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When creating a character inCaves of Qudfrom scratch, you’ll be able to choose between Mutated Human and True Kin. Both of these character types have a variety of ‘upgrades’, which come in the form of either mutations or cybernetics. Depending on what you choose, these work a bit differently.
If you are looking to make a True Kin character and want to know more about cybernetics, you’ve come to the right place. In this guide, we are going to take a look at how cybernetics work for True Kin characters in Caves of Qud. This will cover how to get them, as well as what cybernetic options exist.
How To Get Cybernetics In Character Creation
If you have ever had a Mutated Human character, then you may be familiar withmutation points.In character creation, you get a certain amount of points to use in order to activate mutations. As you level up, you’ll also be able to earn mutation points.
Things work a bit differently for True Kin. When you make your character and start the game,you are only able to choose one cybernetic.Below, you can find every character creation cybernetic that you can choose from.
Optical Bioscanner
Face
Gain Access to precise hit point, armor, and dodge values of biological creatures
Optical Technoscanner
Gain Access to precise hit point, armor, and dodge values of robotic creatures
Automatically identify artifacts
There is a cybernetic option for each of these locations
+6 to Heat, Cold, Electrical, and Acid Resistance
You can see in the dark
Arm
Throw range increased by 2
Throwing accuracy (at targets within your throw range) is now 100%
+2 DV
+6 Agility for ranged attacks
Fire Pistols 25% faster
Your fists deal 2d3 damage
Inflatable Axons
Head
Gain +40 Quickness for 10 rounds, then become sluggish for 10 rounds (-10 Quickness)
Start with no cybernetics
This will grant you +1 Toughness
How To Get More Cybernetics
Rather than leveling up and investing in new cybernetics as you would with mutations,you’ll need to find them around the world.Once found, you will then need toinstall it at a Becoming Nook.
Becoming Nooks canappear in randomly generated ruins.Additionally, you can find one inBethesda Suda, Grit Gate(afterMore Than A Willing Spirit), andYd Freehold.We’ll go over how to use Becoming Nooks later.
Finding cybernetics naturally in the world can be quite rare, but you may be able to find them inCybernetics Racks, which are found right next to Becoming Nooks.
What Is a Cybernetics License?
A cybernetics licensedictates how many implants you can have.True Kin will have a license tier of two unless you choose to start the game with no cybernetics (in which case, your tier is zero).
Your tier can be increasedwith Cybernetic Credit Wedges. This is a currency type that you’ll use directly as Becoming Nooks. There are some set locations where you may find Cybernetics Credit Wedges, includingGrit Gate (from Q Girl), Bethesda Susa, Ezra (from Yla Haj), and chests at the bottom of historic sites.
Knight Commanders of the Holy Temple will always have a Cybernetics Credit Wedge. You’ll also have asmall chance to find them as loot anywhere.
Cybernetics Credit Wedges come inone, two, or three credit options.To increase to the next tier (for the first eight tiers), you’ll just need one credit. From levels nine to 16, you’ll need two credits per tier, and for 17 to 24, you’ll need three credits per tier. Finally,anything from level 25 and above requires four credits.
How To Install Cybernetics
The actual installation of a cybernetic is fairly simple. You just need tointeract with the Becoming Nook.The machine requires a charge of 100, but each one has a fusion reactor that recharges per turn, so there willmost likely never be a situation in which the Becoming Nook doesn’t have enough charge.
You can also swap cybernetics at a Becoming Nook. If you are playing as a Mutated Human, youwon’t be able to interact with the nook.
Every Cybernetic In Caves Of Qud
Now, let’s take a look atevery cybernetic option in the game.We’ve also included a description and location on body.
This does not include the cybernetic options from the character creator menu, thoughyou will also be able to find and install these.
