# Organelle Upgrades

**URL:** https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656
**Category:** Gameplay
**Created:** [January 7, 2020, 8:16pm UTC](https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 "2020-01-07T20:16:12Z")
**Posts on this page:** 1
**Showing post:** 30

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### Author: ![Buckly](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/buckly/32/1259_2.png) [@Buckly](https://forum.revolutionarygamesstudio.com/u/Buckly)
#### Post date: [June 12, 2022, 4:15am UTC](https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656/30 "2022-06-12T04:15:24Z")

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Just gonna throw in my proposal for the current state of toxin organelle upgrades. Not much has changed from my designs from [when they were previously posted](https://forum.revolutionarygamesstudio.com/t/pacing-and-combat/71/5#toxins-2), but I find it important to reiterate them here now that I am more confident on their designs. I apologize for it’s rough state.

If you’re thinking that pili will remain superior despite these changes, you are probably right. Pili as they are, are powerful, and we will get to that in due time.

**Emissive Toxisome**  
This will be the default state of the parts. Available to both prokaryotes and eukaryotes, it causes the cell to passively emit agent clouds in a small radius around themselves. This can be used as an effective tool to prevent crowding around the cell, deter predators, or even to kill slower prey.

_Activation is toggled on/off via ability button_  
_0.2 agent consumed per tick on activation_  
_5 dps_  
_Default version of the oxytoxysome_

In later stages, this might make flesh toxic to the touch; An adaptation seen in poison dart frogs and various flora.

**Accumulative Toxisome**  
Available to both prokaryotes and eukaryotes, this strictly defensive modification disables the toxisome’s ability to emit agents in normal circumstances. Instead, agents will be built up within the cell and released when a predator attempts to engulf it, damaging the predator and forcing it to expel the cell. Doing so however, will leave the cell vulnerable for a time as they must build up toxin to do it again.

_No ability toggle_  
_More energy efficient_  
_Consumes all or most agent on activation_  
_Only activates when enough agent is stored_  
\*Deals 2/5th of total stored agents in damage. (Ex: 50 agents = 20 damage)  
_Potentially bypassed by sufficient toxic resistance_  
_Modification option for the base oxytoxysome_

In later stages, this might make flesh poisonous to eat; An adaptation found in… a very substantial amount of life.

**Nematocyst**  
A re-imagining of the classic projectile toxins, this eukaryotic organelle grants cells a fierce ranged option for their agent delivery. Works much like how toxins currently do, but with a slower cooldown after firing and slight change in handling for multiple organelles (Cooldown is tied to each individual nematocyst retracting, instead of an accumulative decrease in delay). This re-imagining brings the projectile toxin functionality much closer to reality, and perhaps more visually appealing.

_Eukaryote only_  
_Activation is on-demand via ability key_  
_Basically borrows all stats from current oxytoxy parts_  
_Damage remains tied to agent availability, and is diminished with insufficient amounts_  
_Replaces the toxin vacuole_

In later stages, this will be used to give flesh a stinging quality, such as that found in jellyfish and many other species.

* * *

The main idea behind this concept for toxins is to expand the strategies available to species and the player, and thus create an increased amount of adversity in the world of Thrive. Players will be faced with the reality that not all food is safe to eat, not all defenses are to be faced head on, and that there are always multiple solutions to a problem.

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