User:Lone Aristocrat/Sandbox

From Caves of Qud Wiki
Jump to navigation Jump to search
This information is reliable as of patch 2.0.204.96. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.204.96.
intravenous port
$
180.00
Commerce Value
0
lbs.
Weight
Complexity

4

Character

ç

ID?Use this ID to Wish for the item

IntravenousPort

Spawns in

Items

[Implant] - intravenous port

Three catheters imprint the skin from underneath.

The effects of tonics last twice as long.

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

Perfect
Cybernetic Info
License point cost

No results

Slots

No results

Destroyed when removed

No results

Work in progress 34 of 77

intravenous port is a moderate cost cybernetic implant which, upon installation, effectively doubles the duration of all tonics. This includes luminous hoarshrooms, despite them not technically being injectors.

The enhanced duration only applies to on-turn, stat-boosting or HP recovering effects. Activated abilities provided by certain tonics, such as the 7-9 turn Phasing from using shade oil injectors do not have their durations lengthened, nor are additional usable instances of the ability obtained due to said longer duration. Similarly, tonics which have effects that only trigger at the end, such as the limited limb Regeneration granted by ubernostrum injectors, do not become more effective despite taking longer than normal to activate.

Additionally and contray to the description, the duration of tonics is technically not doubled; instead, with every installed intravenous port, any injected tonic will gain duration corresponding to it's original unmodified length. This essentially means that the first installed port will grant a 100% boost to active turns, however, the second only provides an effective 50% bonus with increasingly diminished returns as additional copies of the implant are installed.

Advantages & Disadvantages

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

Advantages

  • Generally makes tonics less resource-intensive to use.
  • Can be installed into any open slot.
  • Tonics for the most part become more effective/easier to fully utilize.

Disadvantages

  • The increased duration of tonics can sometimes make it difficult without the Juicer skill to safely use salve injectors when needed.
  • Some tonics have difficult-to-find ingredients, possibly limiting the usefulness of the implant without some luck or regularly checking apothecary merchants.

Tips

  • While active, tonics retain their boosted duration even if the user were to uninstall the implant, essentially meaning that as long as the tonic was injected before removal, it will still benefit from intravenous port's effect. Opening up various utility options if the user were to have access to a large quantity of intravenous ports, a becoming nook and some method of targeted teleportation like a reprogrammable recoiler or an installed onboard recoiler. Such utility options include:
    • Being able to temporarily install several ports to make skulk injectors last for up to 10 days, allowing the user to benefit from the various darkness-based bonuses for extended periods without having to sacrifice any of their normal cybernetics-based capabilities.
    • Being able with the Tomorrowful skill and 8 temporarily installed ports to have Sphynx salt visions last for over 300 turns, giving the user a potent safety net that can be used to help clear dangerous locations like tier 8 Historial sites or for use against deadly boss-like creatures such as chrome pyramids and the Girsh Nephilim
    • Being able to benefit from the +8○DV of shade oil injectors for hundreds of turns at a time without having to sacrifice any implant slots.
  • The enhanced duration of blaze injectors is arguably best exploited with fire suppression system. While the implant is installed, it's automatic dispensing of gel will stop the user from being set on fire by the effects of the tonic, preventing the injector from ending prematurely and allowing the user to do anything while still fully benefiting from the tonic's bonuses.
  • Can be used the extend the duration of hulk honey injectors in order to better utilize the uncapped PV provided by the three handbones implants.

Tonic durations

blaze injector

Installed ports Duration
0 41-50 rounds
1 82-100 rounds
2 123-150 rounds
3 164-200 rounds
4 205-250 rounds
5 246-300 rounds
6 287-350 rounds
7 328-400 rounds
8 369-450 rounds

hulk honey injector

Installed ports Duration
0 41-50 rounds
1 82-100 rounds
2 123-150 rounds
3 164-200 rounds
4 205-250 rounds
5 246-300 rounds
6 287-350 rounds
7 328-400 rounds
8 369-450 rounds

shade oil injector

Installed ports Duration
0 41-50 rounds
1 82-100 rounds
2 123-150 rounds
3 164-200 rounds
4 205-250 rounds
5 246-300 rounds
6 287-350 rounds
7 328-400 rounds
8 369-450 rounds

rubbergum injector

Installed ports Duration
0 41-50 rounds
1 82-100 rounds
2 123-150 rounds
3 164-200 rounds
4 205-250 rounds
5 246-300 rounds
6 287-350 rounds
7 328-400 rounds
8 369-450 rounds

skulk injector

Installed ports Duration
0 1001-1200 rounds
1 2002-2400 rounds
2 3003-3600 rounds
3 4004-4800 rounds
4 5005-6000 rounds
5 6006-7200 rounds
6 7007-8400 rounds
7 8008-9600 rounds
8 9008-10800 rounds

salve injector

Installed ports Duration Duration with Apothecary
0 5 rounds 6 rounds
1 10 rounds 11 rounds
2 15 rounds 16 rounds
3 20 rounds 21 rounds
4 25 rounds 26 rounds
5 30 rounds 31 rounds
6 35 rounds 36 rounds
7 40 rounds 41 rounds
8 45 rounds 46 rounds

ubernostrum injector

Installed ports Duration Duration with Apothecary
0 10 rounds 11 rounds
1 20 rounds 21 rounds
2 30 rounds 31 rounds
3 40 rounds 41 rounds
4 50 rounds 51 rounds
5 60 rounds 61 rounds
6 70 rounds 71 rounds
7 80 rounds 81 rounds
8 90 rounds 91 rounds

sphynx salt injector

Installed ports Duration Duration with Tomorrowful
0 18-22 rounds 36-44 rounds
1 36-44 rounds 72-88 rounds
2 54-66 rounds 108-132 rounds
3 72-88 rounds 144-177 rounds
4 90-110 rounds 180-220 rounds
5 108-132 rounds 216-264 rounds
6 126-154 rounds 252-308 rounds
7 144-176 rounds 288-352 rounds
8 162-198 rounds 324-396 rounds

luminous hoarshroom

Installed ports Duration of healing effect Duration of other effects
0 5 rounds 180-220 rounds
1 5 rounds 360-440 rounds
2 5 rounds 540-660 rounds
3 5 rounds 720-840 rounds
4 5 rounds 900-1060 rounds
5 5 rounds 1080-1280 rounds
6 5 rounds 1260-1500 rounds
7 5 rounds 1340-1720 rounds
8 5 rounds 1520-1940 rounds


}