Skillsoft (high SP)
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0 lbs. Weight | |
Complexity
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4 |
|---|---|
Character
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ç |
ID?
|
SingleSkillsoft3 |
Spawns in
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Infobox data from game version 2.0.207.72
| |
License point cost
|
3 |
|---|---|
Slots
|
Head |
Destroyed when removed
|
No |
Skillsoft [high sp] is a Skillsoft cybernetic which provides access to a random regular skill worth more than 150 skillpoints. In practice since all skills with the exception of
Acrobatics always cost a multiple of 50 and do not go above 400, the provided skill will always have a value of either 200, 250, 300, 350 or 400 skill points. The gained skill can be used as a prerequisite for buying other skills, which will remain even if the skillsoft is uninstalled and its skill forgotten.
Advantages & Disadvantages
Advantages
- Has a smaller pool of eligible skills compared to other skillsofts, noticeably improving the odds of finding something useful.
- Can provide access to various skills such as Tinker III or Fastest Gun in the Rust which otherwise often have prohibitive attribute requirements.
- Certain eligible skills, such as Weapon Mastery, can provide a substantial power boost, especially if found early.
Disadvantages
- In many situations, most skills can be learned normally over the course of a run, freeing up the valuable headslot for other slot-exclusive implants such as inflatable axons or nocturnal apex.
- Despite the comparatively smaller pool, the provided skill is still random, limiting usefulness without some luck.
Eligible skills
| Skill | Cost |
|---|---|
| Disorienting Fire | 200 |
| Flattening Fire | 200 |
| Beacon Fire | 200 |
| Ultra Fire | 300 |
| Demolish | 300 |
| Weathered | 200 |
| Calloused | 200 |
| Longstrider | 250 |
| Sweep | 200 |
| Lunge | 200 |
| Dueling Stance | 200 |
| Swipe | 200 |
| En Garde! | 300 |
| Multiweapon Mastery | 200 |
| Intimidate | 200 |
| Skill | Cost |
|---|---|
| Proselytize | 300 |
| Inspiring Presence | 250 |
| Dead Shot | 200 |
| Empty the Clips | 300 |
| Fastest Gun in the Rust | 400 |
| Swift Blocking | 200 |
| Deft Blocking | 200 |
| Staggering Block | 200 |
| Shield Wall | 200 |
| Rejoinder | 250 |
| Shank | 250 |
| Penetrating Strikes | 200 |
| Weapon Mastery | 300 |
| Juke | 200 |
| Tinker II | 200 |
| Skill | Cost |
|---|---|
| Tinker III | 300 |
| Tomorrowful | 200 |
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find Skillsoft [high sp] 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 Skillsoft [high sp] 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 Skillsoft [high sp], 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
- Is essentially the only way to learn the tomorrowful skill without purchasing it from _ during the water ritual
- Can make for a good way to store wealth, due to its weightlessness.
- Its weightlessness makes it trivial to carry around for temporary installation when needed, provided the user has access to a becoming nook.

