Equipment rack
0 lbs. Weight | |
Complexity
|
4 |
---|---|
Character
|
ç |
ID?
|
EquipmentRack |
Spawns in
|
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Infobox data from game version 2.0.207.72
|
License point cost
|
3 |
---|---|
Slots
|
Body |
Destroyed when removed
|
No |
equipment rack is moderate cost cybernetic which upon installation grants the user an additional worn on back slot.
The second worn on back slot functions as any other extra equipment slot. Meaning, that while the user is able to equip up to two back items at a time, the provided AV and DV of certain pieces of equipment such as the Praetorian's cloak will be halved and only reach baseline effectiveness if two are worn simultaneously.
Additionally, the second slot allows the user to wear a single gigantic item such as chassis plate or
sail from the Great Machine.
Advantages & Disadvantages
Advantages
- Can be obtained quite early and can remain useful throughout the game.
- Having an additional worn on back slot provides exceptional utility.
- Can be used to wear equipment which provides flight like
mechanical wings or
gyrocopter backpack with another item simultaneously, removing the inconvenience of having to equip and unequip gear items when looking to fly.
Disadvantages
- Since the player only has one body slot, using an equipment rack prevents the player from using more specialized cybernetics like the
biodynamic power plant or
high-fidelity matter recompositer.
- Can negatively impact survivability during the early and midgame due to halving the protection value of cloaks.
- Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
- Some items can alternatively be equipped multiple times by using a
high-powered magnet to magnetize them. Freeing up the highly competitive body slot for other implants such as
magnetic core,
stasis entangler or
matter recompositer.
Notable synergistic gear
Various gear items provide strong utility if equipped twice or in conjunction with other items worn on the back slot.
Item | Utlitly |
---|---|
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Having multiple gas tumblers especially when overloaded greatly increases the density of any gas generated by the user, improving the effectiveness and overall damage potential of various gas-releasing effects. Boosted gas-releasing effects include but are not limited to: the ![]() ![]() ![]() ![]() ![]() |
![]() ![]() |
Can be equipped twice for the addtional 40% or 32% boost to carryweight, or used by itself for a moderate boost to carryweight alongside another back item. |
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Having two equipped rainbowweave cloaks grants the user an effective 75% chance to deflect light-based attacks. Providing strong protection against certain foes which often utilize light-based attacks, such as the ![]() ![]() ![]() ![]() |
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Two equipped helping hands provide the user with 4 additional hand and arm slots, both allowing the user to more easily use certain gear items like ![]() ![]() ![]() ![]() |
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Having two yurtmats equipped provides the user with +4DV whenever they are standing in foliage. Eligible foliage can be easily produced by dropping and standing within a ![]() |
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Two can be equipped for a +4 bonus to Strength, with the additional benefit of allowing the user to utilize a wide variety of mods. Such mods include but are not limited to: gesticulating, lanterned, nav, fitted with cleats and spring-loaded. |
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Having two tabards equipped provides the user with a baseline +60 to compute power, improving the effectiveness of various cybernetics, most notably those which have their cooldowns halved upon achieving 50 compute power such as ![]() ![]() |
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Having two equipped provides the user with a +30 cold resistance, useful for those looking to traverse ![]() |
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Having two equipped kaleidocera capes provides the user with a +40 to their elemental resistances which can be raised to full immunity by equipping the ![]() ![]() ![]() |
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find equipment rack 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 equipment rack 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 equipment rack, 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.
- Under normal circumstances, the guaranteed
Tips
- The implant can be used to wear a piece of back equipment while using a
gun rack or
one
of
the
four cathedras.
- If the user were be infected with itchy skin and unable to treat the condition, equipment rack can be installed temporarily as a potential fungal infection cure. Since if the infection were to manifest on the extra slot provided by the implant, the implant could be uninstalled and reinstalled in order to then remove the infection permanently.
- The schematics for some worn on back items can be obtained from mid and high-tier schemasofts.