Difference between revisions of "Implants"

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[[Implants]] are specialized microchips designed to augment your capabilities. They can boost your [[damage resistance]]s, increase your maximum [[hit points]], or allow your [[SPECIAL]] stats to exceed their initial values.  
<br>
 
[[Implants]] allows you to enhance your [[damage resistance]]s, increase maximum [[Hit Points]] or boost [[SPECIAL]] stats.
 
  
'''Note:''' SPECIAL is still limited to 10 in each category, so trying to use an implant to boost [[Endurance]], for example, on a character that already has EN 10, will not work.
+
For a full list of content that has a chance to drop implants, see the [[loot table]].
  
==Information==
+
== Installation ==
[[File:implant_set.png|thumb|alt=A cartoon centipede reads books and types on a laptop.|A picture showing some of the implants''.]][[Dr Fung]] in [[San Francisco]] is able to perform implant operations. In order to do that (for each operation), he needs:
 
  
*a module for a particular augmentation,
+
[[File:implant_set.png|thumb|A picture showing some of the implants]]
*100.000 bottle caps.
+
Implants can be installed by:
*Total amount limitations:
+
*[[Dr. Fung]] in [[San Francisco]]
 +
*Doc Jubilee in [[NCR]]
 +
*Doctors in faction settlements (if they are enabled in the current patch)
  
*there is limit for special implants: 6 max per character
+
Each implant installation requires you to provide:
*there is limit for combat implants: 5 max per character
 
*Soldier perk allows to install 1 extra special and 1 extra combat implant (7 and 6)
 
*Cyborg perk resets implants limits which effectively doubles the maximum amount of implants you can install (from 6/5 to 12/10)
 
*Amount limitation per implant type:
 
  
you can install multiple special implants of one kind as long as specific special stat wont excess 20 upon the process<br>
+
*100,000 units of local [[currency]]
to reach 2nd and 3rd tier, any of the combat implants can be installed twice (or 3 times for cyborg) unless you already reached the maximum number of combat implants your character can have (5 for normal character, 6 for soldier, 10 for cyborg)<br>
+
*The implant to be installed
Recovering implants:<br>
 
  
once installed, implants can only be taken out upon rerolling your character
+
=== Limits ===
  
==Obtaining Implants==
+
*Your character must be level 30+ to install implants.
 +
<div style="margin-top: +0.7em; display: block;">
 +
*SPECIAL implants are limited to 6 per character.
 +
*Combat implants are limited to 5 per character.
 +
</div>
 +
<div style="margin-top: +0.7em; display: block;">
 +
*For every 4 points of [[Charisma]], your character can install one additional SPECIAL implant. This can give you up to 5 additional SPECIAL implant slots if your Charisma is 20. Increasing your Charisma [[Gifted|past 20]] does not unlock additional SPECIAL implant slots.
 +
*For every 10 points of Charisma, your character can install one additional combat implant. This can give you up to 2 additional combat implant slots at 20 points of Charisma. Increasing your Charisma [[Gifted|past 20]] does not unlock additional combat implant slots.
 +
</div>
 +
<div style="margin-top: +0.7em; display: block;">
 +
*[[Wrecker]]s are able to install three additional SPECIAL implants.
 +
</div>
 +
<div style="margin-top: +0.7em; display: block;">
 +
*[[Cyborg]]s have a base limit of 15 SPECIAL and 12 combat implants; Charisma doesn't affect this limit but instead increases combat implants' tier 3 effectiveness.
 +
</div>
  
*The Military Bunker [[Special Encounter]]
+
=== Effect tiering ===
*[[Hidden Bomb Shelter]] [[Special Encounter]]
 
*GM Auctions or Events
 
*From [[Trader Events]]
 
*The Warehouse footlocker in [[Boneyard]]
 
*A special footlocker in [[New Reno]]
 
*A special locker in [[glow]]
 
*A special 2 lockers in [[Ares Rocket Silo]]
 
  
=== Special implants ===
+
Every combat implant starts with its tier 1 effect.
  
