Characteristics
Overview
A large adjustable electric chandelier. Very fancy.
A hundred metal fragments for one light is a statement. The chandelier costs twice what a ceiling light does at the same Level 1 bench, and as far as anyone can tell it does the same job: it lights the room it hangs in. What you pay extra for is the look.
That makes it a late-wipe purchase. A clan with a proper main hall, a trader dressing up an outpost, a roleplay server where someone actually hosts a dinner: those are its buyers. A solo in a 2x2 on day two has better uses for the frags. The game calls it adjustable, which most likely means you can change how low it hangs.
Wiring is ordinary, one line from your battery with the wire tool. If it hangs in a hall with big windows, put a timer or a switch in front of it. A chandelier blazing in the middle of the night tells every roamer on the road that somebody rich lives here.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
30–34 | 750–850 |
|
7 | 1,400 |
|
15 | 1,800 |
|
4 | 1,920 |
|
1 | 2,200 |
|
2 | 2,800 |
| Other ways: siege weapons, vehicles and loot | ||
|
14 | 180 |
|
2 | 1,800 |
|
5 | 1,800 |
|
38 | 2,280 |
|
25 | 2,600 |
|
1 | — |
|
9 | — |
|
12 | — |
Direct hit, hard side, no duds. Beancan Grenade is a dud 15% of the time. Satchel Charge is a dud 20% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.