Helping hands: Difference between revisions
Jurrasicore (talk | contribs) (Changed the refrence of flurry to be all multiweapon skills. Removed a code refrence to the old dual wield skill tree. This page needs a new code refrence to the new multiweapon fighting skill tree) |
Jurrasicore (talk | contribs) m (thought better of it and re added the old reference back in, but added a disclaimer that the reference is out of date.) |
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{{name}} are an [[artifact]] that acts similarly to the {{favilink|Multiple Arms}} mutation while equipped, giving the wearer two extra arm slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have an 8% chance to attack.{{Code Reference | class = HelpingHands | method = FireEvent | case = "AttackerQueryWeaponSecondaryAttackChance"}} This chance can be modified by the [[Multiweapon Fighting]] skill tree.{{Code Reference | class = Combat | method = FireEvent | case = "PerformMeleeAttack"}} Additionally, as usual with duplicated limbs, {{AV}}[[AV]] and {{DV}}[[DV]] of items equipped in gloves and arm slots will be reduced. Any other item properties will work in full, | {{name}} are an [[artifact]] that acts similarly to the {{favilink|Multiple Arms}} mutation while equipped, giving the wearer two extra arm slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have an 8% chance to attack.{{Code Reference | class = HelpingHands | method = FireEvent | case = "AttackerQueryWeaponSecondaryAttackChance"}} This chance can be modified by the [[Multiweapon Fighting]] skill tree.{{Code Reference | class = Combat | method = FireEvent | case = "PerformMeleeAttack"}}{{Code Reference | namespace = XRL.World.Parts.Skill | class = Dual_Wield_Fussilade | method = PerformFlurry}} Additionally, as usual with duplicated limbs, {{AV}}[[AV]] and {{DV}}[[DV]] of items equipped in gloves and arm slots will be reduced. Any other item properties will work in full, | ||
with the exception of {{favilink|ulnar stimulators}}, which do not work properly when worn on robo-hands. | with the exception of {{favilink|ulnar stimulators}}, which do not work properly when worn on robo-hands. | ||
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==References== | ==References== | ||
Some of these references may be incorrect or out of date | |||
<references /> | <references /> | ||
{{Back Equipment Navbox}} | {{Back Equipment Navbox}} |
Revision as of 14:41, 28 January 2024
Complexity
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Tier
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Character
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ID?
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Helping Hands |
Worn On
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Back |
Spawns in
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Infobox data from game version 2.0.206.57
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This pair of prosthetic hands are attached to the ends of two telescoping, multi-jointed chrome rods which fasten into a thin plastic case designed to be worn on the back.
helping hands are an artifact that acts similarly to the Multiple Arms mutation while equipped, giving the wearer two extra arm slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have an 8% chance to attack.[1] This chance can be modified by the Multiweapon Fighting skill tree.[2][3] Additionally, as usual with duplicated limbs, AV and DV of items equipped in gloves and arm slots will be reduced. Any other item properties will work in full, with the exception of ulnar stimulators, which do not work properly when worn on robo-hands.
Without a weapon equipped, robo-hands default to "metal fists" which deal 1d3+1 damage (with no penetration cap). If a robo-limb is dismembered, helping hands will become broken.
Tips
- Because the chance to attack is so small, equipping a weapon in a robo-hand is only worth it if you plan on using Flurry often. It might be preferable to equip a shield, or use the robo-hand as the support for a two-handed weapon wielded in an organic hand.
References
Some of these references may be incorrect or out of date
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