Prosthetics Mod Guide
Build, repair, and power Casualties: Unknown prosthetics with limb tiers, augments, neuromods, and smart trader choices.
Losing a limb in Casualties: Unknown can feel like a run-ending disaster, but Casualties: Unknown prosthetics turn that loss into a build choice. These parts range from cheap wooden hooks to titanium limbs, eye and jaw replacements, brain mods, and powered augments. The Casualties: Unknown prosthetics system matters because ignoring it leaves mobility, defense, scanning, and even trader reputation on the table.
The first decision is not which shiny part to chase. It is what your run needs right now: a working limb, a combat edge, better scanning, or a safer repair plan.
Limb Tiers and What They Actually Do
The main Casualties: Unknown prosthetics tiers solve different problems. Wooden parts are emergency gear with real penalties. Scrap is a practical middle ground. Titanium is expensive, rare, and powerful, but it demands maintenance and protection from wetness. Eye and jaw replacements add specialized defense or utility rather than raw limb function.
| Prosthetic | Documented strengths | Limits and penalties | Repair path |
|---|---|---|---|
| Wooden limb | Acts as a replacement limb; wooden legs are slow; wooden arms cannot hold items except containers | +25% damage taken from all sources; deals 80% damage to the environment; breaking without a wrench causes splinters on your nearest normal limb | Biochem, wood scraps, wood panels, or sticks in the medical UI |
| Scrap limb | Works much like a normal limb; does not bleed, get infected, or suffer broken bones | No listed combat bonuses; still a lower-tier option | Scrap metal, panel, or bundle of wires |
| Titanium limb | Arms boost claw, tool, and melee damage and act as hammering tools; legs boost speed and jump height; two titanium legs prevent fall damage unless you are ragdolled; two mod slots per limb | Buffs weaken when the limb is damaged or wet; cannot be removed unless above 80% HP; rare and expensive | Titanium sheets restore skin and muscle; welding minigame with plasma cutter or mini laser |
| Copper jaw | 25% head damage resistance; defends against shrapnel and dislocations; mouth-slot items stay in place when unconscious | A broken-bone event on the head destroys it; you gain only half the mood from food | Not listed |
| Prosthetic eye | Restores sight while powered; F activates flashlight; two eyes give stronger light at higher energy cost; restores color vision after mindwipe | Needs a small or medium battery; can break if unpowered or unprotected | Swap or remove the battery through the wound UI or inventory |
A loaded battery in a prosthetic eye acts as a shield. If the eye would break while a battery is loaded, the battery is destroyed instead and the eye survives. That makes spare batteries part of eye maintenance, not just convenience.
Titanium limbs deserve special caution. Their bonuses are tied to limb HP and wetness, so a damaged arm hits softer and a wet leg slows you down more. Carry titanium sheets, and do not plan to swap titanium limbs mid-fight unless they are above 80% HP.
Augments, Brain Mods, and the Cybernetics Panel
Casualties: Unknown prosthetics become a build engine once you add augments and brain mods. Limb augments are battery-powered modifications for prosthetic limbs, or for biological limbs after using an Augment Implant Tool. Torso augments shape your long-term sustain, while brain mods add scanning, pain control, and emergency buttons.
| Limb augment | Effect | Power and notes |
|---|---|---|
| Steady Hand | Cuts gun recoil in half while powered and shows live ammo count next to your held item | Small or medium battery |
| Powergrip | Held items feel half as heavy; you hit harder, throw farther, and keep your grip if you pass out | Small or medium battery |
| Multi-Hacking | Skips lock-picking minigames, keypads, and blood terminals at a battery cost per use | Small battery cannot crack blood terminals; medium can |
| Powersteps | Servo pistons in the thigh; +12.5% run speed and jump with one leg, +25% with both; allows stomping enemies when jumping on them | Small, medium, or large battery; one hotbar key fires both legs |
| Grappling Hook | Battery-powered arm prosthetic mod; each shot drains charge | Condition % shown in cybernetics panel; 1-second cooldown |
| Treadmill | Movement, jumping, and situps charge the battery in the slot | Smaller batteries charge faster than larger ones |
| Torso augment | Effect | Cost or limitation |
|---|---|---|
| RTG | Charges all carried augments and batteries; even when off, it slowly charges other torso augments | Gives radiation when activated |
| Regen (MYX) | Heals the body over time | When charge drops below 20%, passive base limb regen is disabled; biological pigmentation fades |
| BFF ballistic force field | Reduces received damage by half | Drains energy |
| Temperature stabilizer | Stabilizes temperature | Drains energy; low energy creates vulnerability to temperature changes |
Brain mods are their own item category and can be found in Neuromod boxes, with one to three spawning per layer. Milkies are more likely to stock a brain mod. The effects are strong enough to plan around: Pain Blocker halves incoming pain; Trap Detector marks traps and turrets with a red glow; Sonic Screamer sends nearby creatures fleeing for two seconds; Adrenaline Surge lets you stand from any ragdoll, even mid-air; Scanning Chip reveals recipes and permanently marks scanned items as recognized; Lockin Chip keeps consciousness at 100% for 30 seconds at the cost of brain damage and head HP.
