Chandelier
Statistics
300HEALTH
4 rWPOWER USE
1POWER INPUTS
1POWER OUTPUTS
Crafting recipe
100 Workbench Level 1
Craft time
WB1 15s
WB2 −50% 7.5s
WB3 −75% 3.8s
Repair when placed
A damaged Chandelier can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×50 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Blunt 100% 0%
Heat 100% 0%
Radiation 100% 0%
Bullet 90% 10%
Slash 90% 10%
Stab 90% 10%
Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
RecyclerGuaranteed outputExtra chance output
Green 50%
×50 None
Green (powered) 60%
×60 None
Red 75%
×75 None
Yellow 40%
×40 None
Explosive NeededPer hitDudsRaw cost
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Rocket ×2275—
2,800
3,900
200
80
60
8
Satchel Charge ×49520%
1,920
2,880
320
160
High Velocity Rocket ×745—
1,400
2,100
140
14
40mm HE Grenade ×935—
765
1,080
45
90
14
9
Beancan Grenade ×152015%
1,800
2,700
300
Explosive 5.56 Rifle Ammo ×2413—
600
720
120
Homing Missile ×2512—
2,500
3,750
1,125
75
Survey Charge ×388—
2,280
3,420
380
760
190 From full health (300 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.