Energy Cells are used to power equipment, such as artifacts.
Various energy cells may have different max charges, allowing for longer use. They can be recharged by more tinkering-oriented traders (in exchange for 1 dram of water per 500 charge units) or by using the recharge command granted by the Tinkerskill (which consumes 1 'A' bit per 3000 charge units). Recharge cost is rounded down, unless it would be rounded to 0.
Metered cells have a percentage readout, and High-capacity cells have their capacity increased by 62.5%. High-Capacity and Metered are item Mods.
Energy Cell types include:
Item | Max
Capacity |
Fuel | Value | Tinker | Notes |
---|---|---|---|---|---|
Solar Cell | 2500 | Sun | 75 | 002 | Continuously recharges on the surface in daytime. |
Chem Cell | 10000 | Scrap | 50 | 001 | |
Fidget Cell | 2500 | Movement | 60 | 001 | Can be worn in hands, on arms or slotted in weapons to recharge. |
Nuclear Cell | 100000 | Scrap | 100 | 006 | |
Antimatter Cell | 200000 | Scrap | 125 | 008 | |
Lead-Acid Cell | 4000 | Acid | 60 | 001 | Holds 8 drams. |
Combustion Cell | 6000 | Oil | 70 | 002 | Holds 8 drams. |
Thermoelectric Cell | 40000 | Lava | 80 | 024 | Holds 8 drams. |
Biodynamic Cell | 60000 | Blood | 100 | 035 | Holds 8 drams. |
All items (11)
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