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Animated creatures usually have some hand equivalent, like the door having 2 "knob" slots. The door get 16 baseline stats and gets mutation points on level up and is not immune to dominate, so you can freely distribute those.
All kinds of other animated furniture has some special effect when animated though (like Hyperbiotic beds having most physician skills), on top of retraining their original "purpose" before life, so you can still sleep in them or get broadcast power from station that is powered (stands next to a working generator).
Hard to say what would be best for you.
I'm just looking for durability mainly. They're just there to carry my gear, distract enemies and maybe provide some fire support.
I had enough bits for 10 spray-a-brain so I did some experimentation. Tried the fused security door, tried a few different walls. Ultimately settled on two "gilded marble from the sultan of marapur" walls from the first floor of the Tomb of the Eaters. They've got 6k HP, 50 AV and their tile has two little protrusions on the bottom of its pattern that look like they could be feet.
I'm still wondering if there's a way to give them mutations. Does brain brine work on animated objects? If so, I was thinking brain brine until I get a mental mutation, then reroll with warm static until they get multiple arms.
Why do you want to give them multiple arms specifically in the first place? It is not like 4 hands with multiweapon fighting are much better than a single weapon(+shield) with single weapon fighting, unless those are short blades, you also put weapons on the arms or level up the mutation a lot.
Actually you're right. Looking at it again with VISAGE it's 25/-14. I'm not sure why it was showing up as 50 before.
I was thinking multiple arms so I could have it carry multiple shields. Is that possible? I've only played truekin and esper so far so I'm not 100% clear on how multiple limbs work mechanically.
At 50 AV of the fused door or 25 AV of the sultan wall + some armour you can give them, there is very little in the game that can get through their AV in the first place and even if it does: 5/6k hp should be enough so that it does not kill them. Stat saps also basically stop being able to penetrate them without even giving them armour, though I think those high rolling enima snails at 36+ strength might get some very lucky roll though 25AV? AV should really not be much of a concern, if that is what you want to use the shields for and not for the stun on block (for which you only really need a single shield per enemy or less with swift blocking).
Multiple arms/hands work the same as most offhands, except that the multiple arms mutation has its own baseline attack number of 10%+3% per mutation level, while default and chimeric arms have 15%, helping hands have 8% since a few patches and special offhand limbs (like horns) have 20% that ignores multi weapon fighting boni. Single weapon fighting sets all of those (except special offhand limbs) to 0% instead.
Not sure if I missed anything about extra limbs, but they basically work like the default limbs for most stuff, evening out AV/DV values and all that (except the floating slots, which are not limbs). Also noteworthy that ulnar stimulators only work on limbs with actual ulnars, which excludes robotic hands and helping hands.. newly sentient beings probably have those? It checks for organic, not for the bones obviously.