Anchor spikes: 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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{{No Description}}
 
{{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, 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 of facing it.
|-
|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}}

Revision as of 17:55, 3 June 2025

anchor spikes
$
120.00
Commerce Value
1
lb.
Weight
Complexity

3

Character

ç

ID?Use this ID to Wish for the item

AnchorSpikes

Spawns in

Items

[Implant] - anchor spikes

Spikes tipped with crysteel are sutured to the skeleton and shoot through the skin and ground when tensed.

You cannot be forced to move by physical means.

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

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 theTeleport 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, 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 galgals, removing most of the danger of facing it.
Prevents the user from being knocked prone and possibly afflicted with liquid-dependant negative status effects by the sewage eels commonly found in Golgotha.
Prevents tongue tyrants from pulling and potentially engulfing the user, making the Palladium Reef moderately less dangerous to explore, especially for lower-level characters.
Allows the user to walk on active-conveyor belts such as those found in the Tomb of the Eaters without being involuntarily moved, reducing the chance of being inadvertently thrown into the path of environmental hazards such as rotating machine arms or the potentially deadly machine press.
Prevents the user from being repeatedly knocked prone by the Shield Slam skill of Knight Templars and Knight Commanders of the Holy Temple, making it much eaiser to dispatch them in melee.
Prevents the rhinox from launching the user into walls and objects with it's Multiple horns ability, reducing the overall damage potential.

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.