Anchor spikes: Difference between revisions
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{{Cybernetics data infobox}} | {{Cybernetics data infobox}} | ||
{{name}} is a lower cost [[feet]]-exclusive [[cybernetic]] which protects the user from various types of forced movement. | |||
Upon installation the user is granted access to the toggleable "anchor spikes" ability, which while active provides the user with immunity to most types of forced movement, including pulling attacks such as the {{favilink|Sticky tongue}} of {{favilink|bloated pearlfrog|plural}}, knockback effects such as from [[creatures]] with the {{favilink|slam}} [[skill]], slipping in certain liquids like {{favilink|slime}} and {{favilink|oil}} as well as providing protection from objects capable of moving creatures such as {{favilink| industrial fan|plural}}. | |||
Despite the broad protection offered, the user is still vulnerable to movement from certain reality-distorting effects, all of which being related to {{favilink|Teleportation}} in some fashion. Such effects include the{{favilink|teleport other}}-like abilities of {{favilink|voider|plural}} and {{favilink|greater voider|plural}} as well as the on-contact teleporation of {{favilink|aloe porta|plural}} and {{favilink|Yonderbrush|plural}}. However, despite technically being considered reality-distorting, the user will not be moved by the effect of {{favilink|gravity grenade mk III|plural}} or the projectile generated by {{favilink|stunning force}}. | |||
While not directly stated in the description [[prone]] effects are also considered forced movement, meaning that while the cybernetic is active, the user is effectively immune to all forms of prone, including from indirect sources such as the {{favilink|sleep gas}} generated by {{favilink|Sleep gas grenade mk III|plural}}, though it is still possible to fall asleep if too much of the [[gas]] is inhaled, the user will just not be knocked prone. | |||
==Advantages & Disadvantages== | |||
===Advantages=== | |||
*Enemies capable of forced movement and inflicting prone are present at most stages of the game. | |||
*Prevents the user from being repeatedly knocked prone to death. | |||
*Immunity to forced movement can be useful for avoiding hazards or pools of dangerous liquid such as {{favilink|lava}} or {{favilink|acid}}. | |||
*Low cost allows for easy installation without greatly affecting the user's ability to install other cybernetics. | |||
===Disadvantages=== | |||
*Certain cybernetics also installable in the feet can indirectly reduce the risk of being kocked prone while still having other utility, such as {{favilink|motorized treads}} with it's +4 to forced movement saves and the additional 150 [[movement speed]] that can in many cases allow the user to outrun objects or enemies capable inflicting prone or forced movement. | |||
*Does not provide a complete consistent benefit. Some feet cybernetics such as {{favilink|Pneumatic pistons}} can be used at the user's discretion, while anchor spikes having any impact is dependent upon outside conditions. | |||
==Notable Use Cases== | |||
There are various scenarios where being immune to involutary movement has strong utility. | |||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
{|class="wikitable" | |||
!Use Case | |||
|- | |||
|Prevents the user from being knocked prone by the otherwise almost universally deadly charge attack of {{favilink|galgal|plural}}, removing most of the danger when facing them. | |||
|- | |||
|Prevents the user from being knocked prone and possibly afflicted with [[prone#waystogoprone|liquid-dependant]] negative status effects by the {{favilink|sewage eel|plural}} commonly found in {{favilink|golgotha}}. | |||
|- | |||
|Prevents {{favilink|tongue tyrant|plural}} from pulling and potentially [[engulfing]] the user, making the {{favilink|Palladium Reef}} moderately less dangerous to explore, especially for lower-level characters. | |||
|- | |||
|Allows the user to walk on active{{favilink|conveyor belt|plural}} such as those found in the {{favilink|Tomb of the eaters}} without being involuntarily moved, reducing the chance of being inadvertently thrown into the path of environmental hazards such as {{favilink|rotating machine arm|plural}} or the potentially deadly {{favilink|machine press|plural}}. | |||
|- | |||
|Prevents the user from being repeatedly knocked prone by the {{favilink|shield slam}} [[skill]] of {{favilink|Knight Templar|plural}} and {{favilink|Knight commander of the holy temple|plural}}, making it much eaiser to dispatch them in melee. | |||
|- | |||
|Prevents the {{favilink|Rhinox}} from launching the user into [[walls]] and objects with it's Multiple horns ability, reducing the overall damage potential. | |||
|- | |||
|} | |||
</div> | |||
</div> | |||
==Tips== | |||
*Can be used with {{favilink|rocket skates}} in order to safely rocket jump without risk of prone. | |||
*Makes gravity grenades substantially safer to use, especially with {{favilink|spaser rifle|plural}}, {{favilink|spaser pistol|plural}} and {{favilink|plasma grenade mk III|plural}}, allowing the user to throw gravity grenades to create hyper-dense clouds of {{favilink|plasma}} without the risk of being pulled into the cloud and potentially instantly killed. | |||
{{Cybernetics Navbox}} | {{Cybernetics Navbox}} |
Latest revision as of 20:15, 3 June 2025
1 lb. Weight | |
Complexity
|
3 |
---|---|
Character
|
ç |
ID?
