Medassist module

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medassist module
$
180.00
Commerce Value
1
lb.
Weight
Complexity

4

Character

ç

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

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]

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.


Acquistion

By nature of being a cybernetic implant, it is not necessarily guaranteed to find medassist module 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 medassist module, 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.
  1. XRL.World.Parts.CyberneticsMedassistModule