Helping hands: Difference between revisions
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(expand on the item's workings, also some tips) |
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{{name}} are an [[artifact]] that acts similarly to the [[Multiple Arms]] mutation while equipped, giving the wearer two extra arms slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have a 8% chance to attack.{{Code Reference | class = HelpingHands | method = FireEvent | case = "AttackerQueryWeaponSecondaryAttackChance"}} This chance can only be modified by the [[Flurry]] skill.{{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. | |||
== Tips == | |||
{{Opinion}} | |||
* 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 [[:Category:Shields|shield]], or use the robo-hand as the support for a two-handed weapon wielded in an organic hand. | |||
* Currently, it's possible to designate a robo-hand as the main hand, which will cause it to attack with a 100% chance. Both natural hands will then become [[offhand]]s, their attack chance depending on the [[Dual Wield]] skill progression. Since this effectively exchanges a 8% attack chance hand with a 15%+ one, it's often a good idea. | |||
==References== | ==References== |
Revision as of 07:07, 13 May 2021
This article is a stub. You can help Caves of Qud Wiki by expanding it. |
Complexity
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Character
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Helping Hands |
Worn On
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Back |
Infobox data from game version 2.0.201.69
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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 arms slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have a 8% chance to attack.[1] This chance can only be modified by the Flurry skill.[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.
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.
- Currently, it's possible to designate a robo-hand as the main hand, which will cause it to attack with a 100% chance. Both natural hands will then become offhands, their attack chance depending on the Dual Wield skill progression. Since this effectively exchanges a 8% attack chance hand with a 15%+ one, it's often a good idea.