Detect nearby robots without seeing them
Walk through forcefields
Reduced chance of becoming lost
Skillsoft (low SP)
Gain a skill with a cost between 0 and 50 SP
+8% chance to refract light-based attacks
+16% chance when installed on Back or Body
+200 speed while swimming
Staircases (and up/down transitions) are always revealed
You cannot be forced to move
Rube robots as if 5 levels higher
Automatically discharge flame-retardant gel each turn when on fire
+10% natural healing during day
Once a night, you can Prowl to gain +6 Agility and +10 movespeed for 100 rounds
Interact with in-phase and out-of-phase objects/creatures
Jump range increased by 4 spaces
You can’t be stunned or dazed by kinetic effects
Schemasoft (low-tier)
Gain access to a schematic for a single class of artifacts
Skillsoft (medium SP)
Gain a skill with a cost between 51 and 150 SP
Emit clouds of normality gas every turn
Immune to poison and disease
+300 Reputation with faction of your choice
+1 AV
Gain an additional back equipment slot
Giant Hands
Hands
You can use a two-handed weapon in one hand (with each hand holding one)
+9 to Heat, Cold, Electrical, and Acid Resistance
Effects from tonics last twice as long
Teleport to a random explored space on map (100-turn cooldown)
Body, Back, Arm
Decreases cost of applying injectors by 80%
This can be loaded with injectors that will dispense them as needed for no action cost
Provides 20 units of compute power
+2 Intelligence if implanted in head
Schemasoft (mid-tier)
Gain access to every schematic for a single class of artifacts
Unlock any door
Gain a skill with a cost greater than 151 SP
Your fists deal 2d4+1 damage
Gain an additional floating nearby equipment slot
+150 movespeed
+4 to saves vs. forced movement, knockdown, and being restrained
you may’t wear shoes anymore
Onboard Recoiler
Head, Face, Back, Body, Feet, Arms, Hands
Imprint the implant with a location to recoil (teleport) back to it
Projectiles phase through obstacles to reach target
Head, Arm, Body, Back
Fabricate force knives in unoccupied hands or thrown weapon slots
If you throw the force knife from a thrown slot, another one will immediately materialize
With the Force Modulator implant, knives can go through forcefields
The knives disappear after being unequipped
Reactive Trauma Plate
Body
Neutralizes damage from a source that would deal at least 50% of your max. HP (this will destroy the implant)
Schemasoft (high-tier)
Gain an extra thrown weapon slot
When you throw, you’ll throw from all thrown slots
you’re able to now tinker and repair in combat
Reduce the action cost of tinker skills by 40%
Get a bonus for identifying artifacts (as if you had +8 Intelligence)
+10% chance to recover bits from dissembling artifacts
Biodynamic Power Plant
This provides 5000 units of charge per turn to equipped items (including those with the Jacked mod)
Gain additional left and right missile weapon slots
You can’t wear back equipment anymore
+200 Reputation with any faction you choose
you may change the faction when this impact is activated
Back, Body, Head, Face, Arm
Gain visibility in a radius of 10 spaces around you
This can only be blocked by force fields and spacetime anomalies
Stasis Projector
Head, Arm, Hands, Body, Back
Create up to 6 squares of a stasis field that lasts for about 5 rounds (100-turn cooldown)
Your fists deal 3d4 damage
Teleport to any explored space on the map (50-turn cooldown)
Optical Multiscanner
Gain Access to precise hit point, armor, and dodge values of biological creatures, robots, and structures
Gain access to a whole skill tree
Social Coprocessor
Gain +25 Reputation when you do a Water Ritual with a new creature
You can go back to creatures that you did the ritual with before installing this implant and gain the 25 Reputation
Reputation costs during ritual reduced by 20%
Proselytize one additional creature
Stasis Entangler
Feet, Back, Body
Choose one creature in line-of-sight, with all other creatures being put into a stasis field for 15 rounds (200-turn cooldown)
+3 Ego
Gain ability to fly
Gain ability to sunder spacetime and teleport to a random location
Gain ability to generate pyrokinesis field around yourself
Gain ability to invoke a concussive force, throwing enemies and stunning them
Gain ability to release a burst of glitter dust around yourself