usesAntimatter cell: 200000 usesMecha power core: 500000 uses

Charge Used For

Stat Boost

Complexity

6

Tier

6

<006>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Character

]

ID?Use this ID to Wish for the item

Strength Exo

Worn On

Back

Extra Info:
powered exoskeleton

Slate tubes assembled to scaffold the human form.

Perfect

When powered and booted up, this item grants the wearer +2 Strength. It requires 5 turns to fully boot up.

powered exoskeletons are unusual in the wide variety of mods applicable to them:


Name Rarity Description Value TinkerTier
Disguise R Disguise: This item makes its wearer appear to be a <creature name>. 1.3
Feathered U Feathered: This item grants the wearer +250 reputation with birds. 1.2 Tinker I
Fitted with cleats C Fitted with cleats: +2-4 to saves vs. forced movement, knockdown, knockback, and being restrained. 1.1 Tinker I
Flexiweaved U Flexiweaved: This item's DV penalty is reduced by Ceiling(Tier/2). 1.2 Tinker I
Gesticulating R Gesticulating: +2-6 Strength but disallows the use of the Floating Nearby equipment slot. 1.3 Tinker I
Lanterned U Lanterned: This item provides light. 1.2 Tinker I
Nav R Nav: When powered and booted up, this item enhances navigation. 1.5 Tinker I
Nulling R Nulling: When powered, this item astrally burdens its wielder/target. Compute power on the local lattice increases the effectiveness of this effect. 1.3 Tinker II
Recycling R Recycling: This item collects, purifies, and stores up to 8 drams of the wearer's wastewater. 1.3 Tinker I
Refractive R Refractive: This item has a chance to refract light-based attacks. 1.3 Tinker II
Reinforced U Reinforced: +1 AV 1.2 Tinker I
Scaled U Scaled: This item grants the wearer +250 reputation with unshelled reptiles. 1.2 Tinker I
Snail-encrusted R Snail-Encrusted: This item is crawling with tiny snails and grants the wearer +250 reputation with mollusks. 1.2
Spring-loaded U Spring-loaded: +5-10 movespeed 1.2 Tinker I
Visored C Visored: +1 DV 1.1 Tinker I
Wooly U Wooly: This item grants resistance to heat and cold. 1.2 Tinker I