User:Lone Aristocrat/Sandbox
15 lbs. Weight | |
Complexity
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3 |
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Character
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ç |
ID?
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CarbideHandBones |
Spawns in
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Infobox data from game version 2.0.207.72
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License point cost
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No results |
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Slots
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No results |
Destroyed when removed
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No results |
Carbide hand bones is a lower cost cybernetic implant which increase the damage potential for the implantee's unarmed attacks to 2d32-6 (Avg: 4). They are the lowest-damage unarmed implants available in Caves of Qud, being outclassed by the fullerite hand bones and
crysteel hand bones, respectively. The damage provided is on par with an unmodified
carbide hammer, with the added benefit of possessing uncapped PV
Notably, the implant only affects the pair of hands it is implanted in, and do not apply to additional hands granted by helping hands (or
Multiple Arms, in the rare scenario where a True Kin gains that mutation).
The player can chose to begin the game with carbide hand bones as their starting cybernetic. They can also be purchased from a gutsmonger or found in a
cybernetics rack attached to a
becoming nook.
Advantages & Disadvantages
Advantages
- Provides exceptional damage for the early game,
- Is a meme.
- Damage
Disadvantages
- Having high enough Strength to fully benefit from the uncapped penetration can be challenging without hyper-specializing in character creation, using large numbers of
Eaters' nectar injectors or finding specific strength-boosting gear items, such as gesticulating gloves or
powered exoskeletons
- Can be replaced
Fist of the Ape God obtainable by killing
Oboroqoru, Ape God which can be equipped without using an implant, does equal damage to crysteel hand bones, has a +3 to hit, and boosts Ego by 4 points.
Tips
- Damage output can be greatly improved by making use of the
- The Strength threshold to benfit from the uncapped pentration can be somewhat easily reached tempora;lirly by injecting one or two with juicer
hulk honey injectors