Caves of Qud

Caves of Qud

91 ratings
big dave's big fat greek guide to which cybernetics suck or not
By billy.checkers.22
As per usual, take these opinions with a spoonful of salt and let me know if you have any critiques or just want to share your experiences with some of the robot parts that you can shove into your fragile squishy insides.
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CHERUBIC VISAGE


We will be starting this long ass list with Cherubic Visage, possibly the most simple cybernetic in the game.

It grants one ego, costs one point, and fits nicely on your acne and salt riddled face.

One thing of note, is that it is available as a starting cybernetic to the Ice-Sheathed Arcology of Ibul (the blue dudes).

It's good, but really bland.
ELECTROMAGNETIC SENSOR


Detecting robots is a much more valuable tool than one may expect, allowing you to plan accordingly when met with some of the strongest enemies in the game, instead of accidentally walking into a chrome pyramid and dying instantly.

It can also be inserted into any one of your limbs, making it great as a filler cybernetic.

Overall, this is an amazing choice for the early game where robots are most dangerous, while still maintaining use in the late game.

Try this one out if you haven't already.
FORCE MODULATOR


This cybernetic has exactly two uses and neither one you will encounter that often.

The first use case for this cybernetic is getting into melee range against a chrome pyramid, something you should only really be doing for the achievement more than anything.

It's second use is specifically against enemies that possess force wall, and sometimes force bubble as a way to avoid getting softlocked (this has happened to me three times in the last week PLEASE GOD).

Other than this, why bother.

Oh, but you can also go through the Grit Gate door early without damaging the bear club's security systems, so that's a thing too I guess.
NAVIGATION SYSTEM


This cybernetic would really be a lot more useful if it stacked with compass bracelets, but I guess that wouldn't make any sense realistically.

It can be useful as a method to free up arm slots where one would normally put a compass, but overall you should probably spend your credits elsewhere, even if it only costs one point.
ALL OF THE SCANNERS


For people who want to know how close an enemy is to death, or for complete psychos who want to learn the exact stats of each and every enemy in the game (me) then the scanners are your best friend.

Optical Bioscanners are your tool for measuring the health and stats of organic creatures. In other words, it lets you know if Gooogagoodaooo, Legendary Snapjaw is about to ♥♥♥♥ you up or not.

Optical Technoscanners are the same thing as Bioscanners, but for robots. But that's kinda lame right? So, the devs descended from the heavens and granted it the ability to identify all artifacts... WHAT? This ability completely trivializes all other artifact identifying tools, making Psychometry roll in it's grave hard enough to power the sprinklers that water the bananas that YOU WILL NO LONGER NEED TO EAT.

Oh and Optical Multiscanner just does everything previously mentioned while also revealing staircases up and down to you, cool!

I would suggest at least taking one of the scanners, leaning more towards Technoscanners for the early game and obviously Multiscanners later on once you can afford it.
SKILLSOFT/SCHEMASOFT AND WHY THEY ARE NOT VERY GOOD


Paying a whole lot of cybernetic points for what is essentially a single tree of upgrades or a bunch of schematics you could get from a tinker is not a good idea in almost any scenario.

These hunks of garbage also take up your cybernetic head slot, preventing you from putting on better cybernetics that I will get into detail about later.

There's a reason these things are practically weightless, they are only useful for trade, and pretty much nothing else.
SKIN GLITTER AND SKIN GLITTER BUT A LITTLE BETTER


This one SUCKS, this one sucks HARD.

Having a small chance to reflect a damage type you will almost never encounter is pretty much worthless.

The slightly better variation of Skin Glitter is just as stupid, doing nothing but giving you a bit of a higher chance to reflect the exact same damage type.

Hard. Pass.
TIBULAR HYDROJETS


Along with being a very fun cybernetic to say the name of out loud, Tibular Hydrojets can really come in handy against things like madpoles, and other aquatic bastards.

At only one measly point, these bone shoes can serve you well while you step through drams upon drams of nasty liquids.

Just remember, the movement speed boost only applies to your swimming speed, so don't go thinking that you can outrun enemies on land.

