Powered exoskeleton: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(6 intermediate revisions by 3 users not shown)
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| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | metal = yes | energycellrequired = yes}}
| inheritingfrom = Armor
| inheritingfrom = Armor
| dynamictable = {{Dynamic object|Items|Strength Exo}}
| unidentifiedimage = powered exoskeleton unidentified.png
| unidentifiedimage = powered exoskeleton unidentified.png
| unidentifiedname = strange tubes
| unidentifiedname = strange tubes
Line 32: Line 33:
{{Qud shader|rules|{{(}}+2 Strength{{)}}}}
{{Qud shader|rules|{{(}}+2 Strength{{)}}}}
| categories = Backpacks
| categories = Backpacks
| gameversion = 2.0.201.114
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
When powered and [[Boot sequence|booted up]], this item grants the wearer +2 Strength. It requires 5 turns to fully boot up.
When a {{name}} is fully operational, it grants its wearer +2 [[Strength]]. Once equipped and powered, it requires 5 turns to [[boot sequence | boot up]].


{{name|plural}} are unusual in the wide variety of mods applicable to them:
Powered exoskeletons are eligible for an unusual variety of mods:


{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Exoskeleton'|order by=Name ASC}}


{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Exoskeleton'|order by=Name ASC}}
{{Back Equipment Navbox}}
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