Helping hands
Complexity
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4 |
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Tier
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5 |
Character
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ID?
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Helping Hands |
Worn On
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Spawns in
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Infobox data from game version 2.0.207.72
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Gloved prosthetic hands attach to the ends of articulating rods. The control mechanism is housed in a false spine box.
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. Missile weapon slots will not be granted, though the hand slots will count for innate missile weapon slots if the equipper previously lacked hands. 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
- 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Some of these references may be incorrect or out of date
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