Not a bad choice.
AIR CURRENT MICROSENSOR


This may be a bit of bias creeping in, but there is nothing I hate more in this game than endlessly searching for the ♥♥♥♥♥♥♥ STAIRCASE.

This cybernetic doesn't make that process go away, but it makes it a little less agonizing by letting you know if there's a passage up or down behind a wall that you would have normally missed.

I usually take it just for convenience sake, but it's competing with some other more impactful cybernetics if you know what I mean haha hooheee hoo.
BLUE RASPBERRY, BLACK LICORICE, AND GREEN APPLE FLAVORED FISTS


Here are the aforementioned impactful cybernetics (please laugh at the joke).

All three of the hand bones specialize in making your unarmed combat skills go through the roof, allowing you to pretty much wipe the floor with most early game enemies.

Being an unarmed weapon with scaling penetration, maximizing strength should be a priority. Once you are at a high enough level, with presumably a ton of strength, you can dish out some really disgusting levels of damage in a few turns.

There's a few caveats though. For one, all of the fists are classified as cudgels, so if you don't like those then you are pretty much out of luck. Second, low strength characters are going to be having a rough time with these, with your penetration being scaled down. And lastly, they don't come in bubblegum flavor (zetachrome).

However, for most true kin the fists are going to be your primary weapon and for good reason, as they are pretty much never a bad choice.
ANCHOR SPIKES


This one is really, REALLY niche. There's barely any use case for these things, plus they cost two points for some reason.

The only scenario in which I could see these being useful in is if you happen to be fighting a rhinox or any enemy with slam (so pretty much like three enemies).

Avoid this cybernetic, it's just as situational as Force Modulator if not more.
COMMUNICATIONS INTERLOCK


This cybernetic simply allows you to gaslight robots to a higher degree than you could before, greatly increasing your chances of actually making friends (robotic friends).

Rebuking robots is an already powerful panic button, similar to Proselytize or Beguile, and Communications Interlock only makes it better.

It's a great choice for friend-based builds or characters, with Consul being an especially great pick.

Do recommend.
DERMAL INSULATION AND DERMAL INSULATION BUT LIKE MORE GOOD


Both of the Dermal Insulations provide true kin with something they rarely have access to; elemental resistances. The fire, electrical, and acid resistances are not very important due to fire being an easily solvable problem, electrical damage being fairly rare, and acid resistance pretty much doing nothing to begin with.

The real meat of the cybernetic is the freezing resistance, providing a fair amount of defense against what is arguably the most dangerous of all the elements.

However, they take up three fairly important cybernetic slots and the resistances they provide only become noticeable when stacked, locking you out of taking other, potentially better cybernetics.

It's still a useful tool for the early game though, so you shouldn't completely pass these up.
FIRE SUPPRESSION SYSTEM


What is this cybernetic even for? It claims to release gel upon taking fire damage, which it does. But then what?

The gel is finicky at best when it comes to extinguishing, and often doesn't even put you out. It also does absolutely nothing to protect your gear from lava, fire, etc. Fire isn't even a really dangerous threat, and paying two credits to solve a non-existent problem with a non-existent solution is just really idiotic.

Don't get it, not worth anyone's time unless you really like swimming in lava.
GROUNDING SHUNTS


With how rare electrical damage is, the Grounding Shunts see little to no use. Yeah, if you are fighting a quatravolt glider and happen to have one of these bad boys on, it's pretty much a free kill.

Other than that though, there's only a few enemies that actually possess enough electrical damage to be a threat, with the only other one I can think of being electrical cherubs.

I guess it can be useful to put this on if you are planning on going fishing in the reef, but otherwise I'd stay far away from this one.
HYPER ELASTIC ANKLE TENDONS AND THE OTHER ONE TOO


The H.E.A.T (♥♥♥♥ you I'm not writing that again) are pretty much just diet Motorized Treads, a cybernetic that I will get to later.

They give a pretty alright movement speed boost, and can get you out of some scraps you might not have been prepared for, but that's about it.

I mean, one additional thing to note is that they are fairly cheap for the buffs they provide, but I really don't know what else to say here.

