'More human than human'
All words that appear in bold have in-game files which can be accessed by typing "info <topic>" or are implant names which can be researched at various terminals once you've joined the guild.
About the Guild[]
The Cybernetic Research Corporation has been at the forefront of implant manufacture since the dawn of the Cybercorps. Our first product was the ground breaking Sub-cranial Interface & Neural Converter (S.I.N.C.), now the standard in implant-nervous system interfacing. This led to our total domination of the market, and now all Cyborgs procure their ware through us.
We provide an enormous range of implants designed to maximize our clients' potentials to withstand damage, master their surroundings, and deal out death. Under the umbrella of the Corporation, our clients can choose from one of several affiliations, each with their own style of combat and agenda.
If you feel you have what's required to start down the path towards cybernetic perfection, travel to the skyscraper on the east side of Pinnacle and talk to Valerie. Be warned--in order to survive the rigorous S.I.N.C. installation operation, a recruit must have a robust constitution (minimum of 10 con required to join).
Location[]
The Cyborgs guilds is located in eastern Pinnacle. cot,s,e,e,n,e,e,s.
Common command list[]
- com: chat on the main guild line
- info: access guild help files "info" without an argument will list all topics.
- cyborgs: shows online Cyborgs
- implants: Shows you all current implants
Implant information[]
For the full list of implant, see: Implant list
Implants are what give Cyborgs all of their abilities. Implants must be purchases at the guild (floor 7) and can be installed in the O.R. (floor 1). Aside from the credit costs, there is no cost to swap out implants as long as you don't remove implants required for others or end up with an invalid configuration (i.e. power/regen ratios). Power implants are limited to a max control of 25% of the current SINC level and you may have no more than 1 regen per 50 storage.
Quick start guide[]
Upon joining, you will have a SINC level of 0 which means you can not support any implants. You will need to fight without implants for a brief time until you have enough free control to install them. It should be noted that these instructions are written as a "one and done" guide so you don't spent too much time pulling stuff out. It's also focused on your power unit gains, which is what your guild advancement is driven by. Keep in mind that the location of implants mattered and having a "system" can simplify things later. For example, putting your minor weapons in your right figers and your utilities (like decomposer and flashlight) in your left fingers.
Glevel 1-4[]
Best to get these guild levels done quickly. Hopefully you can follow your recruiter or a friend to knock them out. If you're on your own, then you can return to the 3rd floor of the guild to regen. If you want to speed it up a bit, you can pick up a battery pack and a small weapon/platelet augmenter for guild damage/healing. You will have to return to the guild to regen power for them, though.
Note: For power implants, there are two version of many: a non-grid-pack and a grid pack version. Do not worry about grid pack version until glevel 18 and ensure you're buying the non-grid-pack version. i.e. for now, you want "Battery Pack" not "Battery Grid Pack".
Glevel 5[]
SINC needed for power: 1.25
Okay, this is the first major plateau for power. You'll take out a the battery pack if you bought one earlier and install an ultracapacitor chain in one of your lower back slots and a set of solar cells in your upper back slots. This will give you a power storage of 50 and regen of 1/tick. In addition, you probably want to pick up a bioenergic decomposer which will let you regain PU from corpses. This leaves us with 1.75 control to use up so grab a small weapon (which will use 1.00 control). Headbutt Plate is a good choice as it doesn't interfere with any armours.
Your next stop will be glevel 10. On the way, you can pick up nanite factory when you have free control.
Glevel 10[]
SINC needed for power: 2.50
Pick up one more ultracapacitor chain and solar panel.
You should also be looking at defense like Intrinsic Preservation Proxy. Ideally installed into the Chip Pack installed in the brain.
Glevel 18[]
SINC needed for power: 4.50
Dump all your ultracapacitors and solar panels. Install power grid, nuclear reactor grid pack, battery grid pack, and flywheel grid pack.
You might want to consider dropping a tactical battle computer into your chip pack, it will allow you to use a second weapon implant per round.
Around now, you may noticed that your control for some implants is going down. This happens over time and, eventually, implants will use half their original control, rounded up. This is why some implants are great to grab early on so you start wracking up those integration rounds early on.
Glevel 20[]
SINC needed for power: 5.00
Pick up another battery grid pack
Glevel 22[]
SINC needed for power: 5.50
Pick up another battery grid pack. As you install battery grid packs you want to remove them for larger versions. Essentially 'merging' them and only having Flywheel Grid Packs installed. Power grid has finite slots so you can't have 108 batteries installed.
Glevel 23[]
SINC needed for power: 5.75
Pick up a solar cell grid pack
Glevel 25[]
The last major power management point.
Pull out an ultracapacitor grid pack and solar cell grid pack and add an efficiency coprocessor (which reduces power need by 1 per 25 glevels)
Hopefully, you've seen the pattern with keeping your power/regen as high as possible and the pattern largely stays the same. It should be noted that a power management system isn't worth it until SINC 54.