Cybernetics: Difference between revisions

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[[File:Cybernetics nook.png|thumb|Cybernetics Nook dialogue]]
[[File:Cybernetics nook.png|thumb|Cybernetics Nook dialogue]]
'''Cybernetics''' are one aspect of [[character]] creation in [[{{Gamename}}]]. They can be obtained at Cybernetics Nooks.
'''Cybernetics''' are one aspect of [[character]] creation in [[{{Gamename}}]]. They provide the bulk of character customization for players playing as [[True Kin]], and are roughly analogous to the [[Mutations]] available to Mutants.  


==List of Cybernetics==
Cybernetics differ from mutations in that they are not obtained through leveling up and spending points; instead, they are found throughout the world in various locations, and installed into the player's body. They are unable to be leveled as mutations are.
{| class="wikitable"
 
|+.Cybernetics
Cybernetics are listed by their short display name below and elsewhere on the wiki. In game, they appear with the prefix {{Qud text|&y[&WImplant&y] - &Y<cybernetic name>}}.
!Name
 
!Cost
In contrast to mutations, very few enemies possess cybernetic implants, a notable exception being the [[Putus Templar]].
!Slots
 
!Effects
== Character Creation ==
The player is permitted to select one cybernetic during character creation. Only a small portion of the cybernetics present in the game are available for selection when creating a character. Additionally, certain cybernetics are only available when playing as [[castes]] belonging to specific arcologies. The player can also choose not to take any cybernetic, which will grant them +1 [[Toughness]], at the cost of starting with 0 license tier (instead of 2).
 
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
 
===General Starting Cybernetics===
{{#cargo_query:table=Cybernetics
|fields=CONCAT('{{favilink id{{!}}', CyberneticID, '}}')=Cybernetic, PossibleSlots=Slots,
| where = StartingCybernetic HOLDS 'General' AND CreationCode IS NOT NULL|order by= Cybernetic}}
 
</div>
<div style="margin-right: 2.5em;">
 
===Arcology-Specific Starting Cybernetics===
{|class="wikitable"
! Cybernetic
! Slots
! Arcology
! Castes
|-
|-
|Dermal Plating
| {{favilink|air current microsensor}}
|3
| Body<br>Head
|Body, Head, Back
| {{qud text|&RThe Crustal Mortars<br>of Yawningmoon&y}}
| +6 Heat, Cold, Electrical, and Acid Resistance
| Child of the Deep<br>Child of the Wheel<br> Child of the Hearth<br>Fuming God-Child
|-
|-
|Optical Bioscanner
| {{favilink|cherubic visage}}
|1
| Face
|Face
| {{qud text|&CThe Ice-Sheathed<br>Arcology of Ibul&y}}
|Allows one to see the HP, AV, and DV of all Biological Creatures.
| Artifex<br>Consul<br>Praetorian<br>Eunuch
|-
|-  
|Optical Technoscanner
| {{favilink|nocturnal apex}}
|1
| Head
|Face
| {{qud text|&GThe Toxic Arboreta of<br>Ekuemekiyye, the Holy City&y}}
|Allows on the instantly recognize artifacts regardless of complexity, and see the HP, AV, and DV of Robots.
| Priest of All Suns<br>Priest of All Moons<br>Syzygyrior<br>Horticulturist
|-
|}
|Force Modulator
 
|2
</div>
|Hands, Feet, Body, Back, Face, Arm, Head
</div>
|Allows one to freely bypass the vast majority of force fields in the game, extremely useful late game vs certain opponents.
 
== Obtaining Cybernetics ==
Cybernetics are not obtained through leveling up as mutations are. Instead, they are found in the game world and installed into the player's body at {{favilink|becoming nook|plural}}.
 
