Data:List of Cybernetics: Difference between revisions

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(added some cybernetix)
(→‎List of Cybernetics: added the rest, removed descriptions)
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| cost = 3
| cost = 3
| slots = Body, Head, Back
| slots = Body, Head, Back
| desc= Pillowy fiberglass scales tense around a supporting axis. Once installed, they'll unwind and inflate under the skin.
&C+6 Heat Resistance
&C+6 Cold Resistance
&C+6 Electrical Resistance
&C+6 Acid Resistance
| id = DermalInsulation
| id = DermalInsulation
| startcybernetic = General
| startcybernetic = General
| destroyonremove = yes
| destroyonremove = yes
| weight = 0}}
}}
{{!}}-
{{!}}-
{{Cybernetic
{{Cybernetic
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| cost = 1
| cost = 1
| slots = Face
| slots = Face
| desc = A minuscule graphene array that processes optical data against a repository of organic lifeforms and artifacts.
&CYou gain access to the precise hit point, armor, and dodge values of robotic creatures and you automatically identify artifacts.
| id = BiologicalIndexer
| id = BiologicalIndexer
| startcybernetic = General
| startcybernetic = General
| weight = 0}}
}}
{{!}}-
{{!}}-
{{Cybernetic
{{Cybernetic
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| cost = 1
| cost = 1
| slots = Face
| slots = Face
| desc = A minuscule graphene array that processes optical data against a repository of robotic lifeforms and artifacts.
&CYou gain access to the precise hit point, armor, and dodge values of robotic creatures and you automatically identify artifacts.
| id = TechnologicalIndexer
| id = TechnologicalIndexer
| startcybernetic = General
| startcybernetic = General
| destroyonremove = no
| destroyonremove = no
| weight = 0}}
}}
{{!}}-
{{!}}-
{{Cybernetic
{{Cybernetic
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| cost = 1
| cost = 1
| slots = Hands, Feet, Body, Back, Face, Arm, Head
| slots = Hands, Feet, Body, Back, Face, Arm, Head
| desc = The emitted frequencies of your tiniest bits are synchronized with the standardized band for force emission.
&CYou can walk through forcefields.
| id = ForceModulator
| id = ForceModulator
| startcybernetic = General
| startcybernetic = General
| destroyonremove = no
| destroyonremove = no
| weight = 0}}
}}
{{!}}-
{{!}}-
{{Cybernetic
{{Cybernetic
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| cost = 2
| cost = 2
| slots = Face
| slots = Face
| desc = Nerve-packed retina scatters incoming radiation and bends light so the irises turn jade.
&CYou gain the toggleable ability to see in the dark.
| id = NightVision
| id = NightVision
| startcybernetic = General
| startcybernetic = General
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| cost = 1
| cost = 1
| slots = Arm
| slots = Arm
| desc = Nerve bundles so arranged to stimulate muscles in the arm along a parabolic slide rule.
&CYour throw range is increased by 2.
When you throw something at a target inside your throw range, your throwing accuracy is 100%
| id = ParabolicMuscularSubroutine
| id = ParabolicMuscularSubroutine
| startcybernetic =  
| startcybernetic =  
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| cost = 1
| cost = 1
| slots = Face
| slots = Face
| desc = Carnal instructions dictate the reformation of the face's bone structure and plump tissue mass into a soft and angelic countenance. Through such thaumaturgy, the people of hoary Ibul, cradled in the breast of a collapsed ice shelf, wander its lamplighted streets in rosy-cheeked disinterest.
&C+1 Ego
| id = CherubicVisage
| id = CherubicVisage
| startcybernetic = Artifex, Consul, Praetorian, Eunuch
| startcybernetic = Artifex, Consul, Praetorian, Eunuch
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| cost = 2
| cost = 2
| slots = Body, Back  
| slots = Body, Back  
| desc = The diaphanous dermis throws the circulatory, muscular, and nervous networks into silhouetted relief.
&C+2 DV
| id = TranslucentSkin
| id = TranslucentSkin
| startcybernetic = General
| startcybernetic = General
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| cost = 2
| cost = 2
| slots = Arm  
| slots = Arm  
| desc = Chrome clasps fasten arm joints to emulate the stillness of unlife.
