Inflatable axons

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inflatable axons
$
120.00
Commerce Value
0
lbs.
Weight
Complexity

3

Character

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ID?Use this ID to Wish for the item

InflatableAxons

Spawns in

Items

[Implant] - inflatable axons

Nanoscopic stents inflate the gossamer brain-threads that restrict the conduction of the will.

Activated. Cooldown 100.
You gain +40 quickness for 10 rounds, then you become sluggish for 10 rounds (-10 quickness).

Target body parts: Head
License points: 2
Only compatible with True Kin genotypes
Compute power on the local lattice increases this item's effectiveness.

Perfect
Cybernetic Info
License point cost

2

Slots

Head

Destroyed when removed

No

inflatable axons is a cybernetic implant which gives the creature it is implanted in the ability to temporarily enhance their quickness, albeit for only a short time and with a period of decreased quickness afterwards.

The gained ability is called "Inflate axons" and at baseline grants 40 additional quickness for 10 rounds. Upon activation, the following text is printed into the user's message log The hurdles that separate the will and the way begin to collapse, the user will then temporarily gain the hyper-responsive status effect which will last for the duration of the ability, after the effect's conclusion You feel slugglish will be printed into the message log and the user will gain the sluggish effect, sluggish reduces the affected creature's quickness by 10 for ten rounds.

The cybernetic does scale with compute power, improving the quickness bonus and duration by 4 and 1 for every 10 power. While the ability's cooldown is unaffected by compute power it will however start incrementing down immediately after activation, effectively translating to a lower overall cooldown the higher the user's computer power is.

They can be found randomly throughout the world, especially in the cybernetics racks found near becoming nooks. Additionally, inflatable axons is one of the possible starting implants which a True Kin character can choose during character generation.

Ability cooldown table

Inflatable axons' cooldown (CD) in rounds depends on the user's willpower (WI) attribute:

WICDWICDWICDWICD
91351510521752745
101301610022702840
11125179523652935
12120189024603030
13115198525553125
14110208026503220

Compute power table

Compute power Quickness bonus Duration
10 44 11 rounds
20 48 12 rounds
30 52 13 rounds
40 56 14 rounds
50 60 15 rounds
60 64 16 rounds
70 68 17 rounds
80 72 18 rounds
90 76 19 rounds
100 80 20 rounds
Compute Power Quickness bonus Duration
110 84 21 rounds
120 88 22 rounds
130 92 23 rounds
140 96 24 rounds
150 100 25 rounds
160 104 26 rounds
170 108 27 rounds
180 112 28 rounds
190 116 29 rounds
200 120 30 rounds

Advantages & Disadvantages

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

Advantages

  • Can use the additional quickness to preform various actions during combat at no risk, such as injecting tonics, reloading a ranged weapon or using abilities.
  • Useful for quickly defeating single targets or for reducing overall damage taken while surrounded by multiple enemies.
  • Scales fairly well with compute power, allowing for a decently strong and long-lasting bonus with only moderate investment.

Disadvantages

  • Baseline quickness bonus is somewhat low without additional support.
  • Relatively long cooldown can make it challenging to use consistently without high Willpower.
  • The ten turn -10 quickness penalty can be potentially deadly depending on the siltation.

Tips

  • The implant even without additional compute power becomes substantially more effective when used along with other sources of quickness, such as leyline puppeteers or blaze injectors.
  • Can be used as a reasonably strong escape tool, especially when paired with Sprint or other sources of additional movement speed.