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HomeMobile Game TutorialMobile Game GuideCaves Of Qud: Complete True Kin Cybernetics Guide

In Caves of Qud, crafting a character from scratch presents the choice between Mutated Human and True Kin. Both offer a range of enhancements—mutations or cybernetics—with distinct functionalities. This guide focuses on True Kin cybernetics: acquisition and available options.

Caves Of Qud: Complete True Kin Cybernetics Guide

Cybernetic Acquisition During Character Creation

Caves Of Qud: Complete True Kin Cybernetics Guide

Unlike Mutated Humans who utilize mutation points, True Kin receive a single cybernetic at character creation. The following table lists the available options:

Cybernetic Location (On Body) Description
Optical Bioscanner Face Reveals precise hit points, armor, and dodge values of biological creatures.
Optical Technoscanner Face Reveals precise hit points, armor, and dodge values of robotic creatures.
Dermal Insulation Body, Head, Back 6 Heat, Cold, Electrical, and Acid Resistance.
Night Vision Face Enables vision in darkness.
Hyper-Elastic Ankle Tendons Feet 6 Movespeed.
Parabolic Muscular Subroutine Arm Increases throw range by 2.
Translucent Skin Body, Back 2 DV.
Stabilizer Arm Locks Arm 6 Agility for ranged attacks.
Rapid Release Finger Flexors Hands Increases pistol firing speed by 25%.
Carbide Hand Bones Hands Fists deal 2d3 damage.
Pentaceps Feet 4 Charge Range.
Inflatable Axons Head 40 Quickness for 10 rounds, followed by -10 Quickness for 10 rounds.
Cherubic Visage Face 1 Ego.
None N/A Starts without cybernetics.

Acquiring Additional Cybernetics

Caves Of Qud: Complete True Kin Cybernetics Guide

Unlike mutations, further cybernetics are discovered in the game world and installed at a Becoming Nook. These nooks are found in randomly generated ruins, Bethesda Suda, Grit Gate (post-"More Than A Willing Spirit"), and Yd Freehold. Cybernetics racks, often adjacent to Becoming Nooks, may also contain cybernetics.

Cybernetics Licenses

Caves Of Qud: Complete True Kin Cybernetics Guide

A cybernetics license limits the number of implants. True Kin begin with a tier two license (or zero if starting without cybernetics). Tier increases require Cybernetic Credit Wedges, obtainable from Grit Gate (Q Girl), Bethesda Susa, Ezra (Yla Haj), chests in historic sites, Knight Commanders, and occasionally as random loot. Credit Wedge values (one, two, or three credits) determine the cost of tier increases, escalating with higher tiers.

Cybernetic Installation

Caves Of Qud: Complete True Kin Cybernetics Guide

Installation is straightforward: interact with a Becoming Nook (100 charge required; self-recharging). Cybernetics can also be swapped here. Mutated Humans cannot use Becoming Nooks.

Complete Cybernetic List

Caves Of Qud: Complete True Kin Cybernetics Guide

The following table details all in-game cybernetics (excluding character creation options, which are also findable):