Its ok.
INFLATABLE AXONS


Another pretty garbage cybernetic, the Inflatable Axons give you a decent quickness boost for a limited time in exchange for what should be nothing.

However it isn't nothing; it's a quickness penalty right after the bonus.

This single addition pretty much kneecaps the entire cybernetic. This is because of how hard Inflatable Axons punishes you for using them in fights, as it's really likely you won't kill your target in time even with the quickness boost if you bothered using the ability in the first place. Upon it's duration running out, and with your target still most likely remaining alive, you are now punished for no good reason and are at even greater risk against an enemy that now has a quickness advantage over you.

This is the only cybernetic that actively dissuades you from using it. Just sell this crap for a few drams and call it a day.
NIGHT VISION


Night Vision provides what every dual wield player dreams of, a way to start a run without the need to carry a torch, or even a floating glowsphere for that matter. It also only costs just two points! Sounds amazing huh?

Well, it is! Now that the eye-melting filter has been officially removed, you can go wild! It doesn't even obscure sprites anymore! Thanks Mr. Qud!

If you plan on going for a multiweapon fighting build, take this. It's really, really ♥♥♥♥♥♥♥ good.
NOCTURNAL APEX


Nocturnal Apex has two upsides, with both being fairly situational and limited in use.

The first upside is a very, very slightly boosted natural regeneration rate during the day, something which I guess can save/help you? This isn't the real focus of the cybernetic however.

The second upside, and the real reason this Cybernetic is even worth using in the first place is the ability it grants you, Prowl. Prowl gives you a massive buff in the form of SIX agility and a pretty minor ten bonus movement speed along with it. This is a stat boost that Inflatable Axons wishes it granted.

However, the buff only lasts for a hundred rounds, and can only be used at night. Once.

This once per day cap limits the amount of things you can really do while prowling, making it yet another panic button to add to the ever growing list of last resort mutations and cybernetics.

It's still not bad though, I mean it's just Inflatable Axons but better (for the same price too WHY).
PARABOLIC MUSCULAR SUBROUTINE


I want to meet the actual insane person that named this cybernetic. In short, P.M.S allows you to roleplay as a Chuckster from Mario Sunshine by improving your throwing accuracy and range significantly.

This creates a whole bunch of new opportunities for grenades and other throwables in combat, as you no longer have to worry about getting caught in the blast radius or missing your target entirely.

It really shouldn't cost two points though, it's not that strong all things considered.
PENTACEPS


Since true kin often don't have the luxury of using non-mechanical wings, equipping Pentaceps to get a very similar charge range boost is a pretty good alternative.

That said, it takes up your feet slot, preventing you from becoming the living wheelchair you always dreamed to be unless you take them off. This is what we in the business like to call, a huge ♥♥♥♥♥♥♥ bummer.

Obviously, this cybernetic pairs well with charge focused builds and items, examples of which being all three of the fists or axes in general (granted, you need charging strike first).

Is this cybernetic the best? Not really, but it's extremely fun to mess around with and can provide some genuinely impressive mobility, especially in the early game.

Go give it a shot.
PHASE HARMONIC MODULATOR


This ♥♥♥♥♥♥♥ thing does pretty much nothing, sorry for cursing.

It lets you interact with phased objects?????? Why????????????

I honestly can't think of any reason to use this, unless you somehow manage to get phasing as a true kin?

I really don't have any idea what to even say for this, so if you have any ideas or if there's some secret ultra omega hidden tech I just have too small of a brain to comprehend, let me know in the comments.

May revisit this one in the future, just out of curiosity.
PNEUMATIC PISTONS


It's pretty much like Pentaceps but it has no combat utility and is generally worse in most aspects!

However, the one thing it has over Pentaceps is it's ability to move you a decent distance in any direction without requiring enemies.

Other than this though, just take Pentaceps, it's much more fun and has many, many more uses.
RAPID RELEASE FINGER FLEXORS


Two pairs of Rapid Release Finger Flexors combined with Fastest Gun in the Rust allow you to fire pistols at such high speeds, the action of firing may as well not even take up a turn. Then again, you probably wont get two pairs of hands as a True Kin, but even one pair has a massive effect on your firing speed.

