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.

A player looking at the transluscent skin cybernetic in Caves of Qud.

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.

A player looking at Q Girls stock in Caves of Qud.

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

A player who is not true kin trying to get cybernetics in Caves of Qud.

There is a cybernetic option for each of these locations

+6 to Heat, Cold, Electrical, and Acid Resistance

A player looking at a cybernetics Rack in Caves of Qud.

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

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