Bionic arm

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bionic arm
$
180.00
Commerce Value
8
lbs.
Weight
Complexity

4

Character

ç

ID?Use this ID to Wish for the item

BionicArm

Spawns in

Items

[Implant] - bionic arm

A whole new arm fabricated from graphene and neutrafoam. Its pylon awaits engagement.

+2 Strength

Target body parts: Arm
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

3

Slots

Arm

Destroyed when removed

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

This section is opinion-based. Your mileage may vary.

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

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.

  • 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.