You can manage each powered implant from the cybernetics panel, and the prosthetics mod's augment controls let you set hotbar keybinds by clicking a slot. For biological limbs, the Augment Implant Tool opens one socket in a shoulder or thigh through the wound view. That socket dies with the limb, so losing the arm or leg also loses the augment slot.
Repair, Wetness, and Durability Rules
Casualties: Unknown prosthetics do not behave like flesh. They ignore bleeding, infection, pain, passive healing, broken bones, venom injection, and self-harm events. Dune does not bite them, and if you have no normal limbs, Dune will not bite you even if asked. That durability is useful, but it also means medical items such as bandages, bruise kits, and LRDs do not repair them.
| Prosthetic type | Repair material | Important rule |
|---|---|---|
| Wooden | Biochem, wood scraps, wood panels, or sticks | Breaking without a wrench causes splinters on a nearby normal limb |
| Scrap | Scrap metal, panel, or bundle of wires | No bleeding, infection, or broken bones |
| Titanium | Titanium sheet; plasma cutter or mini laser for welding | Welding without eye protection blinds you, raises pain, and lowers mood |
| Prosthetic eye | Battery replacement through the wound UI or inventory | A loaded battery absorbs the break instead of the eye |
Welding titanium limbs is a minigame, and eye protection matters. Safety glasses, a blindfold, prosthetic eyes, having no eyes, or crafted welding goggles prevent the blinding effect. In multiplayer, welding works, but sparks can blind nearby players who lack eye protection.
Wetness penalties only begin once a prosthetic's skin is damaged. The lower the skin HP, the harsher the wetness penalty on that limb. Ripped dressings and old rags can be used on yourself to fight wetness. When skin or muscle HP reaches zero, most prosthetics break apart and drop material at your feet. Any impact that would normally break a bone destroys the prosthetic instead.
Traders, Challenge Mode, and Smart Run Choices
Casualties: Unknown prosthetics change trader reactions, so equip with the shop in mind. Expie reacts to scrap and wooden parts in opposite ways. Milky rewards high-tier cybernetics. Dune mostly ignores prosthetics but has a clear soft spot for a copper jaw.
| Trader | Prosthetic reactions | Practical use |
|---|---|---|
| Expie | Scrap lowers rep but raises threat potential; prosthetic eyes or scrap let you threaten without high rep; wooden limbs raise rep; four wooden limbs grant one free store item | Use wooden limbs when shopping for reputation; use scrap when planning aggression |
| Milky | Loves titanium prosthetics, cybernetic eyes, and RTG for rep; more likely to stock a brain mod | Bring high-tier parts or RTG when you want better treatment |
| Dune | Mostly indifferent but reacts; loves prosthetic jaw for significant rep gain | A copper jaw can be a social tool as well as head protection |
Challenge mode starts you with wooden limbs and an empty prosthetic eye, plus 13 intelligence and a flimsy knife at your feet. That start is rough, but it teaches the repair loop early. Custom structures can contain augment boxes, neuromod boxes, and a surgical cyborg NPC who may tend wounds, repair prosthetics, or install them without pain. Their spawn chance depends on the layer and how many loops you have completed, and run settings can force spawns on specific layers or disable custom structures.
| Run goal | Core pieces | Why it works |
|---|---|---|
| Mobility | Two titanium legs and Powersteps | +25% speed and jump; fall damage prevention unless ragdolled |
| Gun control | Steady Hand and Powergrip | Halved recoil, live ammo count, easier heavy-item handling |
| Hacking | Multi-Hacking with a medium battery and Scanning Chip | Skips terminals and keypads; scan discounts recipes |
| Survival | Regen, BFF, and temperature stabilizer | Healing, damage reduction, and temperature control at high energy cost |
| Reputation | Wooden limbs, cybernetic eyes, RTG, or copper jaw | Targets each trader's documented preferences |
For Casualties: Unknown prosthetics runs, keep spare batteries, the correct repair material, and eye protection in your kit. Do not carry bandages for a broken titanium arm. Do not weld near unprotected multiplayer allies. If you rely on a prosthetic eye, treat every battery as a sacrificial shield. If you plan around traders, swap wooden or scrap parts before entering a store rather than after.
FAQ
Do bandages heal Casualties: Unknown prosthetics? No. Medical items such as bandages, bruise kits, and LRDs do not repair prosthetics. Use biochem or wood materials for wooden limbs, scrap materials for scrap limbs, and titanium sheets or welding tools for titanium limbs.
Can a prosthetic eye break? Yes. A prosthetic eye needs a small or medium battery to restore sight. If it would break while a battery is loaded, the battery is destroyed instead and the eye survives. Without a battery, the eye can break like a normal eye.
How do I install an augment in a biological arm or leg? Use the Augment Implant Tool in the wound view on a shoulder or thigh. It creates one augment socket in that biological limb. If the limb is later cut off, the socket is lost with it.
What is the safest early prosthetic choice? Scrap is a practical early pick because it does not bleed, get infected, or suffer broken bones. Wooden limbs are cheaper but carry real penalties, including higher damage taken, slower legs, and limited arm use.
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