Installing a cybernetic requires the cybernetic itself, an unoccupied body part slot that varies depending on the implant, and the appropriate license tier. One's license tier can be upgraded at a becoming nook by spending {{favilink|Cybernetics credit wedge|plural}}, or by wearing certain equipment.
Just as cybernetics can be installed, they can also be uninstalled using a becoming nook, which will refund the license points used by that implant. Some cybernetics will be returned to the inventory when uninstalled; others, however, will be destroyed if removed.  
 
=== Finding Cybernetics & Wedges ===
{{Main|Cybernetics locations}}
Cybernetics are fairly uncommon in Qud, mainly being located in {{favilink|cybernetics rack|plural}} found next to becoming nooks. Becoming nooks themselves are sometimes found in [[Ruins]], among other locations.
 
Credit wedges are also fairly rare, being found randomly as loot in chests, and are sometimes sold by [[merchants]].
 
== License Tier ==
Installing any cybernetic implant requires a number of available "license points" specific to each implant. Your available license points are equal to your "license tier" minus the number of license points required by your currently-installed cybernetics. By default, all [[True Kin]] begin with a license tier of 2, unless they choose not to start the game with a cybernetic implant (in that case, they start with a license tier of 0, but gain a +1 bonus to Toughness).
 
License tier increases are obtained one at a time by spending cybernetic credits (¢) contained within a {{favilink|cybernetics credit wedge}} at a {{favilink|becoming nook}}. Wedges contain 1¢, 2¢, or 3¢.  Increasing one's license tier by 1 point requires from 1 to 4 cybernetic credits, with the cost increasing by 1¢ every 8 license tiers. Once you reach tier 24, further increases will require the maximum cost of 4¢ each.
 
{|class="wikitable"
! License Tier
! Credits Required
|-
|-
|Night Vision
|1-8
|2
|1 Credit per license tier point
|Face
|Functions exactly as the Night Vision Goggles and the Night Vision Mutation.
|-
|-
|Hyper-Elastic Ankle Tendons
|9-16
|2
|2 Credits per license tier point
|Feet
|Increases your move speed by +6
|-
|-
|Parabolic Muscular Subroutine
|17-24
|1
|3 Credits per license tier point
|Arm
|Increases your throw range by 2. When you throw something at a target inside your throwing range, your throwing accuracy is 100%.
|-
|-
|Cherubic Visage
|25+
|1
|4 Credits per license tier point
|Face
|Your ego is increased by 1.
|-
|Translucent Skin
|2
|Body, Back
|Your DV is increased by 2.
|-
|Stabilizer Arm Locks
|2
|Arm
|Your agility is treated as if it was 6 points higher when determining the accuracy of Rifles and Bows.
|-
|Rapid Release Finger Flexors
|2
|Hands
|You fire pistols 25% faster.
|-
|Carbide/Fullerite Hand Bones
|2/4
|Hands
|Your fists do 2d3/2d4+1 damage.
|-
|Pentaceps
|2
|Feet
|Your charge range is increased by 4.
|-
|Transparent Skin
|3
|Body, Back
|Your DV is increased by 3.
|-
|Bionic Hands
|3
|Hands
|Your Agility is increased by 1.
|-
|Bionic Arm
|3
|Arm
|Your strength is increased by 1.
|-
|Ultra Elastic Ankle Tendons
|3
|Feet
|Your move speed is increased by +10.
|-
|Beautiful Visage
|2
|Face
|Your ego is increased by 1.
|-
|Dopamine Synth
|3
|Head
|Increases your willpower by 1.
|-
|Bionic Heart
|2
|Body
|Increases your toughness by 1.
|-
|Giant Hands
|3
|Hands
|You may wield two-handed melee weapons in one hand.
|}
|}
It will cost 46 credits to reach license tier 24 from tier 2. If you did not select an implant during character creation, you will need an additional 2 credits to reach this point. There is no upper limit to the attainable license tier, and purchased license tier increases are permanent.
Additionally, one's license tier can be temporarily increased through other means, such as by equipping the {{favilink|Kesil Face}}. If unequipping such an item results in a negative balance of available license points, you will not be able to install additional implants until you uninstall some or increase your license tier in order to restore a positive balance of points.
If an implant is removed from your body due to dismemberment or other effects, its license points are implicitly refunded as it is no longer attached to your body. When an implant is removed from your body due to dismemberment of the body part within which it is installed, you may retrieve this body part and use the [[butchery]] skill to retrieve the implant from it, unless it is of a type that is destroyed when uninstalled.
==Full List of Cybernetics==
{{Main|List of Cybernetics}}
{{#cargo_query:table=Cybernetics=C, GeneralData=GD
| join on=C.CyberneticID=GD.ObjectID
| fields=CONCAT('{{((}}favilink page{{!}}', GD._pageName,'{{)}}')=Cybernetic, C.Cost, PossibleSlots= Slots, DestroyOnRemove=Destroyed when Removed, StartingCybernetic=Starting Arcologies, GD.ObjectID=CyberneticID, GD.Weight, GD.Description=Description
| where = GD._pageNamespace = '10002' or GD._pageNamespace = '0'
| order by = C.Cost, C.Name
| group by = GD.ObjectID
| format = dynamic table
| hidden fields = Destroyed when Removed, Starting Arcologies, CyberneticID,Weight
| details fields = Description
| rows per page = 100
}}
[[Category:Character]]
[[Category:Character]]

