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Technician
From Die2Nite Wiki
Technician
The Technician is a job role available only to a hero. Each technician starts off with a
Handyman's Toolbelt.
Blurb
Always ready to get involved with any construction project, the technician, abandoned alone on a desert island with nothing but a toothpick, could construct an enormous entirely autonomous wheel. So just imagine what technical marvels they could construct with a shiny new DIY kit!
Job Specific Advantages
- They have 6
(construction points) in addition to their
. These
can only be used for construction. Whenever a technician wishes to spend
in the construction cites,
will be used first if possible. They cannot be used in the workshop. These
are not restored when food, water, alcohol or drugs are taken, they are only restored at 24:00 or 00:00. Note that this is different from the normal
restoring time, which is 23:00. Also note that at least 1
is required to use
, although the
does not need to be used. - If they meet a locked door in the explorable ruins, they can make a blank of the key required, for example, a Magnetic Key Blank. These blanks can be converted in the workshop to get the key, i.e., the Magnetic Key from the above blank.
Equipment
Tips
- After finding an explorable ruin in your town, don't go in there yet, wait for other citizens to make a map of the building and where the locked doors are. This way, you know the route to go through the building such that you pass by all the locked doors and make a blank of all of them.
- Don't spend your
on Day 1 of the town. Wait till Day 2, right after the attack, then spend your 6CP. Repeat this for every day later, spending your
right after the attack, but before maintenance (24:00). This ensures that you always have
to spend the
, and also never accidentally spend
, as the
has not regenerated yet.