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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 |