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Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Ethereal weapon article)

From Dofus

Ethereal weapons are the common name of a large group of global drop weapons with durability.

There are around 500 different ethereal weapons of each type, so the chance of getting the same ethereal weapon twice is very low. (Some people have reported the same Etheral Weapon from the same place, with the same enemies)

Note: Ethereal weapons are very numerous and have effectively random effects. Therefore this wiki will not document individual Ethereal weapons. For a complete list of Ethereal weapons, see Ethereal weapon/list.

Contents

All Ethereal Weapons have

  • A value to NPCs of (Level+1)*100 kama.
  • A maximum durability of MAX((INT(Level/2)+1),10)
    • (In other words, all ethereal weapons of level 19 or lower have a durability of 10, which increases by 1 for every two levels above level 18)

Durability and repair

Every time an ethereal weapon is equipped in a battle, the durability drops by one. When it reaches 0, the weapon is destroyed.

Smiths and carvers can repair weapons of their specialization. The process requires the weapon and a durability potion, and is performed on a regular workbench. If the repair succeeds, the durability increases (amount depends on potion). If it fails, the weapon's effects are reduced. [In previous versions, the weapon was to be destroyed upon failure.]

Durability potions

Miscellaneous Notes

Ethereal weapons have their names displayed in blue.

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This article uses material from the "Ethereal weapon" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Repair
Fallout, Fallout 2, Fallout Tactics
modifies: Chance to repair broken computers, water pumps, etc
modified by: Intelligence
initial level: 20% + (1% x Intelligence)
related perks: Mr. Fixit
related traits: Gifted
Fallout 3
modifies: Ability to repair items, various misc. in-world events
modified by: Intelligence
initial level: 2 + (2 x Intelligence) + Luck/2 (rounded up).
related perks: Gun Nut
Van Buren
modifies: Chance to repair broken computers, water pumps, etc
modified by: Intelligence
initial level: 20% + (1% x Intelligence)
related perks:  ?
related traits:  ?
J.E. Sawyer's Fallout RPG
modifies:  ?
modified by: Intelligence
initial level:  ?
related perks:  ?
related traits:  ?
"Why go down with the ship when you can try to fix it?"

Repair is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill. In Van Buren and J.E. Sawyer's Fallout Role-Playing Game it was renamed to Mechanics.

The practical application of the Science skill. The fixing of broken equipment, machinery and electronics.

Contents

Fallout, Fallout 2 and Fallout Tactics

Initial Level: Starting Repair skill is equal to 20% + (1% x Intelligence). Average characters will have a 25% skill.

Fallout 3

Initial Level: Starting Repair skill is equal to 2 + (2 x Intelligence) + Luck/2 (rounded up). Average starting characters (Int 5, Lck 5) will have a Repair skill of 15.

Repair can be used to fix damaged equipment, this is done by having 2 of the same armor or weapon, the user sacrifices parts from one item to bring up the condition of the other. However, the items don't need to be exactly the same, just similar (i.e. Brass Knuckles will repair Spiked Knuckles, etc). Repair also determines the starting condition of custom equipment.

As the Repair skill improves, two largely noticeable effects occur:

First, the condition of the equipment can be brought up to the player's Repair skill level — a skill level of 70 allows items to be repaired up to 70%. This is important because weapons and armor in poor condition are not as efficient and their value is decreased. Low quality weapons have less accuracy and damage, which reduces effective range and often causes more ammo to be used to kill enemies when using ranged weapons or more hits when using melee weapons. Ranged weapons in low condition are also more likely to jam, which lengthens the reload animation. Armor in low condition has a lower damage resistance (DR) rating. If the condition of a weapon or armor/clothing is completely neglected, the item will break, making the item unusable until it is repaired (armor and clothing will remain on a character after it breaks, but can not be put back on if taken off).

Second, repairs become more efficient. This means that when using parts from one item to repair another, you get a larger boost to the item's condition than you would with lower condition. For example, with a low Repair skill, when combining two 20% condition miniguns, you might end up with a 25% minigun. With a high Repair skill, that situation could yield a 35% minigun. Keep in mind when combining items of greater conditions or items with high damage or damage resistance, the benefits are considerably higher.

Other uses of Repair

  • A Repair skill of 30 is necessary to fix the water valves in Megaton during the quest, Treatment.
  • A Repair skill of 45 is needed to disarm Rigged Combat Shotguns.
  • After using the artillery switch in Takoma Industrial a few times, it will short-circuit. Players with a high repair skill can repair the switch and continue using it.
  • During Rescue from Paradise one of the two manners to spring the children requires a repair skill of 40.
  • During Stealing Independence you can disable the turret power generator with a high enough repair skill.
  • A Repair skill of 40 is needed to fix a robot at a random encounter. If you repair it, the Scavenger will give you two Energy Cells. With a speech check, you can convince him to give you 100 caps and the energy cells.
  • A Repair skill of 85 is required to disarm Laser Tripwire Emitters in Raven Rock.

Notes

It is useful to get this skill to at least 50 to eradicate the need for repairs on common weapons by NPCs, saving potentially thousands of bottlecaps.

Repair is also used to disarm some traps (non-explosive traps like tripwires and pressure plates).

In addition to assigning Skill Points at level up, Repair can be permanently raised by taking the Gun Nut Perk, finding the Repair Bobblehead (behind an Average lock in Evan King's house in Arefu), or reading Dean's Electronics.

Skills

This article uses material from the "Repair" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Repair is an ability from Final Fantasy XI. It allows a Puppetmaster to heal their Automaton.


This article uses material from the "Repair" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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