Technician: Difference between revisions

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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 for constructions and repairs at the {{MetaInline|Construction Sites}} or used to convert items 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.
*{{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 taking {{MetaInline|Food}}, {{MetaInline|Water Ration}}, [[Pharmacy#Stimulants|Drugs]], or [[Food#Alcohol|Alcohol]]; they are only restored after {{MetaInline|The Attack}}, just like {{AP}}.
**{{CP}} cannot be restored by normal means, they only replenish after each day's attack.
**At least 1 {{AP}} is required to use {{CP}}, although the {{AP}} does not need to be used. In other words, the Technician cannot be {{MetaInline|Exhausted}} if work is desired.
**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, while exploring {{MetaInline|Explorable Ruins}}.
*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 15:29, 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.

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.

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 .
  • can be used in the Workshop as of an unnamed Season 4 update.

External links