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.
Cybernetic Acquisition During Character Creation
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
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
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
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
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. |
The above is the detailed content of Caves Of Qud: Complete True Kin Cybernetics Guide. For more information, please follow other related articles on the PHP Chinese website!

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