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Difference between revisions of "Technician"
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==Abilities== | ==Abilities== | ||
| − | *{{MetaInline|Technician|displayname=Technicians}} have 6 {{CP}} (Construction Points) in addition to their {{AP}} (Action Points). These {{CP}} can be used | + | *{{MetaInline|Technician|displayname=Technicians}} have 6 {{CP}} (Construction Points) in addition to their {{AP}} (Action Points). These {{CP}} can be used at the {{MetaInline|Construction Sites}} or in the {{MetaInline|Workshop}}. Whenever a technician wishes to spend {{AP}} in the {{MetaInline|Construction Sites}} or {{MetaInline|Workshop}}, {{CP}} will be used first if possible. |
| − | **{{CP}} cannot be restored by | + | **{{CP}} cannot be restored by normal means, they only replenish after each day's attack. |
| − | **At least 1 {{AP}} is required to use {{CP}} | + | **At least 1 {{AP}} is required to use {{CP}}. In other words, the Technician cannot be {{MetaInline|Exhausted}} if work is desired. |
| − | *The Technician is also able to produce blank keys from locked doors | + | *The Technician is also able to produce blank keys from locked doors while exploring the {{MetaInline|Explorable Ruins}}. |
**For example, a {{MetaInline|Magnetic Key Blank}} can be made. | **For example, a {{MetaInline|Magnetic Key Blank}} can be made. | ||
**These blanks can be converted in the {{MetaInline|Workshop}} for regular {{AP}} costs to get the corresponding key; in this example, the {{MetaInline|Magnetic Key}} will be obtained. | **These blanks can be converted in the {{MetaInline|Workshop}} for regular {{AP}} costs to get the corresponding key; in this example, the {{MetaInline|Magnetic Key}} will be obtained. | ||
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==Notes== | ==Notes== | ||
| + | *If the Technician is shunned he will get bonus AP from the [[Ministry of Slavery]] if working on a construction site. | ||
*After discovering an {{MetaInline|Explorable Ruins}}, Technicians should wait for other citizens to make a map of the building and location of locked doors, then plan a route, enter and try to make a blank of all locked doors in one go. | *After discovering an {{MetaInline|Explorable Ruins}}, Technicians should wait for other citizens to make a map of the building and location of locked doors, then plan a route, enter and try to make a blank of all locked doors in one go. | ||
*The Technician's {{CP}} used to be restored at 24:00 (maintenance time), but as of the game's merge with [http://www.twinoid.com Twinoid], the {{CP}} is changed to restore at 23:00, similar to {{AP}}. | *The Technician's {{CP}} used to be restored at 24:00 (maintenance time), but as of the game's merge with [http://www.twinoid.com Twinoid], the {{CP}} is changed to restore at 23:00, similar to {{AP}}. | ||
Revision as of 19:29, 11 June 2015
The Technician is a job role available only to
Heroes.
The
Technician is specialised in the art of construction, and so uses a different method to assist with constructing various buildings, which does not require ordinary stamina like other
Citizens, but it still has a limit.
Contents
Abilities
Technicians have 6
(Construction Points) in addition to their
(Action Points). These
can be used at the
Construction Sites or in the
Workshop. Whenever a technician wishes to spend
in the
Construction Sites or
Workshop,
will be used first if possible.
cannot be restored by normal means, they only replenish after each day's attack.- At least 1
is required to use
. In other words, the Technician cannot be
Exhausted if work is desired.
- The Technician is also able to produce blank keys from locked doors while exploring the
Explorable Ruins.
- For example, a
Magnetic Key Blank can be made. - These blanks can be converted in the
Workshop for regular
costs to get the corresponding key; in this example, the
Magnetic Key will be obtained.
- For example, a
Known Blanks and Keys:
Equipment
Notes
- If the Technician is shunned he will get bonus AP from the Ministry of Slavery if working on a construction site.
- After discovering an
Explorable Ruins, Technicians should wait for other citizens to make a map of the building and location of locked doors, then plan a route, enter and try to make a blank of all locked doors in one go. - The Technician's
used to be restored at 24:00 (maintenance time), but as of the game's merge with Twinoid, the
is changed to restore at 23:00, similar to
.
- Prior to this update, Technicians can spending their
right after
The Attack, but before maintenance (24:00), as the
will have been restored, but not yet for
.
- Prior to this update, Technicians can spending their
can be used in the
Workshop as of an unnamed Season 4 update.
External links
- Technician - Official Die2Nite.Com Help Section
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