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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 Racks. The player character can then install these cybernetics at a nearby Cybernetic Rook, permitted the fact that they are [[True kin]] and have enough [[License points]] to install them. License points can be gained by upgrading the license using Cybernetic Credit Wedges.
'''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.  


==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.
For a full list with additional details, visit [[List of Cybernetics]].
 
{{#cargo_query:table=Cybernetics|fields=Name,Cost,Description,PossibleSlots= Slots,DestroyOnRemove=Destroyed when Removed,StartingCybernetic=Starting Arcologies,CyberneticID,Weight|where=_pageNamespace <> '2' and _pageNamespace <> '10'|format=dynamic table|hidden fields=Destroyed when Removed, Starting Arcologies, CyberneticID,Weight}}
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>}}.
 
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).
 
<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
|-
| {{favilink|air current microsensor}}
| Body<br>Head
| {{qud text|&RThe Crustal Mortars<br>of Yawningmoon&y}}
| Child of the Deep<br>Child of the Wheel<br> Child of the Hearth<br>Fuming God-Child
|-
| {{favilink|cherubic visage}}
| Face
| {{qud text|&CThe Ice-Sheathed<br>Arcology of Ibul&y}}
| Artifex<br>Consul<br>Praetorian<br>Eunuch
|-
| {{favilink|nocturnal apex}}
| Head
| {{qud text|&GThe Toxic Arboreta of<br>Ekuemekiyye, the Holy City&y}}
| Priest of All Suns<br>Priest of All Moons<br>Syzygyrior<br>Horticulturist
|}
 
</div>
</div>
 
== 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
|-
|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 {{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]]

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