Cybernetics locations
Jump to navigation
Jump to search
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line. |
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
The following areas in the gameworld are guaranteed to always have cybernetics credit wedges or cybernetic implants.
True Kin players may want to prioritize visiting these locations to increase their license tier and find additional implants to install.
Guaranteed Credit Wedges
Historic sites are also guaranteed to contain credit wedges based on their tier: [10]
Historic site tier | Sultanate period | Reward |
---|---|---|
0-2 | fifth period | cybernetics credit wedge 2¢ |
3 | fourth period | cybernetics credit wedge 3¢ |
4-5 | fourth period, third period | cybernetics credit wedge 2¢, cybernetics credit wedge 2¢ |
6-7 | third period, second period | cybernetics credit wedge 3¢, cybernetics credit wedge 3¢ |
8 | first period | cybernetics credit wedge 3¢, cybernetics credit wedge 3¢, cybernetics credit wedge 2¢ |
Guaranteed Cybernetics and Becoming Nooks
For more information about what type of cybernetic implants one can expect to find in a cybernetics rack or from an NPC who sells them, refer to the cybernetics rack wiki page.
Location | Nooks / Racks | Number of Cybernetics |
---|---|---|
The bottom floor of the Rusted Archway[3][4] | 2 becoming nooks and cybernetic racks | 2-42-4 (Avg: 3) cybernetic implants |
The cybernetics room in Grit Gate. This room opens after the player completes the More Than a Willing Spirit quest.[11] | 1 becoming nook and cybernetic rack | 1-21-2 (Avg: 1.5) cybernetic implants |
The cybernetics ward of Bethesda Susa[3] | 4 becoming nooks and cybernetic racks | 4-84-8 (Avg: 6) cybernetic implants |
The cybernetics room in Yd Freehold.[12] | 1 becoming nook and cybernetic rack | 1-21-2 (Avg: 1.5) cybernetic implants |
Merchant | Cybernetics for Sale | Location |
---|---|---|
Argyve | 2-42-4 (Avg: 3) random cybernetic implants (zone tier 1) | Joppa, if the player chooses it as their starting location. |
gutsmonger | 6-86-8 (Avg: 7) random cybernetic implants (zone tier 1) | Guaranteed to appear in the SE corner of the Stiltgrounds. |
Shem -1 | 6-86-8 (Avg: 7) random cybernetic implants (zone tier 1) | Grit Gate |
Yla Haj | 6-86-8 (Avg: 7) random cybernetic implants (zone tier 5) | Ezra |
Warden Une | 6-86-8 (Avg: 7) random cybernetic implants (zone tier 7) | Yd Freehold |
Additional Sources of Wedges and Implants
Credit Wedges
- Knight Commanders of the Holy Temple always have a cybernetics credit wedge 3¢[2]
- The following types of legendary creatures can have a cybernetics credit wedge 1¢ available to trade in the Water Ritual:[13]
- Legendary Putus Templar: 100% chance (this is in addition to any wedges already in the templar's inventory, such as the guaranteed 3¢ held by Knight Commanders)
- Legendary Robots: 50% chance
- Legendary Chrome idols: 1 in 3 chance
- cybernetics credit wedges have a very small chance to be found as random loot anywhere in the world.
Cybernetic Implants
- gutsmongers sell 6-86-8 (Avg: 7) cybernetic implants based on zone tier (see the cybernetics rack page for more detail), and are restocking merchants. They can appear in one or more tents in the Stiltgrounds or in legendary merchant lairs.
- village tinkers sell 2-42-4 (Avg: 3) random cybernetic implants chosen based on zone tier (see the cybernetics rack page for more detail), and are restocking merchants.
- Historic sites have a significantly higher-than-normal chance to spawn becoming nooks and cybernetics racks.[4]
- dromad traders and other merchants can occasionally sell cybernetic implants, though rare.
- Putus Templar have a chance to be implanted with one or more cybernetics. Implanted cybernetics can be removed with Butchery.[2][14]
- Knight Templar, Gunner-Knight Templar, and Banner-Knight Templar
- 25% chance to be implanted
- Will have random cybernetics chosen as if from zone tier 4 (described on the cybernetics rack page), with a combined license tier of 6 or higher.
- Knight Commander of the Holy Temple
- 60% chance to be implanted
- Will have random cybernetics chosen as if from zone tier 5 (described on the cybernetics rack page), with a combined license tier of 8 or higher.
- Knight Templar, Gunner-Knight Templar, and Banner-Knight Templar
- becoming nooks have a small chance to spawn randomly throughout the world, such as in surface ruins or random zones in the underground. Some ruins may be marked in the "Ruins with Becoming Nooks" section of the journal, and are more likely to contain becoming nooks.
References
This information is reliable as of patch 2.0.202.92. |
This information is reliable as of patch 2.0.202.92.
- ↑
XRL.World.Parts.CaverCorpseLoot
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7
ObjectBlueprints.xml
- ↑ 3.0 3.1 3.2
Worlds.xml
- ↑ 4.0 4.1 4.2
PopulationTables.xml
- ↑
XRL.World.Parts.ExileCorpseLoot
- ↑
CrematoryMachineRoom.rpm
- ↑ 7.0 7.1
CorporealizationNook.rpm
- ↑
PopulationTables.xml
, population nameUneInventory
- ↑
ChavvahCrownLv3.rpm
- ↑
XRL.World.ZoneBuilders.PlaceRelicBuilder
- ↑
GritGate.rpm
- ↑
YdFreehold-under.rpm
- ↑
Factions.xml
- ↑
XRL.World.Parts.Cybernetics2HasRandomImplants