Cybernetic Location (On Body) Description
Electromagnetic Sensor Head, Face, Back, Body, Feet, Arms, Hands Detects nearby robots without visual confirmation.
Force Modulator Head, Face, Back, Body, Feet, Arms, Hands Allows passage through forcefields.
Navigation System Head, Arms, Hands, Body, Back Reduces the chance of getting lost.
Skillsoft (low SP) Head Grants a skill (0-50 SP cost).
Skin Glitter Head, Face, Back, Body, Feet, Arms, Hands 8% chance to refract light-based attacks.
Tibular Hydrojets Feet 200 swim speed.
Air Current Microsensor Body, Head Always reveals staircases and vertical transitions.
Anchor Spikes Feet Prevents forced movement.
Communications Interlock Head, Face, Back, Body, Feet, Arms, Hands Treats Rube robots as if 5 levels higher.
Fire Suppression System Head, Body, Back Automatically applies flame retardant gel when on fire.
Grounding Shunts Feet 50 Electric Resistance.
Nocturnal Apex Head 10% natural healing during the day.
Phase Harmonic Modulator Head, Face, Back, Body, Feet, Arms, Hands Allows interaction with in-phase and out-of-phase objects/creatures.
Pneumatic Pistons Feet Increases jump range by 4 spaces.
Reactive Cranial Plating Head Immunity to stun and daze from kinetic effects.
Schemasoft (low-tier) Head Grants access to a schematic for a single artifact class.
Skillsoft (medium SP) Head Grants a skill (51-150 SP cost).
Anomaly Fumigator Head, Face, Back, Body, Feet, Arms, Hands Emits normality gas clouds each turn.
Beautiful Visage Face 2 Ego.
Bionic Arm Arm 2 Strength.
Bionic Hands Hands 2 Agility.
Bionic Heart Body 2 Toughness.
Bionic Liver Body Immunity to poison and disease.
Custom Visage Face 300 Reputation with a chosen faction.
Dermal Plating Body, Head, Back 1 AV.
Equipment Rack Body Grants an additional back equipment slot.
Giant Hands Hands Allows use of two-handed weapons one-handed (one in each hand).
High-Grade Dermal Insulation Body, Head, Back 9 to Heat, Cold, Electrical, and Acid Resistance.
Intravenous Port Head, Face, Back, Body, Feet, Arms, Hands Doubles tonic effect duration.
Matter Recompositer Body Teleports to a random explored location (100-turn cooldown).
Medassist Module Body, Back, Arm Reduces injector application cost by 80%.
Palladium Electrodeposits Head, Body, Back, Arm Provides 20 units of compute power.
Schemasoft (mid-tier) Head Grants access to all schematics for a single artifact class.
Security Interlock Head, Face, Back, Body, Feet, Arms, Hands Unlocks any door.
Skillsoft (high SP) Head Grants a skill (cost > 151 SP).
Fullerite Hand Bones Hands Fists deal 2d4 1 damage.
Magnetic Core Body Grants an additional floating equipment slot.
Motorized Treads Feet 150 movespeed.
Onboard RECOILer Head, Face, Back, Body, Feet, Arms, Hands Imprints a location for teleportation RECOIL.
Phase-Adaptive Scope Back Projectiles phase through obstacles.
Precision Force Lathe Head, Arm, Body, Back Fabricates force knives in unoccupied hands or thrown weapon slots.
Reactive Trauma Plate Body Neutralizes damage exceeding 50% of max HP (destroys the implant).
Schemasoft (high-tier) Head Grants access to all schematics for a single artifact class.
Grafted Mirror Arm Arm Grants an extra thrown weapon slot.
Micromanipulator Array Hands Allows tinkering and repair in combat.
Biodynamic Power Plant Body Provides 5000 charge units per turn to equipped items (including those with the Jacked mod).
Gun Rack Back Grants additional left and right missile weapon slots.
Holographic Visage Face 200 Reputation with a chosen faction.
Penetrating Radar Back, Body, Head, Face, Arm Provides visibility within a 10-space radius.
Stasis Projector Head, Arm, Hands, Body, Back Creates a stasis field (6 squares, ~5 rounds, 100-turn cooldown).
Crysteel Hand Bones Hands Fists deal 3d4 damage.
High-Fidelity Matter Recompositer Body Teleports to any explored location (50-turn cooldown).
Optical Multiscanner Face Reveals precise hit points, armor, and dodge values of biological creatures, robots, and structures.
Skillsoft Plus Head Grants access to an entire skill tree.
Social Coprocessor Head 25 Reputation from Water Rituals with new creatures.
Stasis Entangler Feet, Back, Body Places all creatures except one target in a stasis field (15 rounds, 200-turn cooldown).
Cathedra with Black Opal Tracery Back 100 Movespeed.
Cathedra with Ruby Tracery Back 100 Movespeed.
Cathedra with Sapphire Tracery Back 100 Movespeed.
Cathedra with White Opal Tracery Back 100 Movespeed.

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