Latest revision as of 16:27, 31 July 2023

Cybernetics Nook dialogue

Cybernetics are one aspect of character creation in Caves of Qud. They provide the bulk of character customization for players playing as True Kin, and are roughly analogous to the Mutations available to Mutants.

Cybernetics differ from mutations in that they are not obtained through leveling up and spending points; instead, they are found throughout the world in various locations, and installed into the player's body. They are unable to be leveled as mutations are.

Cybernetics are listed by their short display name below and elsewhere on the wiki. In game, they appear with the prefix [Implant] - <cybernetic name>.

In contrast to mutations, very few enemies possess cybernetic implants, a notable exception being the Putus Templar.

Character Creation

The player is permitted to select one cybernetic during character creation. Only a small portion of the cybernetics present in the game are available for selection when creating a character. Additionally, certain cybernetics are only available when playing as castes belonging to specific arcologies. The player can also choose not to take any cybernetic, which will grant them +1 Toughness, at the cost of starting with 0 license tier (instead of 2).

Arcology-Specific Starting Cybernetics

Cybernetic Slots Arcology Castes
air current microsensor Body
Head
The Crustal Mortars
of Yawningmoon
Child of the Deep
Child of the Wheel
Child of the Hearth
Fuming God-Child
cherubic visage Face The Ice-Sheathed
Arcology of Ibul
Artifex
Consul
Praetorian
Eunuch
nocturnal apex Head The Toxic Arboreta of
Ekuemekiyye, the Holy City
Priest of All Suns
Priest of All Moons
Syzygyrior
Horticulturist

Obtaining Cybernetics

Cybernetics are not obtained through leveling up as mutations are. Instead, they are found in the game world and installed into the player's body at becoming nooks.

Installing a cybernetic requires the cybernetic itself, an unoccupied body part slot that varies depending on the implant, and the appropriate license tier. One's license tier can be upgraded at a becoming nook by spending cybernetics credit wedges, or by wearing certain equipment.

Just as cybernetics can be installed, they can also be uninstalled using a becoming nook, which will refund the license points used by that implant. Some cybernetics will be returned to the inventory when uninstalled; others, however, will be destroyed if removed.

Finding Cybernetics & Wedges

Main article: Cybernetics locations

Cybernetics are fairly uncommon in Qud, mainly being located in cybernetics racks found next to becoming nooks. Becoming nooks themselves are sometimes found in Ruins, among other locations.

Credit wedges are also fairly rare, being found randomly as loot in chests, and are sometimes sold by merchants.

License Tier

Installing any cybernetic implant requires a number of available "license points" specific to each implant. Your available license points are equal to your "license tier" minus the number of license points required by your currently-installed cybernetics. By default, all True Kin begin with a license tier of 2, unless they choose not to start the game with a cybernetic implant (in that case, they start with a license tier of 0, but gain a +1 bonus to Toughness).

