Ulnar stimulators: Difference between revisions

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Tips about item mods.
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Updated by Librarianmage with game version 2.0.207.99 using QBE v1.0rc2
 
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| wornon = Hands
| wornon = Hands
| supportedmods = GloveMods,CommonMods
| supportedmods = GloveMods,CommonMods
| desc = These skin-tight gloves occasionally jolt the hands into performing with added strength and dexterity.
| desc = Skin-tight gloves of a conducting mesh jolt the hands into high performance.


{{Qud shader|rules|{{(}}+1 Strength{{)}}}}
{{Qud shader|rules|{{(}}+1 Strength{{)}}}}
{{Qud shader|rules|{{(}}+1 Agility{{)}}}}
{{Qud shader|rules|{{(}}+1 Agility{{)}}}}
| categories = Gloves
| categories = Gloves
| gameversion = 2.0.202.92
| gameversion = 2.0.207.99
}}
}}
<!-- END QBE -->
<!-- END QBE -->
The {{Name}} are a pair of gloves that bolster the player's [[Strength]] and [[Agility]].
The {{Name}} are a pair of gloves that bolster the player's [[Strength]] and [[Agility]].


The ulnar stimulators must be [[Energy|powered]] and [[Boot sequence|booted up]] to function, possessing a boot sequence of 5 turns. Once this has elapsed, the player's Strength and Agility will be temporarily increased by 1 point until the gloves are removed or run out of power. Wearing the gloves unpowered will not provide the Attribute bonuses, but will still provide it's {{AV}}[[AV]] bonus.  
The ulnar stimulators must be [[Energy|powered]] and [[Boot sequence|booted up]] to function, possessing a boot sequence of 5 turns. Once this has elapsed, the player's Strength and Agility will be temporarily increased by 1 point until the gloves are removed or run out of power. Wearing the gloves unpowered will not provide the Attribute bonuses, but will still provide its {{AV}}[[AV]] bonus.  


The ulnar stimulators will not grant their Attribute bonuses, even if powered, when worn on a pair of non-animalian hands, such as (but not limited to) the hands granted by [[Helping hands]], a robot's hands, the "bifurcations" of a plant, or the "knobs" of an animated door. More specifically, the hands must have the <code>Category="Animal"</code> tag. <ref><code>ObjectBlueprints.xml</code></ref>
The ulnar stimulators will not grant their Attribute bonuses, even if powered, when worn on a pair of non-animalian hands, such as (but not limited to) the hands granted by {{favilink|helping hands}}, a robot's hands, the "bifurcations" of a plant, or the "knobs" of an animated door. More specifically, the hands must have the <code>Category="Animal"</code> tag. <ref><code>ObjectBlueprints.xml</code></ref>


== Tips ==
== Tips ==
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* [[Six-fingered]] grants +1 Agility.
* [[Six-fingered]] grants +1 Agility.
* [[Gesticulating]] grants +2 Strength, but disables one [[Floating nearby]] slot.
* [[Gesticulating]] grants +2 Strength, but disables one floating nearby slot.
* [[Overloaded]] grants an additional +1 Agility and +1 Strength, but increases energy usage and causes the ulnar stimulators to [[broken|break]] from time to time unless they are also [[Sturdy]].
* [[Overloaded]] grants an additional +1 Agility and +1 Strength, but increases energy usage and causes the ulnar stimulators to [[broken|break]] from time to time unless they are also [[sturdy]].
** The heat gain per turn from overloaded will be immediately countered by [[temperature|ambient temperature normalization]].


== References ==
== References ==
<references />
<references />
{{Armor Navbox}}


[[Category:Gloves]]
{{Gloves Navbox}}