User:Lone Aristocrat/Sandbox
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1 lb. Weight | |
Complexity
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4 |
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Character
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ç |
ID?
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MedassistModule |
Spawns in
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Extra Info: | |
Infobox data from game version 2.0.207.72
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License point cost
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No results |
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Slots
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No results |
Destroyed when removed
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No results |
medassist module is a moderate cost cybernetic implant which upon installation both reduces the action cost of applying all tonics by 80% and grants the user a toggleable ability which allows the implant to instantly apply tonics when certain criterium are met.
The ability itself is called 'medassist module' and can be toggled off and on without expending action points. It functions by assessing the current type of damage, status effects, amount of damage taken or number of lost limbs the user is currently facing and applying whichever available tonic it determines to have the highest positive utility at no action-cost.
Up to 8 tonics can be slotted into medassist module at time and are loaded by either selecting the implanted cybernetic itself or desired tonic in the inventory screen and choosing the load tonic option. Each loading action costs one turn and results in a single tonic being inserted into the implant. Loaded tonics can be removed at any time by selecting the eject tonic option, which simultaneously removes all inserted tonics at the cost of one turn.
Tonics applied by the module take effect instantly
Unlike most other implants, medassist module retains some functionality while not installed. Tonics present in the implant at the time of being uninstalled are notably not lost and can be retrieved by using the eject tonics action on the newly removed medassist module. Additionally, new tonics can be loaded into the implant at any time and tonics loaded into other medassist modules present in the inventory are considered valid targest for the load tonics action.
The 80% action cost reduction essentially means that the user will be able to apply 4 out of every 5 tonics without taking a turn, notably while applying
Aside from significantly decreasing the action cost of using tonics, the medassist module can be loaded with tonics which will hopefully be used appropriately. The internal AI will never overdose the player and will pick the highest utility tonic of its available stock, injecting it if it has positive utility. Utility equations are broadly detailed below.[1]
Advantages & Disadvantages
Advantages
- Makes salve and shade oil injectors substantially safer to use.
Disadvantages
- Some tonics can be challenging to obtain, potentially limiting utility of being able to more freely inject them.
Sourcing tonics
| Tonic | Base ingredient | Methods of acquisition | |
|---|---|---|---|
This can be exploited for nearly infinite blaze injectors by taking the following series of actions:
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| Is found | Luminoud horashshrooms are commonly found | ||
Automatic tonic application criterium
| Tonic | Positive Factors | Negative Factors |
|---|---|---|
| Player loses more than half of their base HP or 2/3 of their current HP from one source of heat damage | ||
| Player is terrified | ||
| Player loses more than half of their base HP or 2/3 of their current HP from one source of cold damage | ||
| Player loses more than half of their base HP or 2/3 of their current HP from one source of cold or electrical damage | Player is bleeding | |
| Player is below 50% health | ||
| Player loses more than 2/3 of their base HP or 3/4 of their current HP from one source of damage | ||
| Player is confused | ||
| Player has been dismembered |
When the player drops below 10% HP, the medassist module will randomly use any tonics loaded into it, prioritizing healing and
shade oil injectors.
Note that, despite counting as tonics for most other purposes, luminous hoarshrooms will not work in the medassist module, it only accepts actual injectors.
Tips
- ↑
XRL.World.Parts.CyberneticsMedassistModule

