Infrared Vision

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: Infrared Vision

Hitchhiker's Guide:
Stable (0.F-3) - [ Infrared Vision CBM ]
Experimental - [ Infrared Vision CBM ]

As a CBM item
Materials steel / plastic
Volume 10
Weight 2.041 kg
As a Bionic
Name Infrared Vision
Bionic ID bio_infrared
Difficulty 6
Toggled true
Act Cost 5
React Cost 5
Time 1
Other
Price $ 4,500
As a Melee Weapon
Bash Dmg 8
Cut Dmg 0
To Hit 0
 Your range of vision extends into the infrared, allowing you to see warm-blooded creatures in the dark. 
This item is a Compact Bionics Module.

CBMs are installed by interacting with autodoc or non-player character with high medical skills. Installation has a medium chance of genetic damage, blood loss, or damage to existing bionics based on intelligence, electronics, first aid, mechanics, and the MD profession.

This is an activated CBM, it costs 5 bionic power to activate, costs 5 every 1 turn(s) while active, can be toggled on and off, and can be viewed on the bionics menu (p). More details on bionics' JSON flags can be found here. Some bionics can also be disassembled (() to obtain burnt out bionics if you have a soldering iron (20) OR Integrated Toolset (20), 1 tool with screw driving quality of 1, and the electronics (7) and first aid (5) skill required.

(View - Edit Notes )Notes

  • Uses the following bionic slot(s):
    • eyes 1.
  • This bionic can be turned on, which might have an power cost.
  • This bionic can react automatically, which costs 5 power units.
  • This bionic has an over time effect.
  • This marks zombies and other warm-blooded monsters with a ? across the entire screen, including outside your "Full Night Vision" range. Shady zombies aren't so sneaky anymore!
  • While Infrared Vision is effective, it should not be mistaken for 'X-Ray Vision'. Line-of-sight is still required, and certain objects will block your view (Such as glass!)
  • See also The infrared vision mutation.
( Edit Notes )