{|border="1" cellpadding="10" cellspacing="0" align="center"
+
Unlocking tier 2 requires the installation of another copy of the same implant.
 +
 
 +
Tier 3 is [[Cyborg]]-exclusive and requires a total of 3 copies of the same implant to be installed.
 +
 
 +
== Recovering implants ==
 +
[[File:Implant Installation Token.png|left]]
 +
To recover your implants, [[reroll]] your character. This will place the implants back in your inventory alongside free installation tokens.
 +
 
 +
[[Cyborg]]s are able to uninstall their implants without rerolling by using the <code>~cmd</code> command.
 +
 
 +
== SPECIAL implants ==
 +
 
 +
[[SPECIAL]] values cannot exceed 20. Using a SPECIAL implant on a [[character]] that already has 20 points of its corresponding stat will do nothing. Characters with the [[Gifted]] trait are an exception to this rule as the [[trait]] doubles the SPECIAL limit, allowing the stats to go all the way up to 40.
 +
 
 +
'''Note:''' [[Intelligence]] gained from implants does not contribute to skill points on level up.
 +
 
 +
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 +
!
 
!Name
 
!Name
 
!Effects
 
!Effects
 
+
!Crafting<br>requirements
 
+
!Required<br>materials
 
|-
 
|-
| '''[[Hypertrophy Accelerator]]'''
+
|<span id="Hypertrophy Accelerator"></span>[[File:St.png]]
 +
| '''Hypertrophy Accelerator'''
 
| +1 [[Strength]]
 
| +1 [[Strength]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 2 x [[Glowstone]]
 +
* 1 x [[Luxite]]
 +
* 1 x [[Atomium]]
 +
* 1 x [[Implant Core]]
 
|-
 
|-
| '''[[Optics Enhancer]]'''
+
|<span id="Optics Enhancer"></span>[[File:Blue_Module.gif]]
 +
| '''Optics Enhancer'''
 
| +1 [[Perception]]
 
| +1 [[Perception]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 1 x [[Atomium]]
 +
* 1 x [[Voltrium]]
 +
* 1 x [[Plasmanite]]
 +
* 1 x [[Nucleocite]]
 +
* 1 x [[Implant Core]]
 
|-
 
|-
| '''[[Nociception Regulator]]'''
+
|<span id="Nociception Regulator"></span>[[File:En.png]]
 +
| '''Nociception Regulator'''
 
| +1 [[Endurance]]
 
| +1 [[Endurance]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 1 x [[Nucleocite]]
 +
* 2 x [[Coal]]
 +
* 1 x [[Voltrium]]
 +
* 1 x [[Implant Core]]
 
|-
 
|-
| '''[[Empathy Synthesizer]]'''
+
|<span id="Empathy Synthesizer"></span>[[File:Ch.png]]
 +
| '''Empathy Synthesizer'''
 
| +1 [[Charisma]]
 
| +1 [[Charisma]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 2 x [[Plasmanite]]
 +
* 1 x [[Glowstone]]
 +
* 1 x [[Luxite]]
 +
* 1 x [[Implant Core]]
 
|-
 
|-
| '''[[Logic Co-Processor]]'''
+
|<span id="Logic Co-Processor"></span>[[File:Int.png]]
 +
| '''Logic Co-Processor'''
 
| +1 [[Intelligence]]
 
| +1 [[Intelligence]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 1 x [[Coal]]
 +
* 1 x [[Nucleocite]]
 +
* 1 x [[Atomium]]
 +
* 1 x [[Plasmanite]]
 +
* 1 x [[Implant Core]]
 
|-
 
|-
| '''[[Reflex Booster]]'''
+
|<span id="Reflex Booster"></span>[[File:Ag.png]]
 +
| '''Reflex Booster'''
 
| +1 [[Agility]]
 
| +1 [[Agility]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 1 x [[Voltrium]]
 +
* 1 x [[Atomium]]
 +
* 1 x [[Coal]]
 +
* 1 x [[Plasmanite]]
 +
* 1 x [[Implant Core]]
 
|-
 
|-
| '''[[Probability Calculator]]'''
+
|<span id="Probability Calculator"></span>[[File:Lk.png]]
 +
| '''Probability Calculator'''
 
| +1 [[Luck]]
 
| +1 [[Luck]]
 +
|
 +
* [[Crafting]] 150%
 +
* [[Level]] 250
 +
* [[Advanced Workbench|Adv. Workbench]]
 +
|
 +
* 2 x [[Luxite]]
 +
* 1 x [[Glowstone]]
 +
* 1 x [[Voltrium]]
 +
* 1 x [[Implant Core]]
 
|}
 
|}
  
 +
== Combat implants  ==
  
=== Combat Implants  ===
+
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 +
!
 +
!Name
 +
!Tier 1 (requires 30 lvl)
 +
!Tier 2 (requires 40 lvl)
 +
!Tier 3 (requires [[Cyborg]] perk)
  
