Grounding shunts: Difference between revisions

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===Advantages===
===Advantages===
*Useful against [[creatures]] who are capable of electrical damage such as {{favilink| Electrofuge|plural}} and {{favilink|Quatravolt glider|plural}}.
*Useful against [[creatures]] who are capable of electrical damage such as {{favilink| Electrofuge|plural}} and {{favilink|Quatravolt glider|plural}}.
*When electrical damage is encountered it's often in extremely high bursts, such as the deadly discharge of massed {{favilink|Aloe volta|plural}}, having a 50% reduction to all electrical damage could be potentially lifesaving in those scenarios.
*When electrical damage is encountered it's often in extremely high bursts, such as the deadly discharge of massed {{favilink|Aloe volta|plural}}, having a 50% reduction to all electrical damage could be potentially lifesaving in that and similar scenarios.
*Low cost allows for installation with little impact on the user's ability to install additional implants.
*Low cost allows for installation with little impact on the user's ability to install additional implants.
===Disadvantages===
===Disadvantages===
*Few enemies are generally capable of electric damage, limiting the usefulness of resisting it.
*Few enemies are generally capable of electric damage, limiting the usefulness of resisting it.
*{{favilink|rubbergum injector|plural}} especially when augmented with {{favilink|intravenous port}} provide a higher bonus (100 compared to 50) and generally last long enough to survive most instances of electrical damage, provide the user is able to preemptively recognize those situations and actually find tonics to inject.  
*{{favilink|rubbergum injector|plural}} especially when augmented with {{favilink|intravenous port}} provide a higher bonus (100 compared to 50) and generally last long enough to survive most instances of electrical damage. Provided the user is able to find enough of the tonic to use whenever needed.
 
==Tips==
==Tips==
{{spoiler}}
{{spoiler}}

Revision as of 01:23, 22 May 2025

grounding shunts
$
120.00
Commerce Value
1
lb.
Weight
Complexity

3

Character

ç

ID?Use this ID to Wish for the item

GroundingShunts

Spawns in

Items

[Implant] - grounding shunts

Carbon fiber shoots out of two electrodermal contact pads.

+50 electric resistance

Target body parts: Feet
License points: 2
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

2

Slots

Feet

Destroyed when removed

No

grounding shunts is a lower cost feet exclusive cybernetic which grants the user a 50% resistance to electrical damage. This bonus is considered permanent and can stack with other sources of electrical resistance.

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Useful against creatures who are capable of electrical damage such as electrofuges and quatravolt gliders.
  • When electrical damage is encountered it's often in extremely high bursts, such as the deadly discharge of massed aloe voltas, having a 50% reduction to all electrical damage could be potentially lifesaving in that and similar scenarios.
  • Low cost allows for installation with little impact on the user's ability to install additional implants.

Disadvantages

  • Few enemies are generally capable of electric damage, limiting the usefulness of resisting it.
  • rubbergum injectors especially when augmented with intravenous port provide a higher bonus (100 compared to 50) and generally last long enough to survive most instances of electrical damage. Provided the user is able to find enough of the tonic to use whenever needed.

Tips

Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.