Ulnar stimulators: Difference between revisions

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{{Qud shader|rules|{{(}}+1 Agility{{)}}}}
{{Qud shader|rules|{{(}}+1 Agility{{)}}}}
| categories = Gloves
| categories = Gloves
| gameversion = 2.0.202.92
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
The {{Name}} are a pair of gloves that bolster the player's [[Strength]] and [[Agility]].
The {{Name}} are a pair of gloves that bolster the player's [[Strength]] and [[Agility]].


The ulnar stimulators must be [[Energy|powered]] and [[Boot sequence|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}}[[AV]] bonus.  
The ulnar stimulators must be [[Energy|powered]] and [[Boot sequence|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 its {{AV}}[[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 {{favilink|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 {{favilink|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>
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* [[Gesticulating]] grants +2 Strength, but disables one floating nearby slot.
* [[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]].
* [[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]].
** The heat gain per turn from overloaded will be immediately countered by [[temperature|ambient temperature normalization]].


== References ==
== References ==

Latest revision as of 18:30, 5 March 2024

ulnar stimulators
Charge per Use

1 Solar cell: 2500 usesFidget cell: 2500 usesLead-acid cell: 4000 usesCombustion cell: 6000 usesChem cell: 10000 usesThermoelectric cell: 40000 usesBiodynamic cell: 60000 usesNuclear cell: 100000 usesAntimatter cell: 200000 usesMecha power core: 500000 uses

Charge Used For

Stat Boost

Complexity

3

Tier

3

<003>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker I

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

glove, general

Character

]

ID?Use this ID to Wish for the item

Ulnar Stimulators

Worn On

Hands

Spawns in

Items

Extra Info:
ulnar stimulators

These skin-tight gloves occasionally jolt the hands into performing with added strength and dexterity.

+1 Strength
+1 Agility

Perfect

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 its ♦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]

Tips

This section is opinion-based. Your mileage may vary.

Ulnar stimulators may be modded to further compound their attribute bonuses:

References

  1. ObjectBlueprints.xml