Similar to Triple-Jointed, you are able to effectively stop time once you have all the necessary upgrades, without needing the obscenely high mutation levels Triple-Jointed requires.

Granted, it isn't perfect. Enemies can still approach you and once in a while they can get a shot in, but this is still one of the most powerful cybernetics when used in the right hands.

If you are going for a pistol build, you always take this one.
REACTIVE CRANIAL PLATING


Getting dazed in this game is awful, and against certain enemies it can be a death sentence. The ape god and galgals are good examples, pretty much stunlocking you until you are a pile of meat on the ground.

This makes Reactive Cranial Plating a perfect counter to both of these enemies, and any others that rely on cudgel-based attacks.

Though it does take up a cybernetic head slot, and the aforementioned enemies are pretty rare. Plus, Shake it Off provides a similar effect, but not quite as strong.

This is a good cybernetic if you are going into melee combat with the ape god (for some reason) or venturing into any areas infested with apes and other cudgel wielding jerks.

You could make the argument that it can save you from galgal attacks, which it may. But with how dangerous galgals are, even if you shake off the stun, you are still probably dead.

It's aight.
STABILIZER ARM LOCKS


This is one of the most well known and most commonly used cybernetics by veterans and new players alike. And it's easy to see why.

The STACKING buff it grants to your ranged accuracy is absurd, even with just one pair you are able to hit considerably more shots than before. With two? You are sniping and picking off enemies from across half the map.

It's a really fun cybernetic too, especially with already high accuracy weapons like the sniper rifle. To top it all off, it only costs two points.

This is a really good option not only for ranged builds, but almost every build as you are most likely always carrying a ranged weapon regardless of class or cybernetics. Word of advice; if you aren't taking the hand bones at character creation, you should generally take this.
TRANSLUCENT SKIN AND TRANSPARENT SKIN


Both of the skins give a pretty hefty DV bonus, especially if multiple skins are installed. This makes it an amazing cybernetic for short blade builds once Rejoinder is purchased.

The skins can also be used if one has too much DV reducing equipment on, i.e shields or heavy armor. This lets you both reduce the damage you will take, while also letting you have at least a sliver of a chance to dodge at the same time.

However, the skins really suffer as the player levels up, as higher level equipment comes with virtually no DV penalty, rendering the need to balance AV and DV obsolete.

Though for the early game or for DV/shortblade builds, it can be a nice bonus.
ANOMALY FUMIGATOR


With how rare it is to encounter Ptoh's servants as a true kin, constantly spewing out clouds of normality gas doesn't really do much to help or harm you.

Although by the time you are encountering assassins, you likely have amassed a whole slew of mental abilities yourself, most of which are turned off when you release the gas.

Because of this, I don't really see much point for this cybernetic, other than breaking the occasional force wall or bubble.

I wouldn't recommend it for the most part.
BEAUTIFUL VISAGE


Its just Cherubic Visage but it costs 3 points and gives you 2 ego.

Thats it really uhhhhhhhhh woohooooo oohoooooooo oohooo
oho hoiroooo ohoooooho ooooooo ohoooooooooooo




Uhhhh


Yeah take it if you have mental mutations and uhhhhhh yeah it costs three points so keep an eye out for that and it takes up your cybernetic face slot coooool ok ok coool bye












s
BIONIC BODY PART BREAKDOWN


TIME FOR THE BIONIC BODY PART BREAKDOWN.


Bionic Arm: Probably the best of all the bionic parts simply due to the existence of hand bones.

Bionic Heart: Second best, provides a hefty amount of toughness that scales very well with level.

Bionic Hands: Replaces your hand bones so yeah no. If you aren't using hand bones though, it's better than Bionic Arm but not as good as Bionic Heart.

Bionic Liver: Use it once when going into Golgotha then trash it.

Other than liver, all three are viable but for different reasons, just choose the ones you like the most.

Or take all of them, who cares.


THIS HAS BEEN THE BIONIC BODY PART BREAKDOWN.
CUSTOM VISAGE


Custom Visage can be a complete game changer, making some of the worst and most dangerous factions in the game your new best friends.

