Bionic hands

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Revision as of 15:58, 14 October 2025 by Lone Aristocrat (talk | contribs) (Added an acquisition section.)
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bionic hands
$
180.00
Commerce Value
5
lbs.
Weight
Complexity

4

Character

ç

ID?Use this ID to Wish for the item

BionicHands

Spawns in

Items

[Implant] - bionic hands

A whole new pair of hands fabricated from graphene and neutrafoam. Their pylons await engagement.

+2 Agility

Target body parts: Hands
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

3

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

This section is opinion-based. Your mileage may vary.

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

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.

  • 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.