Ulnar stimulators: Difference between revisions

435 bytes added ,  02:52, 10 November 2021
Tips about item mods.
(Updated by egocarib with game version 2.0.202.92 using QBE v1.0rc2)
(Tips about item mods.)
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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 <code>Category="Animal"</code> tag. <ref><code>ObjectBlueprints.xml</code></ref>
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 <code>Category="Animal"</code> tag. <ref><code>ObjectBlueprints.xml</code></ref>
== Tips ==
{{opinion}}
Ulnar stimulators may be [[Item mods|modded]] to further compound their attribute bonuses:
* [[Six-fingered]] grants +1 Agility.
* [[Gesticulating]] grants +2 Strength, but disables one [[Floating nearby]] slot.
* [[Overloaded]] grants an additional +1 Agility and +1 Strength, but increases energy usage and causes the ulnar stimulators to [[broken|break]] from time to time unless they are also [[Sturdy]].
== References ==
== References ==
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