Bionic hands
5 lbs. Weight | |
Complexity
|
4 |
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Character
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ç |
ID?
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BionicHands |
Spawns in
|
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Infobox data from game version 2.0.207.72
|
License point cost
|
3 |
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Slots
|
Hands |
Destroyed when removed
|
No |
bionic hands is a moderate cost hands exclusive cybernetic implant which upon installation grants the user a +2 bonus to Agility.
The bonus unlike boosts from equipment and much like the points obtained from leveling count towards the attribute requirements for certain skills Additionally the extra agility effectively provides the user with +1 DV, +1 to hit with melee weapons, -1 to aim variance and an additional +1 to agility related saves.
Advantages & Disadvantages
Advantages
- Slightly improved weapon accuracy essentially translates to a minor boost to overall damage output.
- Can be useful to ranged characters for the earlier access to supporting skills and additional accuracy in the absence of other synergistic implants like rapid release finger flexors or stabilizer arm locks.
- Improved hit chance can be moderately impactful if the user makes use of multiple weapons simultaneously, such as by having an installed equipment rack and two helping hands.
- One additional DV provides a small but noticeable boost to survivability.
Disadvantages
- Can be fully replaced by injecting two Eaters' nectar injectors and boosting agility, freeing up the handslot for an implant with effects that cannot be as easily replicated, such as giant hands, micromanipulator array or stasis projector.
- Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find bionic hands in a given playthrough, especially when the relatively limited availability of cybernetics (compared to other items) is taken into consideration. However, despite this scarcity, there are specific places where the user can look in order to maximize their chances of a successful acquisition.
- Due to bionic hands being considered a mid-tier implant, the following sources provide the greatest odds of finding a copy:
- Ezra's tinkerer Yla Haj who offers a non-restocking selection of 6-8 cybernetics taken from the tier 5 cybernetics drop table.
- village tinkers from villages which happen to spawn in mid-tier zones such as jungles, Rivers or banana groves can, upon restock, sometimes offer 2-4 implants taken from the zone's corresponding cybernetics table.
- Historical sites which spawn in mid-tier zones like the mountains or Rainbow Wood, have a chance of containing becoming nooks which each hold 1-2 zone-tier appropriate implants. The locations of such historical sites can be obtained with some reliability by water-ritualing legendary members of the Putus Templar and trading for secrets.
- The cybernetics ward on strata 13 of Bethesda Susa contains 4 becoming nooks which together provide 4-8 implants taken from the tier 4 cybernetics drop table.
- Certain lower-ranking members of the Putus Templar such as Knight Templars, Banner-Knight Templars and Gunner-Knight Templars have a 25% chance of spawning with the implanted prefix. Which, when killed and butchered drop cybernetics pulled from the cybernetics 4 table at 80% efficiency.
- Alternatively, if the user would rather guarantee eventual access to a copy of bionic hands, they can take the following action:
- Under normal circumstances, the guaranteed gutsmonger present at the Six Day Stilt only provides a restocking inventory of 6-8 implants taken from the cybernetics 1 drop table. However, gutsmongers, unlike most other merchants, adjust the tier of their wares to correspond with whatever zone they are currently standing within. This essentially means, that if the user were to make a gutsmonger a follower, such as by using the Proselytize skill or a love injector, the user could then transport said gutsmonger to a mid-tier location such as Ezra, in order to have access to a permanent and restocking source of mid-tier implants.
- The newly transported gutsmonger can then be cloned with a rebuked cloneling in order to massively increase the number of cybernetics available each restock. Allowing the user with enough dedicated farms to eventually obtain any implant of any tier.
Tips
- Having the implant installed effectively provides the user with 6 levels worth of attribute points into agility, meaning that if the user were to find and install a set of bionic hands such as by moving the zone-tier adjusting gutsmonger one of which always spawns at the Six Day Stilt to a mid-tier location like Ezra and then taking advantage of the adjusted wares. The user with enough skill points would then be able to access various skills which require high agility at an earlier stage than normal. Such skills include:
- Extra agility notably synergizes with Short Blades. The number of bleeding effects that can be stacked with Bloodletter is based on the user's agility modifier which having an installed bionic hands increases by one, marginally improving the damage potential of the ability and increasing the damage ceiling of the Shank skill. Additionally the +1 to DV improves the overall likelihood that the Rejoinder skill will activate after a hostile creature attacks the user in close combat.