Ulnar stimulators: Difference between revisions
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| extra = {{Extra info|empsensitive = yes | metal = yes | energycellrequired = yes}} | | extra = {{Extra info|empsensitive = yes | metal = yes | energycellrequired = yes}} | ||
| inheritingfrom = BaseGlove | | inheritingfrom = BaseGlove | ||
| | | unidentifiedinfo = {{Unidentified info | tile = ulnar stimulators unidentified.png | name = weird artifact | altname = gloves }} | ||
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| wornon = Hands | | wornon = Hands | ||
| desc = These skin-tight gloves occasionally jolt the hands into performing with added strength and dexterity. | | desc = These skin-tight gloves occasionally jolt the hands into performing with added strength and dexterity. |
Revision as of 00:34, 18 December 2020
Charge per Use
|
1 |
---|---|
Charge Used For
|
Stat Boost |
Complexity
|
3 |
Tier
|
3 |
<003> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Character
|
] |
ID?
|
Ulnar Stimulators |
Worn On
|
Hands |
Extra Info:
| |
Infobox data from game version 2.0.201.56
|
These skin-tight gloves occasionally jolt the hands into performing with added strength and dexterity.
The ulnar stimulators are a pair of gloves that bolster the player's Strength and Agility.
The ulnar stimulators must be powered and booted up to function, possessing a boot sequence of 5 turns. Once this has elapsed, the player's Strength and Agility will be temporarily increased by 1 point until the gloves are removed or run out of power. Wearing the gloves unpowered will not provide the Attribute bonuses, but will still provide it's AV bonus.
The ulnar stimulators will not grant their Attribute bonuses, even if powered, when worn on a pair of non-animalian hands, such as (but not limited to) the hands granted by Helping hands, a robot's hands, the "bifurcations" of a plant, or the "knobs" of an animated door. More specifically, the hands must have the Category="Animal"
tag. [1]
References
- ↑
ObjectBlueprints.xml