Night vision (implant): Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
(Updated by egocarib with game version 2.0.203.20 using QBE v1.0rc2)
(this is a really good implant)
Line 29: Line 29:
| gameversion = 2.0.203.20
| gameversion = 2.0.203.20
}}
}}
<!-- END QBE -->==Advantages & Disadvantages==
<!-- END QBE -->
 
{{name|caps}} works much like {{favilink|night-vision goggles}}, granting a toggleable ability to see into dark areas in a 40-tile radius.  This will also cause everything to appear green-colored, unless the "disable full-screen color effects" [[option]] is set.
 
==Advantages & Disadvantages==
{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
* Frees up a hand slot which would be taken up by a {{Favilink|torch}} or {{Favilink|glowsphere}} in the early game.
* Frees up a hand slot which would be taken up by a {{Favilink|torch}} or {{Favilink|glowsphere}} in the early game.
* Available at chargen for truekin regardless of starting Arcology
* Available at chargen for True Kin regardless of starting Arcology
* Much larger radius than most light sources
* Not carrying a light source grants the player some measure of stealth (most creatures can detect enemies only about 10-20 tiles away in total darkness)
* Together with [[Sure Fire]] and accurate weapons like a {{favilink|sniper rifle}}, allows sniping enemies from across the screen
===Disadvantages===
===Disadvantages===
* Face implant slot competes for a lot of debatably more useful implants.
* Face implant slot competes for a lot of debatably more useful implants.
* the color replacement greatly reduces information the player receives at a glance, which can lead to a failure to recognize threats like legendary hostile enemies.
* The color replacement greatly reduces information the player receives at a glance, which can lead to a failure to recognize threats like legendary hostile enemies.
<!-- END QBE -->
 
{{Cybernetics data infobox|night vision}}
{{Cybernetics data infobox|night vision}}
Unlike the mutation, The night vision implant gives the player the toggle-able ability "night vision." When active, Night vision causes everything to be represented in shades of green, and allows the player to ignore darkness completely.


{{Cybernetics Navbox}}
{{Cybernetics Navbox}}


[[Category:Cybernetics]]
[[Category:Cybernetics]]

Revision as of 00:01, 24 May 2022

AmboxVisage.png This article is about the true kin implant. For the mutation, see Night Vision.
night vision
$
120.00
Commerce Value
0
lbs.
Weight
Complexity

3

Character

ç

ID?Use this ID to Wish for the item

NightVision

Spawns in

Items

Extra Info:
[Implant] - night vision

Nerve-packed retina scatters incoming radiation and bends light so the irises turn jade.

You gain the toggleable ability to see in the dark.

Target body parts: Face
License points: 2
Only compatible with True Kin genotypes

Perfect


Night vision works much like night-vision goggles, granting a toggleable ability to see into dark areas in a 40-tile radius. This will also cause everything to appear green-colored, unless the "disable full-screen color effects" option is set.

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Frees up a hand slot which would be taken up by a torch or glowsphere in the early game.
  • Available at chargen for True Kin regardless of starting Arcology
  • Much larger radius than most light sources
  • Not carrying a light source grants the player some measure of stealth (most creatures can detect enemies only about 10-20 tiles away in total darkness)
  • Together with Sure Fire and accurate weapons like a sniper rifle, allows sniping enemies from across the screen

Disadvantages

  • Face implant slot competes for a lot of debatably more useful implants.
  • The color replacement greatly reduces information the player receives at a glance, which can lead to a failure to recognize threats like legendary hostile enemies.
Cybernetic Info
License point cost

2

Slots

Face

Destroyed when removed

No