Medassist module
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medassist module
1 lb. Weight | |
Complexity
|
4 |
---|---|
Character
|
ç |
ID?
|
MedassistModule |
Spawns in
|
|
Extra Info: | |
Infobox data from game version 2.0.207.72
|
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 |
---|---|---|
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Player loses more than half of their base HP or 2/3 of their current HP from one source of heat damage | |
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Player is terrified | |
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Player loses more than half of their base HP or 2/3 of their current HP from one source of cold damage | |
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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 |
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Player is below 50% health | |
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Player loses more than 2/3 of their base HP or 3/4 of their current HP from one source of damage | |
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Player is confused | |
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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.
- ↑
XRL.World.Parts.CyberneticsMedassistModule