Characteristics
Overview
A wall mounted holder for torches.
Put a torch on the wall and keep your hands free. Mounted by the door or over a workbench, it lights the spot where you fumble with a code lock at night, and you walk out holding a gun instead of a flame.
It costs 10 metal fragments and 40 wood with no bench, so two can go up on the first evening. An ordinary torch goes in, and so do the variants: an industrial torch suits a metal build, and on a Halloween wipe a cultist deer torch makes the entrance look the part.
Beyond light and looks it does nothing. And light works both ways. A glowing doorway on a dark hill tells every roamer where your door is, so in a busy spot leave the flame out until you actually need it.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
5–6 | 150 |
|
3 | 360 |
|
2 | 400 |
|
1 | 480 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
3 | 60 |
|
7 | 420 |
|
1 | 600 |
|
5 | 600 |
|
1 | 900 |
|
1 | — |
|
2 | — |
|
2 | — |
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.