Bionic arm
8 lbs. Weight | |
Complexity
|
4 |
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Character
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ç |
ID?
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BionicArm |
Spawns in
|
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Infobox data from game version 2.0.207.72
|
License point cost
|
3 |
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Slots
|
Arm |
Destroyed when removed
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No |
bionic arm is a moderate cost cybernetic implant which upon installation grants the user a +2 bonus to Strength.
The bonus unlike boosts from equipment and much like the points obtained from leveling count towards the attribute requirements for certain skills. Additionally the extra strength effectively provides the user with an extra 30 pounds of carry weight, a +1 to their PV value and an additional +1 to strength related saves.
Advantages & Disadvantages
Advantages
- The additional PV effectively grants a flat bonus to melee damage(assuming the user hasn't exceeded the PV cap of their equipped weapon), noticeably improving the close-combat damage potential of any character, melee-focused or not.
- Additional carry weight especially when augmented with a nylon bodypack or molly netting can be useful for traveling through loot rich locations like the ruins or baroque ruins.
- Can make walking through liquids or objects capable of trapping the user such as sap and webs less frustrating.
Disadvantages
- Can be fully replaced by injecting two Eaters' nectar injectors and boosting strength, freeing up the armslot for an implant with effects that cannot be as easily replicated such as grafted mirror arm, medassist module or penetrating radar.
- Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find bionic arm 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.
- Due to bionic arm being considered a mid-tier implant, the following sources provide the greatest odds of finding a copy:
- Ezra's tinkerer Yla Haj who offers a non-restocking selection of 6-8 cybernetics taken from the tier 5 cybernetics drop table.
- village tinkers from villages which happen to spawn in mid-tier zones such as jungles, Rivers or banana groves can, upon restock, sometimes offer 2-4 implants taken from the zone's corresponding cybernetics table.
- Historical sites which spawn in mid-tier zones like the mountains or Rainbow Wood, have a chance of containing becoming nooks which each hold 1-2 zone-tier appropriate implants. The locations of such historical sites can be obtained with some reliability by water-ritualing legendary members of the Putus Templar and trading for secrets.
- The cybernetics ward on strata 13 of Bethesda Susa contains 4 becoming nooks which together provide 4-8 implants taken from the tier 4 cybernetics drop table.
- Certain lower-ranking members of the Putus Templar such as Knight Templars, Banner-Knight Templars and Gunner-Knight Templars have a 25% chance of spawning with the implanted prefix. Which, when killed and butchered drop cybernetics pulled from the cybernetics 4 table at 80% efficiency.
- Alternatively, if the user would rather guarantee eventual access to a copy of bionic arm, 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.
Tips
- Each instance of the implant provides the user with 6 levels worth of attribute points into strength, meaning that if the user were to find and install two bionic arms such as by moving the zone-tier adjusting gutsmonger one of which always spawns at the Six Day Stilt to a mid-tier location like Ezra and then taking advantage of the adjusted wares. The user with enough skill points would then be able to access various skills which require high strength at a much earlier stage than usual. Such skills include:
- If the user is lacking other means of avoiding/circumventing the large pools of asphalt present in the upper and mid strata of the Asphalt Mines such as pneumatic pistons or high-fidelity matter recompositer. Having one or more installed bionic arms will reduce the likelihood of being ensnared by the liquid and make it easier to escape when trapped, somewhat reducing overall travel time.