Cybernetics locations: Difference between revisions

200 bytes added ,  16:09, 19 November 2020
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add merchants as a potential location for finding implants
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m (add merchants as a potential location for finding implants)
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== Additional Sources of Wedges and Implants ==
== Additional Sources of Wedges and Implants ==


=== Credit Wedges ===
* {{favilink|Knight Commander of the Holy Temple|Knight Commanders of the Holy Temple}} always have a {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}<ref name="ObjectBlueprints" />
* {{favilink|Knight Commander of the Holy Temple|Knight Commanders of the Holy Temple}} always have a {{favilink|cybernetics credit wedge|cybernetics credit wedge 3¢}}<ref name="ObjectBlueprints" />
* The following types of legendary creatures can have a {{favilink|cybernetics credit wedge|cybernetics credit wedge 1¢}} available to trade in the [[Water Ritual]]:<ref><code>Factions.xml</code></ref>
* The following types of legendary creatures can have a {{favilink|cybernetics credit wedge|cybernetics credit wedge 1¢}} available to trade in the [[Water Ritual]]:<ref><code>Factions.xml</code></ref>
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** Legendary [[Robots]]: 50% chance
** Legendary [[Robots]]: 50% chance
** Legendary [[Chrome idol]]s: 33% chance
** Legendary [[Chrome idol]]s: 33% chance
* {{favilink|cybernetics credit wedge|plural}} have a very small chance to be found as random loot anywhere in the world.
=== Cybernetic Implants ===
* [[Historic sites]] have a significantly higher-than-normal chance to spawn {{favilink|becoming nook|plural}} and {{favilink|cybernetics rack|plural}}.<ref name="PopTables" />
* [[Historic sites]] have a significantly higher-than-normal chance to spawn {{favilink|becoming nook|plural}} and {{favilink|cybernetics rack|plural}}.<ref name="PopTables" />
* {{favilink|village tinker|plural}}, {{favilink|dromad trader|plural}}, and other merchants can occasionally sell cybernetic implants, though rare.
* [[Putus Templar]] have a chance to be {{Qud text|&rimplant&ce&rd}} with one or more cybernetics. Implanted cybernetics can be removed with [[Butchery]].<ref name="ObjectBlueprints" />{{Code Reference|class=Cybernetics2HasRandomImplants}}
* [[Putus Templar]] have a chance to be {{Qud text|&rimplant&ce&rd}} with one or more cybernetics. Implanted cybernetics can be removed with [[Butchery]].<ref name="ObjectBlueprints" />{{Code Reference|class=Cybernetics2HasRandomImplants}}
** {{favilink|Knight Templar}}, {{favilink|Gunner-Knight Templar}}, and {{favilink|Banner-Knight Templar}}
** {{favilink|Knight Templar}}, {{favilink|Gunner-Knight Templar}}, and {{favilink|Banner-Knight Templar}}
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*** Will have random cybernetics chosen as if from zone tier 5 (described on the [[cybernetics rack]] page), with a combined license tier of 8 or higher.
*** Will have random cybernetics chosen as if from zone tier 5 (described on the [[cybernetics rack]] page), with a combined license tier of 8 or higher.
* {{favilink|becoming nook|plural}} have a small chance to spawn randomly throughout the world, such as in surface [[Ruins_(disambiguation)|ruins]] or random [[zones]] in the underground. Some ruins may be marked in the "Ruins with Becoming Nooks" section of the journal, and are more likely to contain becoming nooks.
* {{favilink|becoming nook|plural}} have a small chance to spawn randomly throughout the world, such as in surface [[Ruins_(disambiguation)|ruins]] or random [[zones]] in the underground. Some ruins may be marked in the "Ruins with Becoming Nooks" section of the journal, and are more likely to contain becoming nooks.
* {{favilink|cybernetics credit wedge|plural}} have a very small chance to be found as random loot anywhere in the world.


{{references|2.0.201.50}}
{{references|2.0.201.50}}