Ulnar stimulators

From Caves of Qud Wiki
Jump to navigation Jump to search
ulnar stimulators
Charge per Use

1 Fidget cell: 2500 usesSolar 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

Skin-tight gloves of a conducting mesh jolt the hands into high performance.

+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