Carbide hand bones: Difference between revisions

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(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(11 intermediate revisions by 2 users not shown)
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| tilecolors = br
| tilecolors = br
| renderstr = ç
| renderstr = ç
| inheritingfrom = BaseCybernetics2Equipment_2point
| inheritingfrom = BaseCyberneticsEquipment_2point
| unidentifiedinfo = {{Unidentified info | tile = carbide hand bones unidentified.png | name = weird artifact | altname = device }}
| dynamictable = {{Dynamic object|Items|CarbideHandBones}}
| unidentifiedimage = carbide hand bones unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = weird artifact
| desc = Blue carbide merely dents where weak collagen would be smashed to bits.
| desc = Blue carbide merely dents where weak collagen would be smashed to bits.


Line 22: Line 25:
Only compatible with True Kin genotypes{{)}}}}
Only compatible with True Kin genotypes{{)}}}}
| categories = Cybernetics
| categories = Cybernetics
| gameversion = 2.0.201.114
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
{{Cybernetics data infobox}}
{{Cybernetics data infobox}}
This implant currently only affects the pair of hands it's implanted on, although few [[True Kin]] would notice a difference.
{{name|caps}} increase the damage potential for the implantee's unarmed attacks to {{dice tooltip|2d3}}. They are the lowest-damage [[unarmed]] implants available in {{gamename}}, being outclassed by the {{favilink|fullerite hand bones}} and {{favilink|crysteel hand bones}}, respectively.
{{stub}}
 
They only affect the pair of hands they are implanted on, and do not apply to additional hands granted by {{favilink|helping hands}} (or {{favilink|Multiple Arms}}, in the rare scenario where a [[True Kin]] gains that mutation).
 
== Obtaining ==
The player can chose to begin the game with {{name}} as their starting cybernetic. They can also be purchased from a {{favilink|gutsmonger}} or found in a {{favilink|cybernetics rack}} attached to a {{favilink|becoming nook}}.
 
== See Also ==
* {{favilink|fullerite hand bones}}
* {{favilink|crysteel hand bones}}
 
{{Cybernetics Navbox}}
{{Cybernetics Navbox}}


[[Category:Cybernetics]]
[[Category:Cybernetics]]

Latest revision as of 02:39, 19 January 2024

carbide hand bones
$
120.00
Commerce Value
15
lbs.
Weight
Complexity

3

Character

ç

ID?Use this ID to Wish for the item

CarbideHandBones

Spawns in

Items

[Implant] - carbide hand bones

Blue carbide merely dents where weak collagen would be smashed to bits.

Your fists deal 2d3 damage.

Target body parts: Hands
License points: 2
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

2

Slots

Hands

Destroyed when removed

No

Carbide hand bones 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.

They only affect the pair of hands they are implanted on, 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).

Obtaining

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.

See Also