Cyberware
Cyberware is an implant system. Implants slot into different parts of the body, granting passive stat bonuses, and some also carry active skills. It works with Hack Time and RAM. Some implants also talk to SHPC, but the radial itself is part of this system.
You cannot equip cyberware directly. It must be surgically installed by the ripperdoc, Victor.
Finding Victor
Section titled “Finding Victor”Victor is a town NPC. Arrival conditions and the clinic door live on Victor. After you defeat the Eye of Cthulhu, he arrives at night through a rift portal next to you (players who have already unlocked Hack Time also qualify). His arrival only needs it to be night with no boss active; he does not require a free house ready in advance.
Once he is in the world, approach and right-click him to talk. The dialogue panel offers Cyberware Clinic, a chat option, and a leave option.
Installing at the clinic
Section titled “Installing at the clinic”Open the clinic, then select a body part. The side panel lists three sections:
- Installed: the implant currently in this part. Click it to uninstall (it returns to your inventory)
- Owned: implants in your inventory that fit this part. Click to install
- For Sale: implants Victor sells. Click to buy one into your inventory with coins
Installing and uninstalling both play a short surgery. All installs and removals happen only at the clinic; you cannot swap implants away from Victor.
Slots and capacity
Section titled “Slots and capacity”The body has 12 slots, and each implant fits only its matching part. Total capacity is 20, and every implant takes up some of it; you cannot exceed the cap. You will have to choose between implants rather than run them all at once.
Active skills and the radial
Section titled “Active skills and the radial”Some implants carry an active skill, controlled with two keybinds:
- Open radial menu (default
B): hold to open the skill radial on this page (time slows in single-player), left-click to set a skill as the current one, right-click or release to close - Trigger current skill (default
V): fires the currently selected skill
Skills come in three trigger styles:
- Instant: press the trigger key to fire immediately
- Toggle: press once to turn on, again to turn off
- Charge: hold the trigger key to charge, release to fire
You cannot open the radial while Hack Time is active. A skill that needs RAM greys out when you are short on RAM or it is on cooldown.
Implant list
Section titled “Implant list”| Implant | Slot | Capacity | Effect |
|---|---|---|---|
| Mimic Perched Auxiliary Brain | Frontal Cortex | 4 | Splits you into four drifting illusions. When struck, the real self hidden among them takes no damage; the illusions charge the attacker and detonate for about 2.5 times the incoming attack’s raw damage, then about 10 seconds of cooldown |
| CSTM Opti-Visual Cybereye | Ocular System | 4 | Netrunner optical implant that unlocks Hack Time. +4 max RAM, plus a dedicated RAM arc bar in the bottom-left corner |
| SCCA-32 CRP | Left Arm | 4 | +8% critical chance and +8% move speed. 18% chance to Reflex Dodge a hit (fully negated), then a 3-second Reflex Surge with extra crit +12% and move speed +25%; Reflex Dodge cooldown is 4 seconds |
| PlowSteel Clamp Arm | Hands | 3 | Extends mining and placement range by 4 tiles and permanently enables magnetic pickup of items and coins. Skill “Monomolecular Wire”: throw a high-heat wire that scorches enemies along its path; a tap lays about 12 tiles for 2 seconds with a 4-second cooldown, a hold lasts 5 seconds with an 8-second cooldown |
| OmniElectric Foot | Feet | 3 | Mid-air double jump. Skill “Charge Jump”: charge while grounded; a full charge reaches about 3x normal jump height |
| Self-Hack Crystal | Operating System | 4 | Continuous extra RAM recovery. Skill “Self-Hack”: spend 3 RAM to instantly clear all debuffs and gain about 1.5 seconds of invincibility, 12-second cooldown |
| Sandevistan Mk5 | Nervous System | 3 | Skill “Sandevistan”: hostile NPCs and enemy projectiles drop to about 8% of normal speed. A full bar lasts about 2.5 seconds; after it ends, recharge waits about 2 seconds, then refills over about 12.5 seconds. Re-select it in the radial to turn it off early |
| Prime Plasma Subdermal Armor | Circulatory System | 3 | +25 defense, +6% damage reduction, greatly increased knockback resistance |
| Self-Healing Endoskeleton | Skeleton | 3 | +2 HP/s regen and +40 max life. After 4 seconds out of combat it enters Nanorepair for about +4 HP/s extra, and it negates fall damage |
Other details
Section titled “Other details”The CSTM Opti-Visual Cybereye is both a Hack Time access point and a RAM capacity boost.
If you equip several active-skill implants, switch the current skill in the radial at any time; whatever you select is what the trigger key fires.