Fullerite hand bones
18 lbs. Weight | |
Complexity
|
5 |
---|---|
Character
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ç |
ID?
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FulleriteHandBones |
Spawns in
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Infobox data from game version 2.0.207.72
|
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
License point cost
|
4 |
---|---|
Slots
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Hands |
Destroyed when removed
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No |
Fullerite hand bones increase the damage potential for the implantee's unarmed attacks to 2d4+13-9 (Avg: 6). They are the second-highest-damage unarmed implants available in Caves of Qud, being stronger than carbide hand bones, but not quite as strong as crysteel hand bones.
They affect only 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 be purchased from a merchant like a gutsmonger, found in a cybernetics rack attached to a becoming nook, or butchered from an implanted Putus Templar.
See Also