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 | '''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 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 {{Qud text|&y[&WImplant&y] - &Y<cybernetic name>}}. | 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>}}. | ||
==Cybernetics== | 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]]. | |||
===Starting Cybernetics=== | |||
{{#cargo_query:table=Cybernetics|fields=Name=Cybernetic, PossibleSlots=Slots|| where = StartingCybernetic HOLDS 'General'|order by=Name ASC}} | |||
===Arcology Specific Cybernetics=== | |||
{|class="wikitable" | |||
! Cybernetic | |||
! Slots | |||
! Arcology | |||
! Castes | |||
|- | |||
| [[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 | |||
|- | |||
| [[Cherubic visage]] | |||
| Face | |||
| {{qud text|&CThe Ice-Sheathed<br>Arcology of Ibul&y}} | |||
| Artifex<br>Consul<br>Praetorian<br>Eunuch | |||
|- | |||
| [[Nocturnal apex]] | |||
| Head | |||
| {{qud text|>he Toxic Arboreta of<br>Ekuemekiyye, the Holy City&y}} | |||
| Priest of All Suns<br>Priest of All Moons<br>Syzygyrior<br>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 {{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]]. | |||
==List of Cybernetics== | |||
{{Main|List of Cybernetics}} | |||
{{#cargo_query:table=Cybernetics=C, GeneralData=GD | {{#cargo_query:table=Cybernetics=C, GeneralData=GD | ||
| join on=C.CyberneticID=GD.ObjectID | | join on=C.CyberneticID=GD.ObjectID |
Revision as of 03:21, 20 November 2020
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.
Starting Cybernetics
Cybernetic | Slots |
---|---|
Carbide hand bones | Hands |
Dermal insulation | Body • Head • Back |
Hyper-elastic ankle tendons | Feet |
Inflatable axons | Head |
Night vision | Face |
Optical bioscanner | Face |
Optical technoscanner | Face |
Parabolic muscular subroutine | Arm |
Pentaceps | Feet |
Rapid release finger flexors | Hands |
Stabilizer arm locks | Arm |
Translucent skin | Body • Back |
Arcology Specific 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
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.
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 |