Dopamine synth

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dopamine synth
$
180.00
Commerce Value
0
lbs.
Weight
Complexity

4

Character

ç

ID?Use this ID to Wish for the item

DopamineSynth

Spawns in

Items

[Implant] - dopamine synth

The microscopic cartridge synthesizes dopamine at a rapid rate and floods the neural pathways in motivational bliss.

+2 Willpower

Target body parts: Head
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

3

Slots

Head

Destroyed when removed

No

dopamine synth is a moderate cost head exclusive cybernetic implant which upon installation provides the user with +2 to Willpower.

The bonus unlike boosts from equipment and much like the points obtained from leveling count towards the attribute requirements for certain skills. Additionally the extra willpower provides the user with a faster natural regeneration rate, a +1 to both willpower related saves and MA as well as an effective 10% reduction to the cooldown of all abilities.

Advantages & Disadvantages

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

Advantages

  • Aside from the lowered cooldowns, additional willpower can be useful during the early game due to it reducing likelihood of witchwood bark confusing the user, as well as providing some protection against the Sunder Mind mutation possessed by the novices of the Sightless Way commonly found around Grit Gate and other low-tier zones.
  • Reduced ability cooldown generally translates to an overall boost to effectiveness.
  • Having additional willpower improves the likelihood of Iron Mind and Lionheart triggering each round when confused or terrified.

Disadvantages

Acquistion

By nature of being a cybernetic implant, it is not necessarily guaranteed to find dopamine synth in a given playthrough, especially when the relatively limited availability of cybernetics (compared to other items) is taken into consideration. However, despite this scarcity, there are specific places where the user can look in order to maximize their chances of a successful acquisition.

  • Alternatively, if the user would rather guarantee eventual access to a copy of dopamine synth, they can take the following action:
    • Under normal circumstances, the guaranteed gutsmonger present at the Six Day Stilt only provides a restocking inventory of 6-8 implants taken from the cybernetics 1 drop table. However, gutsmongers, unlike most other merchants, adjust the tier of their wares to correspond with whatever zone they are currently standing within. This essentially means, that if the user were to make a gutsmonger a follower, such as by using the Proselytize skill or a love injector, the user could then transport said gutsmonger to a mid-tier location such as Ezra, in order to have access to a permanent and restocking source of mid-tier implants.
    • The newly transported gutsmonger can then be cloned with a rebuked cloneling in order to massively increase the number of cybernetics available each restock. Allowing the user with enough dedicated farms to eventually obtain any implant of any tier.

Tips

  • Having the implant installed effectively provides the user with 6 levels worth of attribute points spent on toughness. Accumulating skill points before implanting will allow the user to buy skills with higher willpower requirements than they would otherwise have, without the permanent ability point investment. The user can expedite the process of finding a dopamine synth to this end, by finding a way to move the statically spawned gutsmonger from the Six Day Stilt to an appropriately tiered zone, such as Ezra, to take advantage of their dynamically tiered stock table. The additional willpower can then be used to purchase skills which include but are not limited to:
  • 32 willpower is an important threshold which having an installed dopamine synth can make easier to achieve. With 32 willpower and an additional 50 compute power(obtainable by wearing a palladium mesh tabard and having palladium electrodeposits installed) the user is able to reduce the cooldown of various cybernetics to 10% of their original values, a notable reduction compared to the 20% most other skill and mutation abilities are limited to. Such cybernetics include: