Nocturnal apex: Difference between revisions

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Updated by egocarib with game version 2.0.207.72 using QBE v1.0rc2
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{{missing info|Lacks infomration about how the passive health regeration bonus scales with compute power|}}
{{Cybernetics data infobox}}
{{Cybernetics data infobox}}
A {{name}} is a [[cybernetics|cybernetic]] which provides [[day/night cycle]]-based bonuses to the creature it is implanted in. The potency of these effects is increased by increased [[compute power]].
{{name}} is a [[head]]-exclusive [[cybernetics|cybernetic]] which provides [[day/night cycle]]-based bonuses to the creature it is implanted in. The potency of these effects is increased by [[compute power]].
 
The implant provides two individual benefits depending on the current stage of the day/night cycle, both bonuses are entirely cycle exclusive. The day benefit is active between Harvest dawn and towards the end of Jeweled dusk with the night benefit being available between the very end of Jeweled Dusk and the Shallows. This essentially means that during a standard 1200 turn day, the day-exclusive effect will be active for roughly 700 turns, with the night effect being usable during the remaining 500 turns. 
 
The day-exclusive bonus grants a scaling 10% increase to the user's passive health regeneration rate, which, like other sources of increased health regeneration does not apply during [[combat]] without the {{favilink|regeneration}}[[mutation]] It does however stack with other sources of health regeneration such as the bonus granted by the {{favilink|meditate}} [[skill]].
 
The night-exclusive benefit grants an active ability called "Prowl", upon activation {{color| g|"You start to prowl"}} will be printed into the message log and the user will gain the {{color | r|prowling}}  status [[effect]] for the duration of the ability, {{color | r|prowling}}  at baseline grants a 6 point boost to agility and a 10 point bonus to movement speed for 100 rounds. After the duration expires "Prowl" will become unusable in the ability tab until the next night, however due to it's the exceptionally long base cooldown of 1200 turns, "Prowl" will often still be unusable for at least a portion of the new night, especially if the user has low [[willpower]] or used it near the end the previous night.


It is available during character creation to [[True Kin]] from Ekuemekiyye (those of the [[Horticulturist]], [[Priest of All Suns]], [[Priest of All Moons]], and [[Syzygyrior]] castes).
It is available during character creation to [[True Kin]] from Ekuemekiyye (those of the [[Horticulturist]], [[Priest of All Suns]], [[Priest of All Moons]], and [[Syzygyrior]] castes).
==Ability cooldown table==
{{willpower cooldown table |1200}}
Target body parts: scales with compute power
==Compute power table==
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
{|class="wikitable"
! Compute power
! Agility bonus
! Movement speed bonus
! Duration
|-
| 10
|6
|11
| 110 rounds
|-
| 20
|7
|12
| 120 rounds
|-
| 30
|7
|13
| 130 rounds
|-
| 40
|8
|14
| 140 rounds
|-
| 50
|9
|15
| 150 rounds
|-
| 60
|9
|16
| 160 rounds
|-
| 70
|10
|17
| 170 rounds
|-
| 80
|10
|18
| 180 rounds
|-
| 90
|11
|19
| 190 rounds
|-
| 100
|12
|20
| 200 rounds
|}
</div>
<div style="margin-right: 2.5em;">
{|class="wikitable"
! Compute Power
! Agility bonus
! Movement speed bonus
! Duration
|-
| 110
|12
|21
| 210 rounds
|-
| 120
|13
|22
| 220 rounds
|-
| 130
|13
|23
| 230 rounds
|-
| 140
|14
|24
| 240 rounds
|-
| 150
|15
|25
| 250 rounds
|-
| 160
|15
|26
| 260 rounds
|-
| 170
|16
|27
| 270 rounds
|-
| 180
|16
|28
| 280 rounds
|-
| 190
|17
|29
| 290 rounds
|-
| 200
|18
|30
| 300 rounds
|}
</div>
</div>
==Advantages & Disadvantages==
===Advantages===
*Scales well with compute power.
*Can provide one of the largest possible bonuses to agility available, only being potentially matched by the comparatively short-lived boost granted by {{favilink|Ego projection}}
*Prowl has an extremely long duration with higher compute power, potentially allowing for it to be used in multiple [[combat]] encounters.
*Additional passive health regeneration can have some utility, especially when the user has an installed {{favilink| biodynamic power plant}}, an equipped [[jacked]]  {{favilink|force bracelet}} and the meditate skill.
===Disadvantages===
*The active ability being restricted to night often makes it extremely clunky to fully utilize.
*Difficult to obtain outside of character creation.
*Without high willpower, prowl will often still be on cooldown the following night.
*Most other head-exclusive cybernetics provide more consistently available abilities/utility.
==Tips==
*Can be used to great effect with the {{favilink|hook and drag}} skill. The agility bonus makes it more likely for the user to hit the ensnared [[creatures|creature]] while moving, the movement speed boost allows for additional attacks to be made and the extra [[DV]] from the agility decreases the likelihood of the hooked creature successfully retaliating whilst being dragged.
*Potentially enables accurate extremely long-range shots especially with higher compute power or when used along with {{favilink|Stabilizer arm locks}}.
*Can be used with {{favilink|skulk injector|plural}} for an even larger bonus to agility and movement speed.


{{Cybernetics Navbox}}
{{Cybernetics Navbox}}


[[Category:Cybernetics]]
[[Category:Cybernetics]]