Difference between revisions of "Technomedic Exoskeleton"

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m (Fix on-equip effects)
 
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| minstr      = 6
 
| minstr      = 6
 
| specials    = {{ItemSpecial|Exoskeleton Power| Increases strength by 2 and movement points by 25 and negates the Agility and movement speed penalties of the armor. When activated it will immediately drain 10 energy and a additional 3 energy every turn, as well as additional 0,5 energy for every tile of movement.}} <br>{{ItemSpecial|Equipment Wireless Recharge|Uses 25 or more energy to recharge the target's electronic gear at 80% efficiency, splitting the energy equally among them.}} <br>{{ItemSpecial|Parafibrotic Regenerative Injection|Injects a living target with a special regenerative mixture that heals it for 12 each turn and reduces mechanical and heat damage taken by 15%. Lasts 8 turns. Costs 50 energy and requires a special ampule of Parafibrotic Regeneration Catalyst}}
 
| specials    = {{ItemSpecial|Exoskeleton Power| Increases strength by 2 and movement points by 25 and negates the Agility and movement speed penalties of the armor. When activated it will immediately drain 10 energy and a additional 3 energy every turn, as well as additional 0,5 energy for every tile of movement.}} <br>{{ItemSpecial|Equipment Wireless Recharge|Uses 25 or more energy to recharge the target's electronic gear at 80% efficiency, splitting the energy equally among them.}} <br>{{ItemSpecial|Parafibrotic Regenerative Injection|Injects a living target with a special regenerative mixture that heals it for 12 each turn and reduces mechanical and heat damage taken by 15%. Lasts 8 turns. Costs 50 energy and requires a special ampule of Parafibrotic Regeneration Catalyst}}
| onequip      = Equip: Biology increased by 15<br>Equip: Biology increased by 10% of base value<br>Equip: Electronics increased by 15<br>Equip: Electronics increased by 5% of base value<br>Equip: Total health increased by 10%<br>Equip: All healing effects increased by 20%<br>{{color|red|Equip: Strength decreased by 1}}<br>{{color|red|Equip: Dexterity decreased by 2}}<br>{{color|red|Equip: Agility decreased by 2}}<br>{{color|red|Equip: Movement speed reduced by 15%}}<br>Equip: Immune to caltrops
+
| onequip      = Equip: Biology increased by 15<br>Equip: Biology increased by 10% of base value<br>Equip: Electronics increased by 10<br>Equip: Electronics increased by 5% of base value<br>Equip: Total health increased by 10%<br>Equip: All healing effects increased by 20%<br>{{color|red|Equip: Strength decreased by 1}}<br>{{color|red|Equip: Dexterity decreased by 2}}<br>{{color|red|Equip: Agility decreased by 2}}<br>{{color|red|Equip: Movement speed reduced by 30%}}<br>Equip: Immune to caltrops
 
| requirements = :- Intelligence 5
 
| requirements = :- Intelligence 5
 
| energy      = 250
 
| energy      = 250

Latest revision as of 08:43, 29 April 2024

This page contains content from Underrail: Heavy Duty expansion.
Technomedic Exoskeleton.png
Technomedic Exoskeleton
Armor Suit
A medium-armored full-body powered exoskeleton. Besides having numerous medical instruments, some designed for fast medication delivery and resuscitation, it's also equipped with electromechanical tools for repairing, recharging and otherwise maintaining exoskeletons and related equipment.

As with the combat exoskeleton, its original stimulation delivery system has been redesigned and connected to a brain-machine interface that replaces the default tactical communication module.

Resistances:
Mechanical: 35% / 15
Heat: 12% / 10
Acid: 5
Energy: 28% / 12
Bio: 50% / 5
Minimal strength: 6
Armor penalty: 55%
Equip: Biology increased by 15
Equip: Biology increased by 10% of base value
Equip: Electronics increased by 10
Equip: Electronics increased by 5% of base value
Equip: Total health increased by 10%
Equip: All healing effects increased by 20%
Equip: Strength decreased by 1
Equip: Dexterity decreased by 2
Equip: Agility decreased by 2
Equip: Movement speed reduced by 30%
Equip: Immune to caltrops
Requirements:
- Intelligence 5
Special abilities:

Exoskeleton Power.png Exoskeleton Power: Increases strength by 2 and movement points by 25 and negates the Agility and movement speed penalties of the armor. When activated it will immediately drain 10 energy and a additional 3 energy every turn, as well as additional 0,5 energy for every tile of movement.
Equipment Wireless Recharge.png Equipment Wireless Recharge: Uses 25 or more energy to recharge the target's electronic gear at 80% efficiency, splitting the energy equally among them.
Parafibrotic Regenerative Injection.png Parafibrotic Regenerative Injection: Injects a living target with a special regenerative mixture that heals it for 12 each turn and reduces mechanical and heat damage taken by 15%. Lasts 8 turns. Costs 50 energy and requires a special ampule of Parafibrotic Regeneration Catalyst

Energy: 250
Durability: 2040 / 2040 (electronic)

Cannot be recharged in combat

Weight: 20.00
Value: 15000

Technomedic Exoskeleton is a unique armor suit.

NOTE: this item can be equipped without meeting its base skill requirement, but it won't provide any on equip effects.

Crafting

This item is not craftable.

Location

Can be obtained in The Compound in the exoskeleton assembler room.

Gallery