&CFor the purpose of determining your accuracy with ranged attacks, your agility is treated as if it were 6 points higher.
| id = StabilizerArmLocks
| id = StabilizerArmLocks
| startcybernetic = General
| startcybernetic = General
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| cost = 2
| cost = 2
| slots = Hands
| slots = Hands
| desc = Neuronically charged tissue sheaths transmit the will faster than what cell biology had achieved.
&CYou fire pistols 25% faster.
| id = RapidReleaseFingerFlexors
| id = RapidReleaseFingerFlexors
| startcybernetic = General
| startcybernetic = General
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| cost = 2
| cost = 2
| slots = Hands
| slots = Hands
| desc = Blue carbide merely dents where weak collagen would be smashed to bits.
&CYour fists deal 2d3 damage.
| id = CarbideHandBones
| id = CarbideHandBones
| startcybernetic = General
| startcybernetic = General
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| cost = 4
| cost = 4
| slots = Hands
| slots = Hands
| desc = Black fullerite merely dents where weak collagen would be smashed to bits.
&CYour fists deal 2d4+1 damage.
| id = FulleriteHandBones
| id = FulleriteHandBones
| startcybernetic =  
| startcybernetic =  
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| cost = 2
| cost = 2
| slots = Feet
| slots = Feet
| desc = The quartet of knee joint extensors gain the assistance of a synthetic fifth.
&CYour Charge range is increased by 4 spaces.
| id = Pentaceps
| id = Pentaceps
| startcybernetic = General
| startcybernetic = General
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| cost = 3
| cost = 3
| slots = Body, Back  
| slots = Body, Back  
| desc = The new flesh is as ghost film, cloaking none of the machinery of life.
&C+3 DV
| id = TransparentSkin
| id = TransparentSkin
| destroyonremove = no
| destroyonremove = no
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| cost = 3
| cost = 3
| slots = Hands
| slots = Hands
| desc =A whole new pair of hands fabricated from graphene and neutrafoam. Their pylons await engagement.
&C+1 Agility
| id = BionicHands
| id = BionicHands
| startcybernetic =  
| startcybernetic =  
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| cost = 3
| cost = 3
| slots = Arm
| slots = Arm
| desc =A whole new arm fabricated from graphene and neutrafoam. Its pylon awaits engagement.
&C+1 Strength
| id = BionicArm
| id = BionicArm
| destroyonremove = no
| destroyonremove = no
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| cost = 3
| cost = 3
| slots = Feet
| slots = Feet
| desc =Neutrafoam ropes are banded and bundled into a fluted column.
&C+10 movespeed
| id = UltraElasticAnkleTendons
| id = UltraElasticAnkleTendons
| destroyonremove = no
| destroyonremove = no
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| cost = 2
| cost = 2
| slots = Face
| slots = Face
| desc =Instructions dictate the reformation of the face into a countenance that arouses latent desires in its onlookers.
&C+1 Ego
| id = BeautifulVisage
| id = BeautifulVisage
| destroyonremove = no
| destroyonremove = no
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| cost = 3
| cost = 3
| slots = Head
| slots = Head
| desc =The microscopic cartridge synthesizes dopamine at a rapid rate and floods the neural pathways in motivational bliss.
&C+1 Willpower
| id = DopamineSynth
| id = DopamineSynth
| destroyonremove = no
| destroyonremove = no
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| cost = 2
| cost = 2
| slots = Body
| slots = Body
| desc =An apparatus-in-chromium that pumps blood in smooth waves rather than the frantic beating of carcass-grown muscle tissue.
&C+1 Toughness
| id = BionicHeart
| id = BionicHeart
| destroyonremove = no
| destroyonremove = no
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| cost = 3
| cost = 3
| slots = Hands
| slots = Hands
| desc =For ages they dreamed, 'the hands must grow'. In the soft luster of a laboratory, the dream was realized.
&CYou can wield two-handed melee weapons in one hand.
| id = GiantHands
| id = GiantHands
| destroyonremove = no
| destroyonremove = no
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| cost = 2
| cost = 2
| slots = Head
| slots = Head
| desc =Nanoscopic stents inflate the gossamer brain-threads that restrict the conduction of the will.
