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  <td width="75%">This consumable is never actually "consumed" (in other words, it is permanent). The hot key for this consumable turns it on and off. While activated, it adds 10% to '''engine power''' (and therefore, vehicle acceleration). While activated, the engine constantly sustains damage during its use. Even if the tank has full health at the end of the match you will still have to pay for repairs if it is used, as its use decreases engine hitpoints. Repair costs vary between tiers and vehicles.   <td width="75%">This consumable is never actually "consumed" (in other words, it is permanent). The hot key for this consumable turns it on and off. While activated, it adds 10% to '''engine power''' (and therefore, vehicle acceleration). While activated, the engine constantly sustains damage during its use. Even if the tank has full health at the end of the match you will still have to pay for repairs if it is used, as its use decreases engine hitpoints. Repair costs vary between tiers and vehicles.
  
?Available only for Soviet vehicles.</td>+Available only for Soviet and Chinese vehicles.</td>
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Revision as of 00:33, 10 October 2011

ConsumeablesIcon.png

Consumables are single-use items used during battle to provide a bonus for a one-time event or for a single match. Various types of consumables are used to repair tank modules, increase tank performance, and heal crew members.

Consumables come in two forms: Regular Consumables and Premium Consumables. You can carry up to three different consumables in a single tank. While you cannot carry two identical consumable items, you can carry a regular consumable and its premium counterpart, e.g., the small repair kit and large repair kit. By default, consumables are activated by pressing '4,' '5,' or '6,' depending on the consumable desired (unless the hot keys have been remapped).

Regular Consumables
Purchased with Credits
SmallRepairkitIcon.png
Small Repair Kit Cost: 3,000 credits Repairs one chosen damaged module until the end of the match when activated by the respective button. The repaired module can still be damaged again after the repair. Only one track of two can be repaired.
SmallMedkitIcon.png
Small First Aid Kit Cost: 3,000 credits Heals one chosen injured crew member until the end of battle when activated by the respective button. The healed crew member can still be re-injured or perish.
HandExtinguishersIcon.png
Manual Fire Extinguishers Cost: 3,000 credits If the tank catches fire this consumable extinguishes it when activated by the respective button. It can be a lifesaver for high tier tanks, but a bit of a waste for low tier tanks as they lack health to withstand even a few seconds of fire. Regardless of reaction time the tank will suffer at least one "tick" of fire damage.
Gasoline100Icon.png
LendLeaseGasolineIcon.png
100-Octane Gasoline Lend-Lease Oil Cost: 5,000 credits Increases engine power (and therefore, vehicle acceleration) and turret traverse speed by 5% for a single match. There is no activation for this consumable. This effect occurs and the item is consumed if it is equipped.

100-Octane Gasoline is only available for German and American vehicles with gasoline engines.

Lend-Lease Oil is only available for Soviet vehicles.
RemovedRpmLimiterIcon.png
Removed Speed Governor Cost: 3,000 credits This consumable is never actually "consumed" (in other words, it is permanent). The hot key for this consumable turns it on and off. While activated, it adds 10% to engine power (and therefore, vehicle acceleration). While activated, the engine constantly sustains damage during its use. Even if the tank has full health at the end of the match you will still have to pay for repairs if it is used, as its use decreases engine hitpoints. Repair costs vary between tiers and vehicles. Available only for Soviet and Chinese vehicles.


Premium Consumables
Purchased with Gold
LargeRepairkitIcon.png
Large Repair Kit Cost: 50 Gold Repairs all currently damaged modules through the end of the match when activated by the respective button. Repaired modules can still be damaged again after the repair.
LargeMedkitIcon.png
Large First Aid Kit Cost: 50 Gold Heals all currently injured crew member through the end of the match when activated by the respective button. Healed crew members can still be re-injured or perish.
AutoExtinguishersIcon.png
Automatic Fire Extinguishers Cost: 50 Gold Activates automatically 0.5 seconds after the tank catches fire and reduces the chance to catch fire by 10%.
Gasoline105Icon.png
105-Octane Gasoline Cost: 50 Gold Increases engine power (and therefore, vehicle acceleration) and turret traverse speed by 10% for a single match. There is no activation, this effect happens and the item is consumed if it is equipped.

Available only for German and American vehicles with gasoline engines. Note that there is no in-game difference between German and American oil.

RussFoodIcon.pngCocacolaIcon.pngChocolateIcon.png Extra Combat Rations

Case of Coca-Cola

Chocolate
Cost: 50 Gold Increases all crew skills by 10% for one entire match. This bonus is added even to crews that have a 100% base skill. There is no activation, this effect happens and the item is consumed if it is equipped.

Case of Coca-Cola is only available for American vehicles.

Chocolate is only available for German vehicles.

Extra Combat Rations is only available for Soviet vehicles.