{|border="1" cellpadding="10" cellspacing="0" align="center"
+
|-
 +
|<span id="Dermal Module"></span>[[File:Red Module.gif]]
 +
| '''Dermal Module'''
 +
|
 +
* +1 normal / explosive [[DT]]
 +
* +4% normal / explosive [[DR]]
 +
|
 +
* +1 normal / explosive DT
 +
* +4 normal / explosive DT cap
 +
* +4% normal / explosive DR
 +
|
 +
* +4% normal / explosive DR
 +
* -1 enemy critical roll for each point of [[Charisma]]
 +
* -20 sneak detection for every 5 points of Charisma
 +
|-
 +
|<span id="Phoenix Module"></span>[[File:Yellow Module.gif]]
 +
| '''Phoenix Module'''
 +
|
 +
* +1 fire / laser / plasma [[DT]]
 +
* +4% fire / laser / plasma [[DR]]
 +
|
 +
* +1 fire / laser / plasma DT
 +
* +4% fire / laser / plasma DR
 +
* +10% Slow power, [[Slow]] duration extended by 5 seconds
 +
|
 +
* +4% fire / laser / plasma DR
 +
* +3% fire damage for each [[Charisma]]
 +
* -10% critical power for every 5 points of Charisma
 +
|-
 +
|<span id="Aggressive Sensors"></span>[[File:IRED2.png]]
 +
| '''Aggressive Module'''
 +
|
 +
* 15% lower target critical resistance
 +
|
 +
* 15% lower target critical resistance
 +
* +25% accuracy
 +
|
 +
* 15% lower target critical resistance
 +
* +3 base critical roll for each point of [[Charisma]]
 +
* -30 hit points for every 5 points of Charisma
 +
|-
 +
|<span id="Dragon System"></span>[[File:IBLUE2.png]]
 +
| '''Dragon Module'''
 +
|
 +
* +5% critical chance
 +
|
 +
* +5% critical chance
 +
* +1 action point
 +
|
 +
* +5% critical chance
 +
* +1% stronger critical effects for each point of [[Charisma]]
 +
* -4% to all [[DR]]s for every 5 points of Charisma
 +
|-
 +
|<span id="Claw Module"></span>[[File:IBLUE4.png]]
 +
| '''Claw Module'''
 +
|
 +
* +25 [[AP Regen]]
 +
|
 +
* +25 AP Regen
 +
* +1 damage per bullet
 +
|
 +
* +25 AP Regen
 +
* +1% damage for each point of [[Charisma]]
 +
* -5 lethal damage for every 5 points of Charisma
 +
|-
 +
|<span id="Tiger Movement"></span>[[File:IGREEN1.png]]
 +
| '''Tiger Module'''
 +
|
 +
* +10 [[melee damage]]
 +
|
 +
* +10 melee damage
 +
* +10% [[movement speed]]
 +
|
 +
* +10 melee damage
 +
* Melee critical hits are upgraded by 1 tier
 +
* +1 melee damage for each point of [[Charisma]] (or +2 if you're a [[Bruiser]])
 +
* -1 Luck for every 5 points of Charisma
 +
|-
 +
|<span id="Tactical Chip"></span>[[File:IGREEN4.png]]
 +
| '''Tactical Module'''
 +
|
 +
* [[Sight#Field_of_View|FoV]] extended by 11 hexes
 +
|
 +
* [[Sight#Field_of_View|FoV]] extended by 11 hexes
 +
* [[Death|Replication timeout]] reduced by 15 seconds
 +
|
 +
* [[Sight#Field_of_View|FoV]] extended by 11 hexes
 +
* +1 [[Motion Sensor]] range for each point of [[Charisma]]
 +
* -25 [[AP Regen]] for every 5 points of Charisma
 +
|-
 +
|<span id="Nemean Armor"></span>[[File:Green_Module.gif]]
 +
| '''Nemean Module'''
 +
|
 +
* +4% [[HP]]
 +
|
 +
* +4% HP
 +
* +15 [[healing rate]]
 +
|
 +
* +4% HP
 +
* +0.5% [[Damage Protection]] for each point of [[Charisma]]
 +
* Your critical hits are downgraded by 1 tier for every 5 points of Charisma 
 +
|-
 +
|<span id="EMP Shield"></span>[[File:IRED1.png]]
 +
| '''EMP Shield'''
 +
|
 +
* +30% EMP resistance
 +
|
 +
* +30% EMP resistance
 +
* +20% to your damage multiplier
 +
|
 +
* +30% EMP resistance
 +
* 0.5% chance to gain immunity for 0.5s when hit for each point of Charisma
 +
|}
 +
 