&CActivated. Cooldown 100.
&CYou gain +40 quickness for 10 rounds, then you become sluggish for 10 rounds (-10 quickness).
| id = InflatableAxons
| id = InflatableAxons
| startcybernetic = General
| startcybernetic = General
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| cost = 2
| cost = 2
| slots = Head
| slots = Head
| desc =The metabolic rhythms of the Holy City's denizens are synchronized to their diurnal rituals: during the day, repose in prayer beneath the shade of a fluted ziggurat; during the night, prowl the toxic arboreta for sacrifices.
&C+10% regeneration during the day.
Once per night, you can Prowl, gaining +6 agility and +10 movespeed for 100 rounds.
| id = NocturnalApex
| id = NocturnalApex
| startcybernetic = Priest of All Suns, Priest of All Moons, Syzygyrior, Horticulturist
| startcybernetic = Priest of All Suns, Priest of All Moons, Syzygyrior, Horticulturist
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| cost = 1
| cost = 1
| slots = Head, Face, Back, Body, Feet , Arm, Hands
| slots = Head, Face, Back, Body, Feet , Arm, Hands
| desc = Small distortions in the electromagnetic field caused by machine folk are visible to this sensor.
&CYou detect nearby robots without having to see them.
| id = ElectromagneticSensor
| id = ElectromagneticSensor
| startcybernetic =  
| startcybernetic =  
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| cost = 3
| cost = 3
| slots = Body
| slots = Body
| desc = The flux inside this milliscopic cask can fold space on just a large enough scale to shunt a human chassis nearby.
&CActivated. Cooldown 100.
&CYou teleport to a random, explored space on the map
| id = MatterRecompositer
| id = MatterRecompositer
| startcybernetic =  
| startcybernetic =  
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| cost = 2
| cost = 2
| slots = Body, Head
| slots = Body, Head
| desc = Near the Fuming God Sea, where seawater crashes into sunrock and erupts into mephitic vapor, a labyrinth of volcanic grottos form a dimensionless space where the utility of sight wanes. For the children of the deep, new senses wax in its stead.
&CStaircases and other up/down map transitions are always revealed to you.
| id = AirCurrentMicrosensor
| id = AirCurrentMicrosensor
| startcybernetic = Child of the Deep, Child of the Wheel, Child of the Hearth, Fuming God-Child
| startcybernetic = Child of the Deep, Child of the Wheel, Child of the Hearth, Fuming God-Child
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| cost = 3
| cost = 3
| slots = Face
| slots = Face
| desc = Meticulously detailed modeling software and instructions for facial reformation allow the host to assume the visage of choice, forever obsoleting masks.
&C+300 reputation with a faction you choose at installation time
| id = CustomVisage
| id = CustomVisage
| destroyonremove = yes
| destroyonremove = yes
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| cost = 2
| cost = 2
| slots = Hands, Feet, Body, Back, Face, Arm, Head
| slots = Hands, Feet, Body, Back, Face, Arm, Head
| desc = Between the multipronged sticktool and cipherbox, one can interface with all available robotic ports.
&CYou rebuke robots as if you were 5 levels higher.
| id = CommunicationsInterlock
| id = CommunicationsInterlock
| destroyonremove = no
| destroyonremove = no
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| cost = 3
| cost = 3
| slots = Hands,Feet,Body,Back,Face,Arm,Head
| slots = Hands,Feet,Body,Back,Face,Arm,Head
| desc= Fluted keys for every wavelength along every spectrum permit entrance through every portal.
&CYou can unlock any door.
| id = SecurityInterlock
| id = SecurityInterlock
| destroyonremove = yes
| destroyonremove = yes
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| cost = 3
| cost = 3
| slots = Hands,Feet,Body,Back,Face,Arm,Head
| slots = Hands,Feet,Body,Back,Face,Arm,Head
| desc = Three catheters imprint the skin from underneath.
&CThe effects of tonics last twice as long.
| id = IntravenousPort
| id = IntravenousPort
| destroyonremove = no
| destroyonremove = no
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| cost = 3
| cost = 3
| slots = Body,Head,Back
| slots = Body,Head,Back
| desc = Pillowy neutrofoam scales tense around a supporting axis. Once installed, they'll unwind and inflate under the skin.
