User:Lone Aristocrat/Sandbox

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matter recompositer
$
180.00
Commerce Value
5
lbs.
Weight
Complexity

4

Character

ç

ID?Use this ID to Wish for the item

MatterRecompositer

Spawns in

Items

[Implant] - matter recompositer

The flux inside this milliscopic cask can fold space on just a large enough scale to shunt a human chassis nearby.

Activated. Cooldown 100.
You teleport to a random, explored space on the map.

Target body parts: Body
License points: 3
Only compatible with True Kin genotypes
Compute power on the local lattice reduces this item's cooldown.

Perfect
Cybernetic Info
License point cost

No results

Slots

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Destroyed when removed

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matter recompositer is a moderate cost cybernetic implant which upon installation gives the user the ability to instantly teleport to a random explored tile within the user's current zone.

The granted ability is called "Emergency Recomposite" and when used teleports the user to a random tile that is both unoccupied and previously explored. Upon activation "you teleport" is printed into the message log and the user is then instantly moved to a random valid tile, unlike some other forms of Teleportation the teleport provided by the implant does not take a turn, allowing the user to act before any newly nearby hostile creatures or environmental hazards such as industrial fans or a machine press.

Notably, due to the random nature of the teleport it is possible for the user to be teleported

Compute power table

Compute Power Cooldown
10 90 rounds
20 80 rounds
30 70 rounds
40 60 rounds
50 50 rounds
60 50 rounds
70 50 rounds
80 50 rounds
90 50 rounds
100 50 rounds
Compute Power Cooldown
110 50 rounds
120 50 rounds
130 50 rounds
140 50 rounds
150 50 rounds
160 50 rounds
170 50 rounds
180 50 rounds
190 50 rounds
200 50 rounds

Ability cooldown

The cooldown for matter recompositer is influenced both by compute power and willpower (WI). The following tables indicate matter recompositer's willpower-adjusted cooldown (CD) at compute power totals 0, 10, 20, 30, 40, and 50.

0 compute power willpower-adjusted cooldowns:

WICDWICDWICDWICD
91351510521752745
101301610022702840
11125179523652935
12120189024603030
13115198525553125
14110208026503220

10 compute power willpower-adjusted cooldowns:

WICDWICDWICDWICD
9122159521682741
10117169022632836
11113178623592932
12108188124543027
13104197725503123
1499207226453218

20 compute power willpower-adjusted cooldowns:

WICDWICDWICDWICD
9108158421602736
10104168022562832
11100177623522928
1296187224483024
1392196825443120
1488206426403216

30 compute power willpower-adjusted cooldowns:

WICDWICDWICDWICD
995157421532732
1091167022492828
1188176723462925
1284186324423021
1381196025393118
1477205626353214

40 compute power willpower-adjusted cooldowns:

WICDWICDWICDWICD
981156321452727
1078166022422824
1175175723392921
1272185424363018
1369195125333115
1466204826303212

50 compute power willpower-adjusted cooldowns:

WICDWICDWICDWICD
968155321382723
1065165022352820
1163174823332918
1260184524303015
1358194325283113
1455204026253210

Advantages & Disadvantages

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

Advantages

  • Strong escape tool.
  • Teleportation does not take a turn, somewhat limiting danger even when teleported to a less-than-ideal location.
  • Cooldown scales well with compute power, allowing for frequent use without heavy investment.

Disadvantages

  • Due to the random nature of the teleport it's possible for the user to sometimes be placed in a worse position than previously.
  • Completely outclassed by the similarly functioning high-fidelity matter recompositer in nearly all metrics besides license cost.
  • Moderate cost can be a tad prohibitive depending on the user's license tier and build goals.

Use as an escape tool

There are various scereons where having some form of teleportation provides strong utility.

Use Case
Can allow the user to escape when grabbed and engulfed by certain creatures like red death daccas and tongue tyrants, potentially making both the banana grove and Palladium Reef somewhat safer to explore.
Allows the user to teleport away when next to foes with dangerous-melee attacks,like the limb-dismembering strikes of astral tabbies and saw-handers or the attribute-draining attacks of stat saps and enigma snails.
Allows the user to escape when latched onto by some creatures, such as the limb-obliterating madpole commonly found in jungle rivers or the movement-impeding crypt ferrets that are endemic to the upper stratum of the Tomb of the Eaters.
Allow the user to teleport away while stuck in certain objects and liquids such as asphalt or webs, potentially saving the user from being surrounded and killed while otherwise unable to easily flee.
Allows the user to escape when engulfed by various members of the Oozes faction, like gelatinous cupolas, gelatinous wedges or gelatinous antiprisms, saving the user from potentially suffering heavy damage, dealing with deadly anti-twins generated by gelatinous antiprisms or having to contend with being forced to a lower stratum by gelatinous cupolas.

Tips

  • Having night vision installed provides the user with 40 tiles of sight, allowing for faster exploration of the surrounding area which in turn substantially increases the number of valid teleportation targets in a given zone, noticeably improving the odds of successfully teleporting away from hostile creatures or environmental hazards.
  • Installed pneumatic pistons can somewhat mitigate the danger of a suboptimal teleportation. If after teleporting, the user was to end up next to a hazard or deadly creature, they would then have the option of using the enhanced Jump provided by the Pneumatics pistons to move up to 6 tiles away, providing the user with breathing room and potentially allowing for a complete escape if necessary.