Cybernetic crafting is the process in which engineering traders craft cybernetics. There are four styles of craftable cybernetics, three of which are granted via the profession wheel at various levels and one style that is granted via Additional Cybernetic Schematics engineering expertise.
Style | Arms | Forearms | Hands | Legs | Torso |
---|---|---|---|---|---|
Antilles BioGen 980 Series | Expertise | Expertise | Expertise | -- | -- |
Athakam Medtech | CL38 | CL30 | CL22 | CL46 | CL46 |
Bio-Tech Industries Combat | CL62 | CL54 | CL54 | CL70 | CL 70 |
Holowan Mechanicals Cybernetic | CL86 | CL78 | CL78 | CL90 | CL90 |
Crafting[]
Cybernetics can be crafted with protection and installed as armor or without protection and equipped as appearance. Both versions can be crafted with skill enhancing attachments (SEAs) sockets.
Resources[]
Resources used in the final stage of cybernetic crafting affect only condition (DR 33%, OQ 33%, SR 33%), but can be of any quality since armor no longer decays. All cybernetic styles use the same three resources.
Cybernetics | Steel | Polymer | Lubricating oil |
---|---|---|---|
Arms | 100 | 75 | 25 |
Forearms | 60 | 45 | 25 |
Hands | 25 | 25 | 25 |
Legs (Athakam) | 105 | 75 | 35 |
Legs (Bio-Tech and Holowan) | 95 | 65 | 35 |
Torso | 125 | 75 | 15 |
Components[]
Cybernetic schematics have both the same required and optional components for all styles. All required components have no affect on final assembly and can be of any quality. All optional components affect final assembly based on quality.
Cybernetics | Required | Optional | ||
---|---|---|---|---|
Electronics GP Module |
Micro Sensor Suite |
Armor Core |
Enhancement Module | |
Arms | 6 similar | 2 similar | 2 identical | Dual |
Forearms | 1 | 1 | 1 | Uni |
Hands | 1 | -- | -- | -- |
Legs | 8 similar | 3 similar | 2 identical | Dual |
Torso* | 10 similar | 4 similar | 3 identical | Tri |
Note*: Torso also has an optional slot for an Armor Power Bit, which has no quality rating.
Armor cores[]
Armor cores can only be crafted by munition traders. All cybernetic styles will accept any type of armor core (assault, battle, and reconnaissance) layered or non-layered. Cybernetics receive the same final assembly standard and special protection bonus as armor. E.g., Advanced battle armor cores (non-layered) with kinetic, energy, and elemental values between 5600 and 6000 will result in 6000 standard and special protections upon final assembly.
Armor core | Bonus (final assembly) |
Assault cap (non-layered) |
Battle cap (non-layered) |
Reconnaissance cap (non-layered) | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Kinetic | Energy | Special | Kinetic | Energy | Special | Kinetic | Energy | Special | ||
Advanced | +400 | 7000 | 5000 | 6000 | 6000 | 6000 | 6000 | 5000 | 7000 | 6000 |
Standard | +300 | 5000 | 3000 | 4000 | 4000 | 4000 | 4000 | 3000 | 5000 | 4000 |
Basic | +200 | 3000 | 1000 | 2000 | 2000 | 2000 | 2000 | 1000 | 3000 | 2000 |
Armor Power Bit[]
Armor Power Bits can be crafted by engineering traders and munition traders, but can only be added to a torso during the final assembly phase.
Modifier ratio | Power bit | Power |
---|---|---|
1 | 35 | 14 |
3 | 30-35 | 4 |
4 | 30-35 | 3 |
5 | 25-35 | 2 |
6 | 30-35 | 2 |
7 | 35 | 2 |
8 | 20-35 | 1 |
10 | 25-35 | 1 |
14 | 35 | 1 |
Enhancement modules[]
Engineering traders can craft three core variations: Uni-Core (forearms), Dual-Core (arms and legs), and Tri-Core (torso) of the six types of enhancement modules, which can only be added to cybernetics in conjunction with armor cores. Health and Action enhancement modules have a penalty to armor, which can be reduced by up to half by investing in Assembly Proficiency engineering expertise. Elemental enhancement modules have a penalty to the opposite resistance.
Resource | Experimental Properties SR 50%, UT 50% |
Health Uni, Dual, Tri +150, +300, +450 |
Action Uni, Dual, Tri +150, +300, +450 |
Heat +100 |
Cold +100 |
Acid +100 |
Electrical +100 | |||
---|---|---|---|---|---|---|---|---|---|---|
SR Cap |
SR Refined |
UT Cap |
UT Refined |
Armor -2240, -1120 |
Armor -2240, -1120 |
Cold -100 |
Heat -100 |
Electrical -100 |
Acid -100 | |
Metal | 1000 | 960 | 1000 | 960 | 15 | 15 | ||||
Titanium aluminum | 430 | 413 | 430 | 413 | 25 | 25 | 25 | 25 | 25 | 25 |
Mythra copper | 706 | 678 | 706 | 678 | 15 | 15 | 15 | 15 | ||
Platinite copper | 761 | 731 | 761 | 731 | 25 | |||||
Rhodium steel | 565 | 543 | 478 | 459 | 5 | 5 | 5 | 5 | 5 | 5 |
Seafah jewel | 764 | 734 | 764 | 734 | 25 | |||||
Kerol fire-gem | 536 | 515 | 676 | 649 | ||||||
Class 2 radioactive | -- | -- | -- | -- | 15 | 25 | ||||
Class 5 radioactive | -- | -- | -- | -- | 15 | |||||
Icy asteroid | -- | -- | -- | -- | 15 |
Skills[]
There are two cybernetic skills: cybernetic assembly and cybernetic experimentation, neither of which has any affect on the armor penalty resulting from health and action enhancement modules.
Cybernetic assembly[]
At level 90, engineering traders have 100 cybernetic assembly skill. It is commonly believed that 160 cybernetic assembly will guarantee a socket is created during cybernetic crafting.
Cybernetic experimentation[]
At level 90, engineering traders have 100 cybernetic experimentation skill. In practical terms, cybernetic experimentation only affects enhancement modules. Since each enhancement module has only one experimentation line, level 90 engineering traders can 100% cap all enhancement modules without investing in engineering expertise: Cybernetic Hypothesis or Cybernetic Advanced Theory, SEAs, and the like.