If I had to choose which factions are the best to morph into, the list would go like this.

ROBOTS (to not die)
SEEKERS (for mental mutations)
TROLLS (if you still need to find the deer funko pop)

It's a great cybernetic that takes up a pretty unimportant slot for a fairly cheap price, no reason not to take it.
DERMAL PLATING


I would take this cybernetic more seriously if you weren't able to just... yknow... inject a sphynx salt tonic and cook with neutron flux...

If this cheese didn't exist however, this cybernetic would also just be kinda ok.

One AV isn't going to get you far, and even with all three platings installed, you are still most likely going to die from things that would have killed you if you didn't take the plating.

Too expensive, mediocre defense, looks uncomfortable.

Pass.
DOPAMINE SYNTH


I once thought that a machine that constantly produces and injects raw dopamine into your brain was a horrifying concept, but its actually pretty good!

The willpower bonus is nothing to scoff at, with willpower being """""objectively""""" the strongest stat in the game.

This is one of the few head implants worth using in most scenarios, only competing with a similarly powerful cybernetic I will discuss in the future.

If you have a spare head and are feeling any emotion other than pure bliss, consider shoving this into your wet sack of a brain.

Overall, nice!
EQUIPMENT RACK


Extra back slot, nothing else to say.

Put two cloaks on, put on two issachari banners and make friends, ♥♥♥♥♥♥ put on an entire chassis plate who cares. The world of having two back slots is now open to you, be free.

Its damn good.
GUN RACK


The back slot isn't typically very impactful, and is worth giving up in most scenarios for the opportunity to dual wield rifles. It's still pretty costly though, as six points is kind of a lot for just one extra rifle or two extra pistols to be firing.

This ones alright, but would be so much better, and even kinda broken, if you could just wield a rifle in one hand... like... if you had like huge... big....

Giant...
GIANT HANDS


HANDS

WE ARE HERE

♥♥♥♥ BALANCE

♥♥♥♥ FUN

SHOOT ALL GUNS

INSTALL GUN RACK

FIRING FOUR SPACER RIFLES AT A TIME IS OK

EQUIP FOUR TWO HANDED AXES WITH HELPING HAND

THIS IS LIFE

KILL

KILL

KILL

KILL
INTRAVENOUS PORT


Intravenous Port is a pretty mediocre cybernetic, with urberries existing and all. Sure, salt injectors are more effective with this installed, but what are you going to do exactly? Precognition isn't what it used to be.

And why would you want to extend something like a hulk honey injector? I swear, I can't use one of these things without dying let alone trying to survive it's duration twice.

One use I could see this cybernetic having is with shade oil injectors for a longer phase duration, but even then it seems like overkill.

Pass, unless you are really desperate for healing or are up to weird shenanigans with salt injectors or shade injectors.
MATTER RECOMPOSITER


The Matter Recompositers are so far apart in terms of power, you may as well act like one of them doesn't exist.

The cheap, bootleg recompositer is actual garbage. Teleporting to a completely random explored space to avoid an enemy will either get you killed by teleporting you pretty much where you just were, and you proceed to get domed by the thing you were trying to escape from. Or, you are teleported next to a group of madpoles you passed by earlier and become the world record holder for most limbs dismembered in ten seconds. This is the recompositer you want to avoid like the plague.

It sucks.



The real, high-fidelity recompositer says ♥♥♥♥ that, choose a space you want to go to ♥♥♥♥♥♥♥. This is the recompositer you want to pick.

Its good.
MAGNETIC CORE


Magnetic Core really doesn't see much use. This is mostly because you are rarely going to find two floating items that aren't just glowspheres or lenses. That is unless you did something like dupe a historical site item, and even then it isn't guaranteed that the item will be a floater.

However, I would be a stupid dumb idiot moron if I didn't bring up chiral rings, as clearing the tomb as a true kin and installing a magnetic core is currently the only way to equip the rings.

Though even with the rings, there's much better options. Spend your credits elsewhere.
MOTORIZED TREADS


Speeding around like you have Multiple Legs is an amazing ability as true kin, letting you easily run from most combats. It also grants bonus resistances against drag, restraint, move, knockdown, and knockback.