|
AnchorSpikes |
Spawns in
|
|
Infobox data from game version 2.0.207.72
|
License point cost
|
2 |
---|---|
Slots
|
Feet |
Destroyed when removed
|
No |
anchor spikes is a lower cost feet-exclusive cybernetic which protects the user from various types of forced movement.
Upon installation the user is granted access to the toggleable "anchor spikes" ability, which while active provides the user with immunity to most types of forced movement, including pulling attacks such as the Sticky Tongue of
bloated pearlfrogs, knockback effects such as from creatures with the
Slam skill, slipping in certain liquids like
slime and
oil as well as providing protection from objects capable of moving creatures such as
industrial fans.
Despite the broad protection offered, the user is still vulnerable to movement from certain reality-distorting effects, all of which being related to Teleportation in some fashion. Such effects include the
Teleport Other-like abilities of
voiders and
greater voiders as well as the on-contact teleporation of
aloe portas and
yonderbrushs. However, despite technically being considered reality-distorting, the user will not be moved by the effect of
gravity grenade mk IIIs or the projectile generated by
Stunning Force.
While not directly stated in the description prone effects are also considered forced movement, meaning that while the cybernetic is active, the user is effectively immune to all forms of prone, including from indirect sources such as the sleep gas generated by
sleep gas grenade mk IIIs, though it is still possible to fall asleep if too much of the gas is inhaled, the user will just not be knocked prone.
Advantages & Disadvantages
Advantages
- Enemies capable of forced movement and inflicting prone are present at most stages of the game.
- Prevents the user from being repeatedly knocked prone to death.
- Immunity to forced movement can be useful for avoiding hazards or pools of dangerous liquid such as
lava or
acid.
- Low cost allows for easy installation without greatly affecting the user's ability to install other cybernetics.
Disadvantages
- Certain cybernetics also installable in the feet can indirectly reduce the risk of being kocked prone while still having other utility, such as
motorized treads with it's +4 to forced movement saves and the additional 150 movement speed that can in many cases allow the user to outrun objects or enemies capable inflicting prone or forced movement.
- Does not provide a complete consistent benefit. Some feet cybernetics such as
pneumatic pistons can be used at the user's discretion, while anchor spikes having any impact is dependent upon outside conditions.
Notable Use Cases
There are various scenarios where being immune to involutary movement has strong utility.
Use Case |
---|
Prevents the user from being knocked prone by the otherwise almost universally deadly charge attack of ![]() |
Prevents the user from being knocked prone and possibly afflicted with liquid-dependant negative status effects by the ![]() ![]() |
Prevents ![]() ![]() |
Allows the user to walk on active-conveyor belts such as those found in the ![]() ![]() ![]() |
Prevents the user from being repeatedly knocked prone by the ![]() ![]() ![]() |
Prevents the ![]() |
Tips
- Can be used with
rocket skates in order to safely rocket jump without risk of prone.
- Makes gravity grenades substantially safer to use, especially with
spaser rifles,
spaser pistols and
plasma grenade mk IIIs, allowing the user to throw gravity grenades to create hyper-dense clouds of
plasma without the risk of being pulled into the cloud and potentially instantly killed.
|