License tier increases are obtained one at a time by spending cybernetic credits (¢) contained within a cybernetics credit wedge at a becoming nook. Wedges contain 1¢, 2¢, or 3¢. Increasing one's license tier by 1 point requires from 1 to 4 cybernetic credits, with the cost increasing by 1¢ every 8 license tiers. Once you reach tier 24, further increases will require the maximum cost of 4¢ each.

License Tier Credits Required
1-8 1 Credit per license tier point
9-16 2 Credits per license tier point
17-24 3 Credits per license tier point
25+ 4 Credits per license tier point


It will cost 46 credits to reach license tier 24 from tier 2. If you did not select an implant during character creation, you will need an additional 2 credits to reach this point. There is no upper limit to the attainable license tier, and purchased license tier increases are permanent.

Additionally, one's license tier can be temporarily increased through other means, such as by equipping the Kesil Face. If unequipping such an item results in a negative balance of available license points, you will not be able to install additional implants until you uninstall some or increase your license tier in order to restore a positive balance of points.

If an implant is removed from your body due to dismemberment or other effects, its license points are implicitly refunded as it is no longer attached to your body. When an implant is removed from your body due to dismemberment of the body part within which it is installed, you may retrieve this body part and use the butchery skill to retrieve the implant from it, unless it is of a type that is destroyed when uninstalled.

Full List of Cybernetics

Main article: List of Cybernetics

Toggle columns: Destroyed when Removed - Starting Arcologies - CyberneticID - Weight

