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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

See also[edit | edit source]

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