Difference between revisions of "Bionic arm"
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− | + | == Usage == | |
Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster. | Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster. | ||
− | + | == Version history == | |
In Beta 19 it received a nerf to efficiency but is now craftable. | In Beta 19 it received a nerf to efficiency but is now craftable. | ||
{{nav/body_parts}} | {{nav/body_parts}} |
Revision as of 00:41, 5 July 2019
Bionic arm
An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
- Type
- Medical Item – Body Part
Base Stats
Stat Modifiers
A bionic arm is a very useful replacement for a natural arm. They are universal and can be installed on either left or right arms. It has 125% efficiency, increasing a colonist's manipulation by 12.5% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 9 damage when an attack uses that arm, compared to 7 damage from a natural arm. An installed bionic arm will replace a colonist's arm up to and including the shoulder. They can be crafted for 15 and 4 and are rarely offered for sale by exotic traders and at Outlander bases.
As with all bionics, it will give a mood buff to anyone with the Transhumanist trait and a heavy penalty to anyone with the Body purist trait.
Melee Attack | Damage Amount | Cooldown | DPS |
---|---|---|---|
[[Injury|]] |
Usage
Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on Crafting or Medicine since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster.
Version history
In Beta 19 it received a nerf to efficiency but is now craftable.
- Arm/Hand
- Archotech arm • Bionic arm • Power claw • Prosthetic arm • Wooden hand • Drill arm • Elbow blade • Field hand • Hand talon • Venom talon • Flesh tentacle • Flesh whip
- Head
- Archotech eye • Bionic eye • Bionic ear • Bionic jaw • Bionic tongue • Cochlear implant • Denture • Aesthetic nose
- Head implants
- Joywire • Painstopper • Circadian assistant • Circadian half-cycler • Gastro-analyzer • Learning assistant • Mindscrew • Neurocalculator • Psychic harmonizer • Psychic reader • Psychic sensitizer • Venom fangs • Control sublink (Standard, High) • Mechlink • Mech gestation processor • Remote repairer • Remote shielder • Repair probe
- Spine
- Bionic spine • Revenant vertebrae
- Stomach
- Bionic stomach • Nuclear stomach • Reprocessor stomach • Sterilizing stomach • Fleshmass stomach
- Heart
- Bionic heart • Prosthetic heart • Heart • Adrenal heart • Corrosive heart • Metalblood heart
- Lung
- Lung • Detoxifier lung • Fleshmass lung
- Kidney
- Kidney • Detoxifier kidney
- Organs
- Liver
- Visceral implants
- Death acidifier • Aesthetic shaper • Coagulator • Healing enhancer • Armorskin gland • Stoneskin gland • Toughskin gland • Immunoenhancer • Love enhancer • Ghoul plating • Ghoul barbs
- Leg/Foot
- Archotech leg • Bionic leg • Prosthetic leg • Peg leg • Wooden foot • Knee spike
- Related
- Psylink neuroformer • Xenogerm
- Deprecated
- Scyther blade • Psychic silencer