Fullerite hand bones: Difference between revisions
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The {{name}} are the second-highest-damage [[unarmed]] implements available to the player in {{gamename}}, after {{favilink|crysteel hand bones}}. | The {{name}} are the second-highest-damage [[unarmed]] implements available to the player in {{gamename}}, after {{favilink|crysteel hand bones}}. | ||
They only affect the pair of hands they are implanted on, and do not apply to additional hands granted by {{favilink|helping hands}} (or [[Multiple Arms]], in the rare scenario where a [[True Kin]] gains that mutation). | |||
== Obtaining == | == Obtaining == |
Revision as of 19:15, 2 November 2021
18 lbs. Weight | |
Complexity
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5 |
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Character
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ç |
ID?
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FulleriteHandBones |
Spawns in
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Infobox data from game version 2.0.202.92
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Black fullerite merely dents where weak collagen would be smashed to bits.
Your fists deal 2d4+1 damage.
Target body parts: Hands
License points: 4
Only compatible with True Kin genotypes
License point cost
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4 |
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Slots
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Hands |
Destroyed when removed
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No |
The fullerite hand bones are the second-highest-damage unarmed implements available to the player in Caves of Qud, after crysteel hand bones.
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
Unlike the carbide hand bones, the player cannot choose to start with fullerite hand bones. Instead, they must find them somewhere in the world, primarily either by purchasing from a gutsmonger or in a cybernetics rack attached to a becoming nook.