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Some typographical fixes in the documentation of sleeves.
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.. _gameplay_sleeves:
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Sleeves
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=======
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When VitaLife unveiled their Persona Core technology that allowed people to digitize
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and transfer their consciousness into other vessels, human bodies became nothing more
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than 'sleeves' for the human consciousness. This technology thus became known as
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"Sleeve technology".
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Sleeve technology unlocks two different gameplay features:
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* Duplicate Sleeves
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* Re-sleeving
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Sleeve technology is unlocked in :ref:`BitNode-10 <gameplay_bitnodes>`.
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.. _gameplay_duplicatesleeves:
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Duplicate Sleeves
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^^^^^^^^^^^^^^^^^
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Duplicate Sleeves are MK-V Synthoids (synthetic androids) into which your consciousness
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has been copied. In other words, these Synthoids contain a perfect duplicate of your mind.
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Duplicate Sleeves are essentially clones which you can use to perform work-type actions,
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such as working for a company/faction or committing a crime. When sleeves perform these tasks,
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they will earn money, experience, and reputation.
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Sleeves are their own individuals, which means they each have their own experience and stats.
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When a sleeve earns experience, it earns experience for itself, the player's
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original consciousness, as well as all of the player's other sleeves.
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Duplicate Sleeves are **not** reset when installing Augmentations, but they are reset
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when switching BitNodes.
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Obtaining Duplicate Sleeves
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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There are two methods of obtaining Duplicate Sleeves:
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1. Destroy BitNode-10. Each completion gives you one additional Duplicate Sleeve.
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2. Purchase Duplicate Sleeves from :ref:`the faction The Covenant <gameplay_factions>`.
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This is only available in BitNode-10. Sleeves purchased this way are **permanent** (they persist
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through BitNodes). You can purchase up to 5 Duplicate Sleeves from The Covenant.
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Synchronization
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~~~~~~~~~~~~~~~
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Synchronization is a measure of how aligned your consciousness is with that of your
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Duplicate Sleeves. It is a numerical value between 1 and 100, and it affects how much experience
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is earned when the sleeve is performing a task.
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Let N be the sleeve's synchronization. When the sleeve earns experience by performing
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a task, both the sleeve and the player's original host consciousness gain N% of the
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amount of experience normally earned by the task. All of the player's other sleeves
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earn ((N/100)^2 * 100)% of the experience.
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Synchronization can be increased by assigning sleeves to the 'Synchronize' task.
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Sleeve Shock
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~~~~~~~~~~~~
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Sleeve shock is a measure of how much trauma the sleeve has due to being placed in a new
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body. It is a numerical value between 0 and 99, where 99 indicates full shock and 0 indicates
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no shock. Shock affects the amount of experience earned by the sleeve.
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Sleeve shock slowly decreases over time. You can further increase the rate at which
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it decreases by assigning sleeves to the 'Shock Recovery' task.
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Augmentations
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~~~~~~~~~~~~~
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You can purchase :ref:`Augmentations <gameplay_augmentations>` for your Duplicate
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Sleeves. In order to do this, the sleeve's shock must be at 0. Any Augmentation
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that is currently available to you through a faction is also available for your
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Duplicate Sleeves. There are a few Augmentations, such as NeuroFlux Governor and
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Bladeburner-specific ones, that cannot be purchased for a Duplicate Sleeve.
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When you purchase an Augmentation for a Duplicate Sleeve, it is instantly installed.
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When this happens, the sleeve's stats are instantly reset back to 0, similar to
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when you normally install Augmentations.
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The cost of purchasing an Augmentation for a Duplicate Sleeve is **not** affected
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by how many Augmentations you have purchased for yourself, and vice versa.
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Memory
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~~~~~~
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Sleeve memory dictates what a sleeve's synchronization will be when it is reset by
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switching BitNodes. For example, if a sleeve has a memory of 10, then when you
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switch BitNodes its synchronization will initially be set to 10, rather than 1.
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Memory can only be increased by purchasing upgrades from The Covenant. Just like
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the ability to purchase additional sleeves, this is only available in BitNode-10.
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Memory is a persistent stat, meaning it never gets reset back to 1.
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The maximum possible value for a sleeve's memory is 100.
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