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Revision as of 14:46, 17 May 2011Revision as of 08:57, 21 May 2011
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  <td width=10 align="center"><B>'''Small Repair Kit'''</B></td>  <td width=10 align="center"><B>'''Small Repair Kit'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>
? <td width="75%">Repairs one chosen damaged '''module through''' the end of the match. Repaired module can still be damaged again after the repair. Only one track of two can be repaired. </td>+ <td width="75%">Repairs '''one''' chosen damaged '''module''' through the end of the match. Repaired module can still be damaged again after the repair. Only one track of two can be repaired. </td>
  </tr>  </tr>
  <tr>  <tr>
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  <td width=10 align="center"><B>'''Small First Aid Kit'''</B></td>  <td width=10 align="center"><B>'''Small First Aid Kit'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>
? <td width="75%">Heals an injured '''crew member''' until the end of battle. Healed crew member can still be re-injured or perish.+ <td width="75%">Heals '''an''' injured '''crew member''' until the end of battle. Healed crew member can still be re-injured or perish.
  </td>  </td>
  </tr>  </tr>
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  <td width=10 align="center"><B>'''Manual Fire Extinguishers'''</B></td>  <td width=10 align="center"><B>'''Manual Fire Extinguishers'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>
? <td width="75%">This consumable need to be manually trigger on the respective button to use when the tank catches fire. This increases the crew '''firefighting''' abilities by 25%, allowing them to put the fire out faster. 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.</td>+ <td width="75%">This consumable extinguishes fire when '''activated by the respective button''' when the tank catches fire. 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.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td width=10 align="center"><B>'''Large Repair Kit'''</B></td>  <td width=10 align="center"><B>'''Large Repair Kit'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 50 [[Gold Economy|Gold]]</B></td>  <td width=20 align="center"><B>'''Cost''': 50 [[Gold Economy|Gold]]</B></td>
? <td width="75%">Repairs all currently damaged '''modules''' through the end of the match. Repaired modules can still be damaged again after the repair.</td>+ <td width="75%">Repairs '''all''' currently damaged '''modules''' through the end of the match. Repaired modules can still be damaged again after the repair.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td width=20 align="center"><B>'''Cost''': 50 [[Gold Economy|Gold]]  <td width=20 align="center"><B>'''Cost''': 50 [[Gold Economy|Gold]]
 </B></td> </B></td>
? <td width="75%">Heals all currently injured '''crew member''' through the end of the match. Healed crew members can still be re-injured or perish.</td>+ <td width="75%">Heals '''all''' currently injured '''crew member''' through the end of the match. Healed crew members can still be re-injured or perish.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td width=10 align="center"><B>'''Automatic Fire Extinguishers'''</B></td>  <td width=10 align="center"><B>'''Automatic Fire Extinguishers'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 50 [[Gold Economy|Gold]]</B></td>  <td width=20 align="center"><B>'''Cost''': 50 [[Gold Economy|Gold]]</B></td>
? <td width="75%">Activates automatically 0.5 seconds after the tank catches fire. It increases crew '''firefighting''' abilities by 50% and reduces the chance to catch fire by 10%.+ <td width="75%">Activates '''automatically''' 0.5 seconds after the tank catches fire and reduces the chance to catch fire by 10%.
 </td> </td>
  </tr>  </tr>

Revision as of 08:57, 21 May 2011

ConsumeablesIcon.png

Consumables are single-use items used during battle to provide a temporary bonus or use 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 3 different consumables in a single tank, can mix regular consumables with it's premium counterpart (i.e. you can carry the small repair kit and large repair kit at the same time) but you cant carry 2 identical consumable. Consumables are activated by pressing keys 4, 5, and 6.


Regular Consumables
Purchased with Credits
SmallRepairkitIcon.png
Small Repair Kit Cost: 3,000 credits Repairs one chosen damaged module through the end of the match. 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 an injured crew member until the end of battle. Healed crew member can still be re-injured or perish.
HandExtinguishersIcon.png
Manual Fire Extinguishers Cost: 3,000 credits This consumable extinguishes fire when activated by the respective button when the tank catches fire. 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.
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.

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): you simply turn it on/off to use it. It adds 10% to engine power (and therefore, vehicle acceleration), but 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 since the removal of the speed governor decreases engine hitpoints. Repair costs vary between tiers and vehicles. Available only for Soviet 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. 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. 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.

Available only for German and American vehicles with gasoline engines.

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.

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.