Medassist module

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medassist module
$
180.00
Commerce Value
1
lb.
Weight
Complexity

4

Character

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ID?Use this ID to Wish for the item

MedassistModule

Spawns in

Items

Extra Info:
[Implant] - medassist module

Stents and pneumatic applicators are hardwired to an intelligent control unit that dictates the injection of protean dyes into the veins.

Current loadout: no injectors

Reduces the action cost of applying injectors by 80%.
Can be loaded with up to 8 injectors, which the medassist module AI will automatically apply when appropriate (at its own discretion) for no action cost.

Target body parts: Body, Back, Arm
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

3

Slots

Body Back Arm

Destroyed when removed

No

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 a 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.

Module-applied elemental resistance tonics like rubbergum injectors or blaze injectors take effect instantly, potentially shielding the user from any instigating source of elemental damage, though this interaction is currently bugged and does not function properly. Tonics which heal the user such as salve injectors or ubernostrum injectors while technically also take effect instantly, do not start healing the user until a full turn has passed. Alternatively applied tonics that grant immunity to a particular status effect, such as hulk honey injectors and sphynx salt injectors will immediately end their corresponding effect, without the need for a turn to pass.

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 targets for the load tonics action.

Under normal circumstances medassist module will never apply more than one tonic at a time to prevent overdose, though if the user is in possession of the Juicer skill this limit will be raised to two.

The 80% tonic use action cost reduction essentially means that the user will be able to apply 4 out of every 5 tonics without taking a turn, allowing the user to benefit from certain tonics in combat without needing to sacrifice valuable turns. This bonus only applies to tonics direly injected by the user, tonics applied on companions or to enemies through items like dart guns do not benefit from the reduction to action cost.

Advantages & Disadvantages

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

Advantages

  • Makes salve and shade oil injectors substantially safer to use manually. Most notably by allowing the user to phase out immediately after applying shade oil, rather than being forced to wait a full turn and potentially dying while vulnerable.
  • Can protect the user if they are otherwise incapacitated and unable to react normally.
  • With the appropriate tonics loaded, provides instant protection against the Terrified and confused status effects.
  • Can save the user valuable turns in the middle of combat.

Disadvantages

  • Some tonics can be challenging to obtain, potentially limiting the utility of being able to more freely inject them.
  • The automatic tonic application regardless of the user's input, can make it difficult to manually use tonics at a critical moment.
  • Provides essentially no regular utility without frequently expending a relatively limited resource.
  • Certain tonics like sphynx salt injectors provide greater general utility than how they are utilized by the implant, potentially limiting the usefulness of having such tonics loaded.

Automatic tonic application criterium

Tonic Positive Factors Negative Factors
blaze injector Player loses more than half of their base HP or 2/3 of their current HP from one source of heat damage
hulk honey injector Player is terrified
luminous hoarshroom Player loses more than half of their base HP or 2/3 of their current HP from one source of cold damage
rubbergum injector 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
salve injector Player is below 50% health
shade oil injector Player loses more than 2/3 of their base HP or 3/4 of their current HP from one source of damage
sphynx salt injector Player is confused
ubernostrum injector 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

  • Shade oil tonics applied by medassist module give the user the option of phasing out the moment they are injected, regardless of whether the user is otherwise incapacitated or not. This essentially means that the implant loaded with shadeoil can save the user from being stunlocked or pronelocked to death by various foes such as galgals, chute crabs or Knight Templars when under normal circumstances the user would not have a chance to apply or even use the tonic at all.
  • The medassist module can be used to produce massive numbers of tonics with only a fraction of the metamorphic polygel it would take under normal circumstances. This is accomplished by loading the desired tonic(s), such as Eaters' nectar injectors or ubernostrum injectors into a medassist module installed into either of the arm slots and then using the Amputate Limb skill to dismember the implanted limb. The newly dismembered limb can then be duplicated with polygel and butchered to retrieve the implant. The tonics previously loaded will be duplicated along with the module and can be loaded into the module once again to repeat the process until 8 desired tonics can be simultaneously duplicated with only a single unit of polygel.