However, you have to sacrifice your leg slots. Not your cybernetic leg slots, your real leg slots. This is a pretty big deal, as that's one less pair of zetachrome boots you can wear, with the only equipment you can apply to your treads being tread guards, a pretty hard item to come by.

Though if you don't care much for the extra AV or DV your normal pathetic human feet can provide, replacing those suckers with fully automated treads is a great move.

Just remember, you can't uninstall these.

Choose carefully.
ONBOARD RECOILER


Onboard Recoiler allows you to set a target destination anywhere, and return to it so long as there aren't any enemies nearby.

This has a variety of uses, especially if you decide to make a base somewhere in the middle of the desert in the endgame.

Other than this though, normal recoilers do the job just fine for a large portion of the game.

Because of this, unless you have a base already set up, save this cybernetic for much, much later down the road in your run.

Or sell it, whatever you want I guess.
MEDASSIST MODULE


Listen man, my hands hurt like REALLY bad right now from all of this typing, so in the spirit of Medassist Module, I'm just going to let an A.I. write this one.


As a medical assistant, your duties may include taking patient histories, performing basic laboratory tests, assisting with examinations and procedures, administering medications, scheduling appointments, maintaining records, and handling patient billing and insurance. You will work closely with doctors, nurses, and other healthcare professionals to ensure that patients receive high-quality care. To become a medical assistant, you will need to complete a training program, pass a certification exam, and possess strong communication, organizational, and problem-solving skills. With a growing demand for healthcare services, a career as a medical assistant can offer job stability and opportunities for advancement.


I'm back, Medassist Module sucks, and the way it dispenses tonics is unreliable at best.

Pass.
SECURITY INTERLOCK


DOORS OPEN NOW YES I ♥♥♥♥♥♥♥ LOVE OPENING LIKE THREE LOCKED DOORS THROUGHOUT THE ENTIRETY OF THE RUN THIS IS AWESOME YES YES YES THANK YOU THANK YOU THIS SHOULD ABSOLUTELY BE WORTH THREE POINTS I LOVE BASHING MY ♥♥♥♥♥♥♥ HEAD IN WITH A ROCK!!!!!!!!!!!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

WHYYYYYYYYYYYYYYYYYYY THIS SHOULD COST NEGATIVE ONE POINT FOR THE PSYCHIC DAMAGE IT DOES TO ME IN R EEA L LIFE












(Its not good)
MICROMANIPULATOR ARRAY


The tinkering bonus you gain during combat is a really underwhelming upside, but the bonus to disassembling artifacts is a function of the cybernetic I see largely ignored.

Getting even more bits from artifacts makes one of the most painful things in this game, scrounging for bits, a bit more bearable. The bonus to identifying artifacts is also nice, but the Technoscanner already has that covered.

You can also repair items in combat, which can be useful if your weapon gets suddenly rusted or unexpectedly coated in a thick glob of lava/acid.

The cost is really steep though, clocking in at five points. If they turned it down to four, I feel like more people would use this one.

Though even with the high price, it has some solid uses.

I wouldn't normally take it, but that doesn't make it bad.
REACTIVE TRAUMA PLATE


The Reactive Trauma Plate is most comparable to something like... the 1UP! from The Binding of Isaac. An item that just prevents you from dying once is never as useful as an item that prevents you from coming close to dying to begin with. This is true throughout most roguelikes/rougelites, and Qud is no exception.

Installing an implant that takes up a very important body slot, to continue living on in a run that is obviously not going well just doesn't make sense when you could instead install an actually good implant to make the run better, reducing the chance that you would die at all.

It's that same backwards logic that all extra life items have in most games. It's not the developers fault, it's just that the concept of extra lives in games is flawed at it's very core.

TLDR: this thing sucks trash it.
BIODYNAMIC POWER PLANT


Biodynamic Power Plant is similar to Electrical Generation in the sense that they both provide a constant flow of power to any electronic that can access such power.

Granted, Biodynamic Power Plant's flow of power can't be leveled up like Electrical Generation's power flow can, but it comes in a much more convenient form.

