PORT

reference

Also known as: PORTS · MODULE · MODULES

Ports and Implant Modules Overview Porting allows certain implants to accept special modules. When a module is seated into a valid port, that module grants a bonus based on its family. These bonuses come from the module itself, not from the place it was found. An implant may already have ports built into it, or a skilled surgeon may be able to cut a new port into the housing for a price. What can be ported? Only implants with valid ports may hold modules. This usually means one of the following: 1) The implant was created with ports already on it 2) The implant was made port-ready by design 3) A new port was cut into it by the surgeon Ordinary gear does not take modules. Modules are for implants. Shapes and matching Every port has a shape, and every module has a shape. A module must match the shape of the open port it is being placed into. Common port shapes include: round spike eye Rare port shapes include: fang star any is a universal port shape found on special implants. It is not normally cut to order by the surgeon. Families and bonuses Each module belongs to a family. Each family grants a different kind of bonus when seated into implant hardware. Common examples include: ash - damroll void - spellpower root - hit regen blood - hit points sun - hitroll moon - damage reduction storm - dodgeroll bone - armor class Rare examples can include: fire - melee power steel - major wound Different implants may benefit more from different families. Where to get port work The implant surgeon works in Tek Angeles, next to the implant doctor. Use: buy list to review the services offered there. Using installed slot keywords For implant work, you may either name the implant itself or name the installed implant location directly. Examples of valid slot keywords include: back, chest, skull, jaw leftarm, rightarm leftwrist, rightwrist lefteye, righteye leftshoulder, rightshoulder This means you can refer to an implant by name, or by the place it is currently installed. How to inspect an implant Use: buy portinfo <implant> You may also use an installed slot keyword instead of an implant name, such as: buy portinfo leftarm This will show: - how many ports the implant has - what shapes those ports are - what modules are currently seated - what bonuses the implant is gaining from those modules How to seat a module Use: buy port <module> <implant> [slot] This seats a module into a matching open port on the implant. If you do not name a slot, the first valid open port is used. The implant argument may be either the implant's name or an installed slot keyword. Example: buy port ember leftarm 1 How to remove a module Use: buy unport <implant> <slot> This removes the module from a filled port and returns it to you. The implant argument may be either the implant's name or an installed slot keyword. How to add a port Use: buy addport <implant> <shape> This asks the surgeon to cut a new port into the implant. The first argument may be: 1) the implant's name 2) an installed slot keyword such as leftarm, skull, or rightwrist Examples: buy addport cortex eye buy addport leftarm spike Adding a port is expensive, and the cost rises as more ports are added to the same implant. New ports begin at a minimum of 5,000,000 credits. any is not normally cut to order. Not all shapes are always available for purchase, and not all implants are suitable for such work. Important notes - A module must match the port shape - Some implants begin with valuable universal ports - Rare shapes are harder to obtain - More ports on the same implant cost far more - Porting and unporting are specialized services - You may name an installed slot instead of the implant itself - Choose module families carefully for your build Example flow 1) Find a port-ready implant 2) Inspect it with buy portinfo <implant> 3) Obtain a module with a matching shape 4) Use buy port <module> <implant> 5) Review the result with buy portinfo <implant>