Difference between revisions of "Blueprint: Combat Gloves"
Jump to navigation
Jump to search
m (added weight) |
m |
||
Line 29: | Line 29: | ||
{{ComponentGroup|MetalPlates}} | {{ComponentGroup|MetalPlates}} | ||
− | ; Enhancement | + | ; Enhancement (optional) |
{{ComponentGroup|SpikesBlades}} | {{ComponentGroup|SpikesBlades}} | ||
{{ComponentGroup|MetalPlates}} | {{ComponentGroup|MetalPlates}} | ||
− | ; Power module | + | ; Power module (optional) |
− | + | * [[Electroshock Generator]] (electroshock damage on primary and secondary targets) | |
+ | * [[Pneumatic Hammer]] (increased damage and incapacitation on every 4th hit) | ||
− | ; Energy core | + | ; Energy core (optional) |
{{ComponentGroup|EnergyCore}} | {{ComponentGroup|EnergyCore}} | ||
Revision as of 07:11, 23 June 2014
| |||||||
Contain instructions on how to create all types of combat gloves. | |||||||
Weight: 0,05 | |||||||
Value: 300
| |||||||
|
Produces all kinds of Combat Gloves.
Required skills
- Tailoring (varies)
- Mechanics (varies)
- Electronics (optional)
Supported parts
- Glove material
- Cave Hopper Leather
- Rathound Leather
- Mutated Dog Leather
- Pig Leather
- Siphoner Leather
- Ancient Rathound Leather
- Bison Leather E
- Greater Siphoner Leather E
- Leper Serpent Skin E
- Heartbreaker Serpent Skin E
- Sea Wyrm Scales E
- Infused Cave Hopper Leather
- Infused Rathound Leather
- Infused Mutated Dog Leather
- Infused Pig Leather
- Infused Siphoner Leather
- Infused Ancient Rathound Leather
- Infused Bison Leather E
- Infused Greater Siphoner Leather E
- Infused Leper Serpent Skin E
- Infused Heartbreaker Serpent Skin E
- Infused Sea Wyrm Scales E
- Enhancement (optional)
- Steel Spikes (Adds damage on melee)
- Tungsten Steel Spikes (Adds damage on melee)
- TiChrome Spikes (Adds damage on melee)
- Serrated Steel Blade (Adds Bleeding Wound proc)
- Serrated Tungsten Steel Blade (Adds Bleeding Wound proc)
- Serrated TiChrome Blade (Adds Bleeding Wound proc)
- Power module (optional)
- Electroshock Generator (electroshock damage on primary and secondary targets)
- Pneumatic Hammer (increased damage and incapacitation on every 4th hit)
- Energy core (optional)
- Plasma Core (provides energy capacity)