Cybernetics locations
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Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line. |
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
The following areas in the gameworld are guaranteed to always have cybernetics credit wedges or cybernetic implants.
True Kin players may want to prioritize visiting these locations to increase their license tier and find additional implants to install.
Guaranteed Credit Wedges
Historic sites are also guaranteed to contain credit wedges based on their tier: [10]
Historic site tier | Sultanate period | Reward |
---|---|---|
0-2 | fifth period | ![]() |
3 | fourth period | ![]() |
4-5 | fourth period, third period | ![]() ![]() |
6-7 | third period, second period | ![]() ![]() |
8 | first period | ![]() ![]() ![]() |
Guaranteed Cybernetics and Becoming Nooks
For more information about what type of cybernetic implants one can expect to find in a cybernetics rack or from an NPC who sells them, refer to the cybernetics rack wiki page.
Location | Nooks / Racks | Number of Cybernetics |
---|---|---|
The bottom floor of the ![]() |
2 becoming nooks and cybernetic racks | 2-42-4 (Avg: 3) cybernetic implants |
The cybernetics room in ![]() |
1 becoming nook and cybernetic rack | 1-21-2 (Avg: 1.5) cybernetic implants |
The cybernetics ward of ![]() |
4 becoming nooks and cybernetic racks | 4-84-8 (Avg: 6) cybernetic implants |
The cybernetics room in ![]() |
1 becoming nook and cybernetic rack | 1-21-2 (Avg: 1.5) cybernetic implants |
Merchant | Cybernetics for Sale | Location |
---|---|---|
![]() |
2-42-4 (Avg: 3) random cybernetic implants (zone tier 1) | ![]() |
![]() |
6-86-8 (Avg: 7) random cybernetic implants (zone tier 1) | Guaranteed to appear in the SE corner of the ![]() |
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6-86-8 (Avg: 7) random cybernetic implants (zone tier 1) | ![]() |
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6-86-8 (Avg: 7) random cybernetic implants (zone tier 5) | ![]() |
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6-86-8 (Avg: 7) random cybernetic implants (zone tier 7) | ![]() |
Additional Sources of Wedges and Implants
Credit Wedges
Knight Commanders of the Holy Temple always have a
cybernetics credit wedge 3¢[2]
- The following types of legendary creatures can have a
cybernetics credit wedge 1¢ available to trade in the Water Ritual:[13]
- Legendary Putus Templar: 100% chance (this is in addition to any wedges already in the templar's inventory, such as the guaranteed 3¢ held by Knight Commanders)
- Legendary Robots: 50% chance
cybernetics credit wedges have a very small chance to be found as random loot anywhere in the world.
Cybernetic Implants
gutsmongers sell 6-86-8 (Avg: 7) cybernetic implants based on zone tier (see the cybernetics rack page for more detail), and are restocking merchants. They can appear in one or more tents in the
Stiltgrounds or in legendary merchant lairs.
village tinkers sell 2-42-4 (Avg: 3) random cybernetic implants chosen based on zone tier (see the cybernetics rack page for more detail), and are restocking merchants.
- Historic sites have a significantly higher-than-normal chance to spawn
becoming nooks and
cybernetics racks.[4]
dromad traders and other merchants can occasionally sell cybernetic implants, though rare.
- Putus Templar have a chance to be implanted with one or more cybernetics. Implanted cybernetics can be removed with Butchery.[2][14]
Knight Templar,
Gunner-Knight Templar, and
Banner-Knight Templar
- 25% chance to be implanted
- Will have random cybernetics chosen as if from zone tier 4 (described on the cybernetics rack page), with a combined license tier of 6 or higher.
Knight Commander of the Holy Temple
- 60% chance to be implanted
- 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.
becoming nooks have a small chance to spawn randomly throughout the world, such as in surface 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.
References
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This information is reliable as of patch 2.0.202.92. |
This information is reliable as of patch 2.0.202.92.
- ↑
XRL.World.Parts.CaverCorpseLoot
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7
ObjectBlueprints.xml
- ↑ 3.0 3.1 3.2
Worlds.xml
- ↑ 4.0 4.1 4.2
PopulationTables.xml
- ↑
XRL.World.Parts.ExileCorpseLoot
- ↑
CrematoryMachineRoom.rpm
- ↑ 7.0 7.1
CorporealizationNook.rpm
- ↑
PopulationTables.xml
, population nameUneInventory
- ↑
ChavvahCrownLv3.rpm
- ↑
XRL.World.ZoneBuilders.PlaceRelicBuilder
- ↑
GritGate.rpm
- ↑
YdFreehold-under.rpm
- ↑
Factions.xml
- ↑
XRL.World.Parts.Cybernetics2HasRandomImplants