Helping hands: Difference between revisions

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imported>Trashmonks
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Item
{{Item
| title = {{Qud text|&amp;Rh&amp;Yelping&amp;r &amp;Rh&amp;Yands}}
| title = {{Qud text|&amp;Rh&amp;Yelping&amp;r &amp;Rh&amp;Yands}}
| image = helping hands.png
| image = helping hands.png
| overrideimages = {{altimage start}}{{altimage | helping hands identified.png | type = identified}}{{altimage | helping hands unidentified.png | type = unidentified}}{{altimage end}}
| av = 0
| av = 0
| dv = 0
| dv = 0
| weight = 20
| weight = 20
| featureweightinfo = yes
| commerce = 900
| commerce = 900
| id = Helping Hands
| complexity = 4
| tier = 5
| colorstr = &amp;Y
| colorstr = &amp;Y
| tilecolors = YR
| renderstr = ]
| renderstr = ]
| id = Helping Hands
| inheritingfrom = Armor
| inheritingfrom = Armor
| dynamictable = {{Dynamic object|Items|Helping Hands}}
| unidentifiedimage = helping hands unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = bizarre contraption
| wornon = Back
| wornon = Back
| desc = This pair of prosthetic hands are attached to the ends of two telescoping, multi-jointed chrome rods which fasten into a thin plastic case designed to be worn on the back.
| desc = This pair of prosthetic hands are attached to the ends of two telescoping, multi-jointed chrome rods which fasten into a thin plastic case designed to be worn on the back.
| categories = Backpacks
| gameversion = 2.0.206.57
}}
}}
[[Category:Equipment]]
<!-- END QBE -->
{{name}} are an [[artifact]] that acts similarly to the {{favilink|Multiple Arms}} mutation while equipped, giving the wearer two extra arm slots, two hands slots, and a gloves slot.  However, weapons wielded in the robo-hands only have an 8% chance to attack.{{Code Reference | class = HelpingHands | method = FireEvent | case = "AttackerQueryWeaponSecondaryAttackChance"}}  This chance can  be modified by the [[Multiweapon Fighting]] skill tree.{{Code Reference | class = Combat | method = FireEvent | case = "PerformMeleeAttack"}}{{Code Reference | namespace = XRL.World.Parts.Skill | class = Dual_Wield_Fussilade | method = PerformFlurry}}  Additionally, as usual with duplicated limbs, {{AV}}[[AV]] and {{DV}}[[DV]] of items equipped in gloves and arm slots will be reduced.  Any other item properties will work in full,
with the exception of {{favilink|ulnar stimulators}}, which do not work properly when worn on robo-hands.
 
Without a weapon equipped, robo-hands default to "metal fists" which deal 1d3+1 damage (with no penetration cap).  If a robo-limb is [[dismember]]ed, {{name}} will become [[broken]].


==Melee Attacks==
== Tips ==
Each weapon wielded in {{name}} has an 8% chance to be used during a melee attack.<ref><code>XRL.World.Parts.HelpingHands [line 147]</code></ref> This chance can only be modified by the [[Flurry]] skill.<ref><code>XRL.World.Parts.Combat</code><br>&nbsp;&nbsp;&nbsp;<code>XRL.World.Parts.Skill.Dual_Wield_Fussilade</code></code></ref>
{{Opinion}}
* Because the chance to attack is so small, equipping a weapon in a robo-hand is only worth it if you plan on using [[Flurry]] often. It might be preferable to equip a [[:Category:Shields|shield]], or use the robo-hand as the support for a two-handed weapon wielded in an organic hand.
** In a build fully invested in Multiweapon Fighting, {{name}}'s low base attack chance is not as noticeable, with a 58% offhand attack chance compared to the 65% attack chance a normal limb has.


==References==
==References==
Some of these references may be incorrect or out of date
<references />
{{Back Equipment Navbox}}

Latest revision as of 17:07, 5 March 2024

helping hands
Complexity

4

Tier

5

Character

]

ID?Use this ID to Wish for the item

Helping Hands

Worn On

Back

Spawns in

Items

helping hands

This pair of prosthetic hands are attached to the ends of two telescoping, multi-jointed chrome rods which fasten into a thin plastic case designed to be worn on the back.

Perfect

helping hands are an artifact that acts similarly to the Multiple Arms mutation while equipped, giving the wearer two extra arm slots, two hands slots, and a gloves slot. However, weapons wielded in the robo-hands only have an 8% chance to attack.[1] This chance can be modified by the Multiweapon Fighting skill tree.[2][3] Additionally, as usual with duplicated limbs, ♦AV and ○DV of items equipped in gloves and arm slots will be reduced. Any other item properties will work in full, with the exception of ulnar stimulators, which do not work properly when worn on robo-hands.

Without a weapon equipped, robo-hands default to "metal fists" which deal 1d3+1 damage (with no penetration cap). If a robo-limb is dismembered, helping hands will become broken.

Tips

This section is opinion-based. Your mileage may vary.
  • Because the chance to attack is so small, equipping a weapon in a robo-hand is only worth it if you plan on using Flurry often. It might be preferable to equip a shield, or use the robo-hand as the support for a two-handed weapon wielded in an organic hand.
    • In a build fully invested in Multiweapon Fighting, helping hands's low base attack chance is not as noticeable, with a 58% offhand attack chance compared to the 65% attack chance a normal limb has.

References

Some of these references may be incorrect or out of date

  1. XRL.World.Parts.HelpingHands, method FireEvent, in the "AttackerQueryWeaponSecondaryAttackChance" case
  2. XRL.World.Parts.Combat, method FireEvent, in the "PerformMeleeAttack" case
  3. XRL.World.Parts.Skill.Dual_Wield_Fussilade, method PerformFlurry