 +
== Relic implants ==
 +
*Limited to 1 per character because they change your [[role]].
 +
 
 +
*Dying outside of events carries the risk of dropping your relic implant; in PvP, the chance is 20%; in PvE, the chance is 10%
 +
 
 +
*The installation process of the Relic Implant is simplified compared to other implants: you just use the item to install it
 +
 
 +
*To uninstall your relic implant, use the <code>~relic</code> command
 +
 
 +
*If you lose your relic implant, there will be a global message to really rub it in. Both the killer and the victim will be announced
 +
 
 +
*A short version of your relic implant's name will be displayed next to your character class on mouse hover
 +
 
 +
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 +
!
 +
!Name
 +
!Effects
 +
|-
 +
|<span id="Omni-Core Implant"></span>[[File:RI3.png]]
 +
| '''Omni-Core Implant'''
 +
|
 +
*+10 [[#SPECIAL implants|SPECIAL implant]] slots
 +
*Changes your role to Specialist
 +
|-
 +
|<span id="Warlord Enhancement"></span>[[File:RI2.png]]
 +
| '''Warlord Enhancement'''
 +
|
 +
*Increases all base [[#Combat Implants|Combat Implants]] stats by 50%
 +
*+2 [[#Combat Implants|Combat Implant]] limit
 +
*Changes your role to Semi-tank
 +
|-
 +
|<span id="Aegis Amplifier"></span>[[File:RI4.png]]
 +
| '''Aegis Amplifier'''
 +
|
 +
*+30% [[DR]] penetration protection
 +
*Changes your role to Tank
 +
|-
 +
|<span id="Annihilator Matrix"></span>[[File:RI5.png]]
 +
| '''Annihilator Matrix'''
 +
|
 +
*+30% [[DR]] penetration
 +
*Changes your role to Damage Dealer
 +
|-
 +
|<span id="Swiftstrike Augmentation"></span>[[File:RI6.png]]
 +
| '''Swiftstrike Augmentation'''
 +
|
 +
*Reduces the AP cost of attacking by 1
 +
*Increases [[AP Regen]] by 20%
 +
*Changes your role to Shooter
 +
|-
 +
|<span id="Shadow Veil Implant"></span>[[File:RI1.png]]
 +
| '''Shadow Veil Implant'''
 +
|
 +
*+200 [[Stealth]]
 +
*+3 [[Ghost]] range
 +
*Hides you from [[Motion Sensor]]s
 +
*Changes your role to Sneaker
 +
|}
 +
 
 +
== Warlord Enhancement table ==
 +
 
 +
The table below lists combat implants with their stats modified by the Warlord Enhancement relic implant's effect.
 +
 
 +
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 
!
 
!
 