Cybernetic Cost Slots Destroyed when Removed Starting Arcologies CyberneticID Weight
Cybernetic Cost Slots Destroyed when Removed Starting Arcologies CyberneticID Weight
cherubic visage 1 Face No Artifex Consul Praetorian Eunuch CherubicVisage 1.0
electromagnetic sensor 1 Head Face Back Body Feet Arm Hands No ElectromagneticSensor 0.0
force modulator 1 Hands Feet Body Back Face Arm Head No ForceModulator 0.0
navigation system 1 Head Arm Hands Body Back No NavigationSystem 0.0
optical bioscanner 1 Face No General BiologicalIndexer 0.0
optical technoscanner 1 Face No General TechnologicalIndexer 0.0
Skillsoft [low sp] 1 Head No SingleSkillsoft1 0.0
skin glitter 1 Face Arm Head Hands Feet No SkinGlitter1 0.0
tibular hydrojets 1 Feet Yes TibularHydrojets 1.0
air current microsensor 2 Body Head No Child of the Deep Child of the Wheel Child of the Hearth Fuming God-Child AirCurrentMicrosensor 0.0
anchor spikes 2 Feet No AnchorSpikes 1.0
carbide hand bones 2 Hands No General CarbideHandBones 15.0
communications interlock 2 Hands Feet Body Back Face Arm Head No CommunicationsInterlock 1.0
dermal insulation 2 Body Head Back Yes General DermalInsulation 3.0
fire suppression system 2 Head Body Back No FireSuppressionSystem 3.0
grounding shunts 2 Feet No GroundingShunts 1.0
hyper-elastic ankle tendons 2 Feet No General HyperElasticAnkleTendons 1.0
inflatable axons 2 Head No General InflatableAxons 0.0
night vision 2 Face No General NightVision 0.0
nocturnal apex 2 Head No Priest of All Suns Priest of All Moons Syzygyrior Horticulturist NocturnalApex 0.0
parabolic muscular subroutine 2 Arm No General ParabolicMuscularSubroutine 0.0
pentaceps 2 Feet No General Pentaceps 10.0
phase harmonic modulator 2 Hands Feet Body Back Face Arm Head No PhaseHarmonicModulator 1.0
pneumatic pistons 2 Feet No PneumaticPistons 8.0
rapid release finger flexors 2 Hands No General RapidReleaseFingerFlexors 1.0
reactive cranial plating 2 Head No ReactiveCranialPlating 2.0
Schemasoft [low-tier] 2 Head Yes Schemasoft2 0.0
Skillsoft [medium sp] 2 Head No SingleSkillsoft2 0.0
skin glitter 2 Back Body No SkinGlitter2 0.0
stabilizer arm locks 2 Arm No General StabilizerArmLocks 5.0
translucent skin 2 Body Back No General TranslucentSkin 5.0
anomaly fumigator 3 Hands Feet Body Back Face Arm Head No AnomalyFumigator 1.0
beautiful visage 3 Face No BeautifulVisage 1.0
bionic arm 3 Arm No BionicArm 8.0
bionic hands 3 Hands No BionicHands 5.0
bionic heart 3 Body No BionicHeart 2.0
bionic liver 3 Body No BionicLiver 0.0
custom visage 3 Face Yes CustomVisage 0.0
dermal plating 3 Body Head Back No DermalPlating 10.0
dopamine synth 3 Head No DopamineSynth 0.0
equipment rack 3 Body No EquipmentRack 0.0
giant hands 3 Hands No GiantHands 3.0
high-grade dermal insulation 3 Body Head Back Yes HighGradeDermalInsulation 3.0
intravenous port 3 Hands Feet Body Back Face Arm Head No IntravenousPort 0.0
matter recompositer 3 Body No MatterRecompositer 5.0
medassist module 3 Body Back Arm No MedassistModule 1.0
palladium electrodeposits 3 Head Body Back Arm No PalladiumElectrodeposits 1.0
Schemasoft [mid-tier] 3 Head Yes Schemasoft3 0.0
security interlock 3 Hands Feet Body Back Face Arm Head Yes SecurityInterlock 1.0
Skillsoft [high sp] 3 Head No SingleSkillsoft3 0.0
transparent skin 3 Body Back No TransparentSkin 5.0
ultra-elastic ankle tendons 3 Feet No UltraElasticAnkleTendons 1.0
fullerite hand bones 4 Hands No FulleriteHandBones 18.0
magnetic core 4 Body No MagneticCore 15.0
motorized treads 4 Feet No MotorizedTreads 75.0
onboard recoiler 4 Hands Feet Body Back Face Arm Head No OnboardRecoiler 1.0
phase-adaptive scope 4 Back No Phase-Adaptive Scope 0.0
precision force lathe 4 Head Arm Body Back No PrecisionForceLathe 0.0
reactive trauma plate 4 Body No ReactiveTraumaPlate 4.0
Schemasoft [high-tier] 4 Head Yes Schemasoft4 0.0
grafted mirror arm 5 Arm No GraftedMirrorArm 8.0
micromanipulator array 5 Hands No MicromanipulatorArray 2.0
biodynamic power plant 6 Body No BiodynamicPowerPlant 2.0
gun rack 6 Back No GunRack 20.0
holographic visage 6 Face No HolographicVisage 0.0
penetrating radar 6 Body Back Head Face Arm No PenetratingRadar 0.0
stasis projector 6 Head Arm Hands Body Back No StasisProjector 1.0
crysteel hand bones 8 Hands No CrysteelHandBones 9.0
high-fidelity matter recompositer 8 Body No HighFidelityMatterRecompositer 5.0
optical multiscanner 8 Face No OpticalMultiscanner 0.0
Skillsoft plus 8 Head No TreeSkillsoft 0.0
social coprocessor 8 Head No SocialCoprocessor 0.0
stasis entangler 8 Feet Back Body No StasisEntangler 3.0
cathedra with black opal tracery 12 Back No CathedraBlackOpal 20.0
cathedra with ruby tracery 12 Back No CathedraRuby 20.0
cathedra with sapphire tracery 12 Back No CathedraSapphire 20.0
cathedra with white opal tracery 12 Back No CathedraWhiteOpal 20.0