It's good, a little expensive but good.
PENETRATING RADAR


Penetrating Radar has many, many, uses. For one, obviously, you can now see enemies and other threats from just about anywhere, which is especially useful for avoiding galgals and such. This even includes hidden enemies, like those little root ♥♥♥♥♥♥♥!

But, lets get a little creative...

Penetrating Radar is one of the few cybernetics that benefit from compute power, and in this case, you get more range. Stacking a few Palladium Electrodeposits on any old useless limb lets you see even further, which is very good for not dying! Stack even more, and you pretty much have an always-active version of Clairvoyance, cool!

Very good cybernetic, even with the somewhat-high price tag, give it a go!
SOCIAL COPROCESSOR


Not really sure why this one is eight points? But nonetheless, it's a fantastic tool for strengthening bonds with hostile factions, and it's perfect for friend-builds with it's ability to let you gain an extra follower.

Having reputation costs decreased is another enormous benefit, allowing you to amass even more friends and learn more secrets and gaslight more people into thinking you have a life outside of Qud (help).

However, the eight point price tag is a hard pill to swallow. It also hurts to know that you are sacrificing a plethora of other cybernetics for a single, situational friend magnet.

If you are planning on going Consul and getting all the buddies, take this one for sure. Other than that though, I don't really know. Its up to preference for this one.
PALLADIUM ELECTRODEPOSITS


Bonus intelligence and being able to comb pubic hair on the loc- sorry, compute power on the local lattice to boost the strength of other various cybernetics is huge.

You could potentially install multiple electrodeposits, and just have one absolutely jacked cybernetic, but that's more of a gimmick than anything.

This is one of the other great head-slot cybernetics, the one competing with Dopamine Synth if you remember.

A great choice for almost any build, highly recommend.
FLYING GAMER CHAIRS


The Cathedras are immense, powerful, deadly cybernetics. Clocking in at an insane twelve points each, these bad boys grant some insane benefits. I'll run down the list of all the chairs in order from top to bottom in terms of strength and general utility.

RUBY GAMER CHAIR: All the chairs share the same stat boosts, so remember that even the lowest ranked chair is still an amazing cybernetic that's absolutely worth your time and credits. However, where the chairs differ is in the abilities they offer, some being better than others. The ruby chair has a Pyrokinesis field, and that's pretty ♥♥♥♥♥♥♥ sweet. It's really good at melting the faces off of pretty much anything below you, and is the most easy to understand ability of the bunch.

BLUE GAMER CHAIR: This chair grants you Stunning Force. Stunning Force just got fixed, so it's ♥♥♥♥♥♥' tight. It's on par with the ruby chair, cause now the ability actually deals ♥♥♥♥♥♥♥ damage! Cheers Mr. Qud!

BLACK GAMER CHAIR: This chair grants you the true kin equivalent of Space Time Vortex, minus the cherubim cheese. It's useful as a get out of jail free card, but that's about it.

WHITE GAMER CHAIR: This chair releases.... glitter dust.... cool.....


And that's all the chairs, just remember that they fuse to your body, and you cant uninstall them.

Enjoy!
GRAFTED MIRROR ARM


But wait, there's more!

Grafted Mirror Arm is useful with grenade builds yeah, but there's a much more obvious use-case for this cybernetic. Pairing this bad boy with the brand new Precision Force Lathe lets you throw out holo-daggers twice as fast, which is very good for killing things!

You can also pair it with the other throwing cybernetic with a name so long I'm not even going to bother, so that's cool too!

Overall, if you are going into a throwing-build, something the new update made a whole lot stronger, this cybernetic is for you.

A tad expensive though.
HOLOGRAPHIC VISAGE


Convenient? Yeah. Useful? It's debatable.

You are trading in the massive reputation boost Custom Visage gives you in exchange for a weaker, but way more flexible boost to faction rep. It's a bit situational, but that doesn't mean it sucks ass!

If you are just below the amount of reputation you need to make a faction not hate you, Holo-Visage can temporarily let you make friends with that faction, whenever you want! Though the halved reputation bonus kinda stinks.

If you are the type of person to only use one magic book page to make a faction hate you a little less, you should snag this one.
STASIS ENTANGLER


This one sure is something!

