Fullerite hand bones: Difference between revisions

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{{Cybernetics data infobox}}
{{Cybernetics data infobox}}
The {{name}} are the second-highest-damage [[unarmed]] implements available to the player in {{gamename}}, after {{favilink|crysteel hand bones}}.
{{name|caps}} 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).
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).

Revision as of 21:13, 4 January 2022

fullerite hand bones
$
240.00
Commerce Value
18
lbs.
Weight
Complexity

5

Character

ç

ID?Use this ID to Wish for the item

FulleriteHandBones

Spawns in

Items

[Implant] - fullerite hand bones

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

Perfect
Cybernetic Info
License point cost

4

Slots

Hands

Destroyed when removed

No

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.