&C+9 Heat Resistance
&C+9 Cold Resistance
&C+9 Electrical Resistance
&C+9 Acid Resistance
| id = HighGradeDermalInsulation
| id = HighGradeDermalInsulation
| destroyonremove = yes
| destroyonremove = yes
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| cost = 4
| cost = 4
| slots = Feet
| slots = Feet
| desc = Triangular treads swathe the teeth of giant gears that turn to locomote. Their human has escaped the confines of bipedal motion.
&C+50 movespeed
&CYou cannot wear shoes.
&CThis implant can't be uninstalled.
| id = MotorizedTreads
| id = MotorizedTreads
| weight = 75}}
| weight = 75}}
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| cost = 4
| cost = 4
| slots = Back  
| slots = Back  
| desc = The back-mounted gun rack of polished chrome has two slots for pistols to sit over each shoulder or for a single rifle to sit over the shoulder of choice.
&CYou gain an additional left and right missile weapon slot.
&CYou cannot wear equipment on your back.
| id = GunRack
| id = GunRack
| weight = 20}}
| weight = 20}}
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| cost = 1
| cost = 1
| slots = Head
| slots = Head
| desc = Encoded on this chip are the neural patterns of a particular skill.
&CYou gain a random skill whose cost is between 0 and 50 SP.
| id = SingleSkillsoft1
| id = SingleSkillsoft1
| weight = 0}}
| weight = 0}}
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| cost = 2
| cost = 2
| slots = Head
| slots = Head
| desc = Encoded on this chip are the neural patterns of a particular skill.
&CYou gain a random skill whose cost is between 51 and 150 SP.
| id = SingleSkillsoft2
| id = SingleSkillsoft2
| weight = 0}}
| weight = 0}}
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| cost = 3
| cost = 3
| slots = Head
| slots = Head
| desc = Encoded on this chip are the neural patterns of a particular skill.
&CYou gain a random skill whose cost greater than 151 SP.
| id = SingleSkillsoft3
| id = SingleSkillsoft3
| weight = 0}}
| weight = 0}}
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| cost = 8
| cost = 8
| slots = Head
| slots = Head
| desc = Encoded on this chip are the neural patterns of a particular skill tree.
&CYou gain access to a whole skill tree.
| id = TreeSkillsoft
| id = TreeSkillsoft
| weight = 0}}
| weight = 0}}
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| cost = 2
| cost = 2
| slots = Head
| slots = Head
| desc = Encoded on this chip are the schematics for a whole class of low-tier artifacts.
&CYou gain access to every schematic for a single class of artifacts.
| id = Schemasoft2
| id = Schemasoft2
| destroyonremove = yes
| destroyonremove = yes
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| cost = 3
| cost = 3
| slots = Head
| slots = Head
| desc = Encoded on this chip are the schematics for a whole class of mid-tier artifacts.
&CYou gain access to every schematic for a single class of artifacts.
| id = Schemasoft3
| id = Schemasoft3
| destroyonremove = yes
| destroyonremove = yes
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| cost = 4
| cost = 4
| slots = Head
| slots = Head
| desc = Encoded on this chip are the schematics for a whole class of high-tier artifacts.
&CYou gain access to every schematic for a single class of artifacts.