You get to stun all enemies on the screen, whenever you want! Though you do have to choose one enemy to let out of stinky baby jail. But don't fret! This enemy can be whichever one you want!

Being chased down by a galgal? Pick a snapjaw from across the map and render that robo-♥♥♥♥♥ useless! The possibilities are endless with this thing!

It isn't a pure stun though, it's a stasis field, which has it's own ups and downs. This isn't that big of a deal though, it's still really ♥♥♥♥♥♥♥ good!

Very good choice, a bit pricey though.
PHASE-ADAPTIVE SCOPE


Not being able to auto-target an enemy through a wall is annoying, but if you have a little bit of patience, you can just snipe anything from anywhere. Nobody is safe.

Hide behind a wall with Penetrating Radar and shoot a loser through solid brick, who cares! There are so many ways to break the game with this thing, and even at it's weakest you can still get a very noticeable edge against most enemies, especially those in caves or in dense jungles.

Very good pick, it doesn't even cost that much!
PRECISION FORCE LATHE


Ah, my favorite of the new cybernetics, potentially my favorite cybernetic period!

Being able to fabricate holographic knives is not only sick as ♥♥♥♥, but also really useful in almost every scenario!

Keep in mind these knives are VIBRO. No amount of armor can stop these daggers from ripping and tearing. Combine this thing with the new Grafted Mirror Arm and the other throwing cybernetic, and you have access to a seriously deadly weapon whenever you want.

It's sleek, cool, ♥♥♥♥♥♥♥ rips through crabs, and blue!

Highly recommend.
89 Comments
Rufert Snailsman 24 May @ 1:49pm 
It would be neat if it made you into a chest that you had to unlock with yourself but if an NPC tried to unlock you for stabbing they'd need a key card of taller unlock than your current unlocky level of cyborg netics.
billy.checkers.22  [author] 24 May @ 12:44pm 
like PLEASE I'M BEGGING LET THIS CYBERNETIC DO SOMETHING
billy.checkers.22  [author] 24 May @ 12:44pm 
the fact that it doesn't still keeps me up at night to this day
Ed1749 24 May @ 10:21am 
I'm imagining a world where security interlock lets you pilot the mechs for free, it's beautiful
billy.checkers.22  [author] 24 May @ 9:46am 
I'm pretty sure it's exclusive to the cards, and even if it wasn't, that's still a pretty niche use :steamsad:
Rufert Snailsman 24 May @ 8:13am 
Doesn't security-whatever let you turn off turrets as well? Or is that exclusive to the cards?
billy.checkers.22  [author] 19 Jan @ 5:57pm 
Thank you! Snapjaws are gods canon. Also, I still really don't see a crazy need for psychometry sadly, security doors are a minor annoyance at best, and if you know what you are doing, you can snatch some early-game eater tonics for int to start building up tinkering. Plus reverse engineering exists, and it's pretty cool and neat.

And I generally agree with your best picks for cybernetics, esp with penetrating radar, that shits nutty. Appreciate the message!
Pin 19 Jan @ 5:28pm 
A very nice visual demonstration on how Snapjaws are the true descendants of the eaters. all others are pretenders to the throne. as for the actual content I strongly disagree with the notion that techno scanners are superior to Psychometry. at pure baseline Psychometry comes with the added benefit of bypassing security doors, which for the average esper whom purely trans-locates via teleportation would be trivial, but for the poor truekin whom must resort to crumbling the walls around it for entrance. Then at higher levels Psychometry doesn't just identify, but gives you the ability to learn the crafting of an item, letting you create a multitude of time cubes.

Outside of this I find the best Cybernetics to be Gunrack, Penetrating Radar, and Phase Adaptive Scope and Percision Force Lathe also seem very neat. In comparison to mutants who just get to have abilities with pure benefits and no downside, It's a hard sell to make.
billy.checkers.22  [author] 2 Jan @ 8:35am 
yes!!!! yes!!!!! yes!!!! :steamhappy:
blockland.fan 3 1 Jan @ 9:05pm 
fellow blockland fan! you rock! blockland rocks!

rock on!! :blockhead: