Transkinetic cuffs: Difference between revisions
general editing; add missing info |
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| complexity = 8 | | complexity = 8 | ||
| tier = 8 | | tier = 8 | ||
| bits = | | bits = 02468 | ||
| canbuild = yes | | canbuild = yes | ||
| candisassemble = yes | | candisassemble = yes | ||
Line 24: | Line 24: | ||
| unidentifiedimage = transkinetic cuffs unidentified.png | | unidentifiedimage = transkinetic cuffs unidentified.png | ||
| unidentifiedname = weird artifact | | unidentifiedname = weird artifact | ||
| unidentifiedaltname = | | unidentifiedaltname = jewelry | ||
| wornon = Arm | | wornon = Arm | ||
| supportedmods = CommonMods,ElectronicsMods | | supportedmods = CommonMods,ElectronicsMods | ||
| desc = A dial clicks at right intervals on the metal wrist, and mercurial silver courses through tubework along the plastifer sleeve. | | desc = A dial clicks at right intervals on the metal wrist, and mercurial silver courses through tubework along the plastifer sleeve. | ||
| categories = Bracelets | | categories = Bracelets | ||
| gameversion = 2.0. | | gameversion = 2.0.207.72 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
{{Name}} are arm equipment that regulates body [[temperature]]. Equipping the cuffs will grant the activated ability Set Target Temperature. This allows the wearer to change their body temperature, which can help prevent freezing and burning. Setting temperature only costs 100 [[action points]] (normally 1/10 of a turn). | |||
{{Name}} are arm equipment that regulates body temperature. Equipping the cuffs will grant the activated ability Set Target Temperature. This allows the | |||
Their effect is not instantaneous, so the wearer can still be affected by temperature-changing effects (such as {{F|rimewyk}} breath), but it will reduce the time required to get back to normal temperature. | Their effect is not instantaneous, so the wearer can still be affected by temperature-changing effects (such as {{F|rimewyk}} breath), but it will reduce the time required to get back to normal temperature. | ||
==Tips== | ==Tips== | ||
{{opinion}} | {{opinion}} | ||
* They can remove the quickness penalty from | * They can remove the quickness penalty from {{f|Cold-Blooded}} and even turn it into a quickness bonus. | ||
* They consume a lot of energy, so a higher-tier battery is | * They consume a lot of energy, so a higher-tier [[energy cell]] is recommended. | ||
* Setting the target temperature to -100 will freeze the wearer until the battery runs out. 350 will set the wearer on fire. If one wishes to maintain "default" temperature, 25 is the base ambient temperature of Qud. | |||
* Setting a very low target temperature will counteract the self-immolating side-effect of a {{f|blaze injector}}, preventing it from wearing off early. (-2000 is usually enough. As the tonic itself precludes negative body temperature, there's no danger of overshooting.) | |||
{{Arm Equipment Navbox}} | {{Arm Equipment Navbox}} |