| id = Schemasoft4
| id = Schemasoft4
| destroyonremove = yes
| destroyonremove = yes
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| slots          = Body, Back, Head, Face, Arm
| slots          = Body, Back, Head, Face, Arm
| id              = PenetratingRadar
| id              = PenetratingRadar
| destroyonremove = no
}}
{{!}}-
{{Cybernetic
| name            = biodynamic power plant
| cost            = 6
| slots          = Body
| id              = BiodynamicPowerPlant
| destroyonremove = no
}}
{{!}}-
{{Cybernetic
| name            = high-fidelity matter recompositer
| cost            = 8
| slots          = Body
| id              = HighFidelityMatterRecompositer
| destroyonremove = no
| destroyonremove = no
}}
}}

Revision as of 19:00, 27 July 2020

List of Cybernetics

Cybernetics
Name Cost Slots Destroy on remove? Arcologies that start
with this cybernetic
ID
dermal insulation 3 Body, Head, Back yes General DermalInsulation
optical bioscanner 1 Face no General BiologicalIndexer
optical technoscanner 1 Face no General TechnologicalIndexer
force modulator 1 Hands, Feet, Body, Back, Face, Arm, Head no General ForceModulator
night vision 2 Face no General NightVision
hyper-elastic ankle tendons 2 Feet no General HyperElasticAnkleTendons
parabolic muscular subroutine 1 Arm no ParabolicMuscularSubroutine
cherubic visage 1 Face no Artifex, Consul, Praetorian, Eunuch CherubicVisage
translucent skin 2 Body, Back no General TranslucentSkin
stabilizer arm locks 2 Arm no General StabilizerArmLocks
rapid release finger flexors 2 Hands no General RapidReleaseFingerFlexors
carbide hand bones 2 Hands no General CarbideHandBones
fullerite hand bones 4 Hands no FulleriteHandBones
pentaceps 2 Feet no General Pentaceps
transparent skin 3 Body, Back no TransparentSkin
bionic hands 3 Hands no BionicHands
bionic arm 3 Arm no BionicArm
ultra-elastic ankle tendons 3 Feet no UltraElasticAnkleTendons
beautiful visage 2 Face no BeautifulVisage
dopamine synth 3 Head no DopamineSynth
bionic heart 2 Body no BionicHeart
giant hands 3 Hands no GiantHands
inflatable axons 2 Head no General InflatableAxons
nocturnal apex 2 Head no Priest of All Suns, Priest of All Moons, Syzygyrior, Horticulturist NocturnalApex
electromagnetic sensor 1 Head, Face, Back, Body, Feet , Arm, Hands no ElectromagneticSensor
matter recompositer 3 Body no MatterRecompositer
air current microsensor 2 Body, Head no Child of the Deep, Child of the Wheel, Child of the Hearth, Fuming God-Child AirCurrentMicrosensor
custom visage 3 Face yes CustomVisage
communications interlock 2 Hands, Feet, Body, Back, Face, Arm, Head no CommunicationsInterlock
security interlock 3 Hands,Feet,Body,Back,Face,Arm,Head yes SecurityInterlock
intravenous port 3 Hands,Feet,Body,Back,Face,Arm,Head no IntravenousPort
high-grade dermal insulation 3 Body,Head,Back yes HighGradeDermalInsulation
Motorized treads 4 Feet no MotorizedTreads
gun rack 4 Back no GunRack
Skillsoft (low SP) 1 Head no SingleSkillsoft1
Skillsoft (medium SP) 2 Head no SingleSkillsoft2
Skillsoft (high SP) 3 Head no SingleSkillsoft3
Skillsoft Plus 8 Head no TreeSkillsoft
Schemasoft (low-tier) 2 Head yes Schemasoft2
Schemasoft (mid-tier) 3 Head yes Schemasoft3
Schemasoft (high-tier) 4 Head yes Schemasoft4
navigation system 1 Head, Arm, Hands, Body, Back no NavigationSystem
pneumatic pistons 2 Feet no PneumaticPistons
reactive cranial plating 2 Head no ReactiveCranialPlating
phase harmonic modulator 2 Hands, Feet, Body, Back, Face, Arm, Head no PhaseHarmonicModulator
fire suppression system 2 Head, Body, Back no FireSuppressionSystem
anchor spikes 2 Feet no AnchorSpikes
equipment rack 3 Body no EquipmentRack
bionic liver 3 Body no Cyberliver
anomaly fumigator 3 Hands, Feet, Body, Back, Face, Arm, Head no AnomalyFumigator
medassist module 3 Body, Back, Arm no MedassistModule
reactive trauma plate 4 Body no ReactiveTraumaPlate
onboard recoiler 4 Hands, Feet, Body, Back, Face, Arm, Head no OnboardRecoiler
micromanipulator array 5 Hands no MicromanipulatorArray
penetrating radar 6 Body, Back, Head, Face, Arm no PenetratingRadar
biodynamic power plant 6 Body no BiodynamicPowerPlant
high-fidelity matter recompositer 8 Body no HighFidelityMatterRecompositer