!Name
 
!Name
Line 76: Line 350:
  
 
|-
 
|-
 +
|[[File:Red Module.gif]]
 +
| '''Dermal Module'''
 +
|
 +
* +1 normal / explosive [[DT]]
 +
* +6% normal / explosive [[DR]]
 +
|
 +
* +1 normal / explosive DT
 +
* +4 normal / explosive DT cap
 +
* +6% normal / explosive DR
 
|
 
|
| '''[[Dermal Impact Assault Enhancement]]'''
+
* +6% normal / explosive DR
| 4% Normal / Explode Resistance
+
* -1 enemy critical roll for each point of [[Charisma]]
| 4% Normal / Explode Resistance<br>1 Normal / Explode Threshold
+
* -20 sneak detection for every 5 points of Charisma
| 4% Normal / Explode Resistance<br>-10 enemy critical roll
 
 
|-
 
|-
 +
|[[File:Yellow Module.gif]]
 +
| '''Phoenix Module'''
 +
|
 +
* +1 fire / laser / plasma [[DT]]
 +
* +6% fire / laser / plasma [[DR]]
 
|
 
|
| '''[[Phoenix Assault Enhancement]]'''
+
* +1 fire / laser / plasma DT
| 4% Fire / Laser / Plasma Resistance
+
* +6% fire / laser / plasma DR
| 4% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold
+
* +10% Slow power, [[Slow]] duration extended by 5 seconds
| 4% Fire / Laser / Plasma Resistance<br> +25% resist in critical rolls
+
|
 +
* +6% fire / laser / plasma DR
 +
* +2% fire damage for each point of [[Charisma]]
 +
* -10% critical power for every 5 points of Charisma
 
|-
 
|-
 +
|[[File:IRED2.png]]
 +
| '''Aggressive Module'''
 +
|
 +
* 24% lower target critical resistance
 
|
 
|
| '''[[Aggresive Sensors]]'''
+
* 24% lower target critical resistance
| +5 [[Critical Roll]]
+
* +25% accuracy
| +5 [[Critical Roll]] <br> +25% accurate
+
|
| +5 [[Critical Roll]] <br> 50% penetration of critical defense roll
+
* 24% lower target critical resistance
 +
* +3 base critical roll for each point of [[Charisma]]
 +
* -30 hit points for every 5 points of Charisma
 
|-
 
|-
 +
|[[File:IBLUE2.png]]
 +
| '''Dragon Module'''
 +
|
 +
* +8% critical chance
 
|
 
|
| '''[[Dragon System]]'''
+
* +8% critical chance
| +4% [[Critical Chance]]
+
* +1 action point
| +4% [[Critical Chance]] <br> +5 flat damage
+
|
| +4% [[Critical Chance]] <br> +20 flat damage with fire damage
+
* +8% critical chance
 +
* +1% stronger critical effects for each point of [[Charisma]]
 +
* -4% to all [[DR]]s for every 5 points of Charisma
 
|-
 
|-
 +
|[[File:IBLUE4.png]]
 +
| '''Claw Module'''
 +
|
 +
* +38 [[AP Regen]]
 
|
 
|
| '''[[Claw Module]]'''
+
* +38 AP Regen
| +1 damage for each bullet
+
* +1 damage per bullet
| +2 damage for each bullet
+
|
| +1 damage for each bullet <br> +10% total damage
+
* +38 AP Regen
 +
* +1% damage for each point of [[Charisma]]
 +
* -5 lethal damage for every 5 points of Charisma
 
|-
 
|-
 +
|[[File:IGREEN1.png]]
 +
| '''Tiger Module'''
 +
|
 +
* +15 [[melee damage]]
 +
|
 +
* +15 melee damage
 +
* +10% [[movement speed]]
 
|
 
|
| '''[[Tiger Movement]]'''
+
* +15 melee damage
| +1 Action Point
+
* Melee critical hits are upgraded by 1 tier
| +1 Action Point <br> 10 [[Melee]] damage
+
* +1 melee damage for each point of [[Charisma]] (or +2 if you're a [[Bruiser]])
| +1 Action Point <br> +10% movement speed
+
* -1 Luck for every 5 points of Charisma
 
|-
 
|-
 +
|[[File:IGREEN4.png]]
 +
| '''Tactical Module'''
 +
|
 +
* [[Sight#Field_of_View|FoV]] extended by 17 hexes
 +
|
 +
* [[Sight#Field_of_View|FoV]] extended by 17 hexes
 +
* [[Death|Replication timeout]] reduced by 15 seconds
 
|
 
|
| '''[[Tactical Chip]]'''
+
* [[Sight#Field_of_View|FoV]] extended by 17 hexes
| +5 [[FoV points]]
+
* +1 [[Motion Sensor]] range for each point of [[Charisma]]
| +5 [[FoV points]] <br> -15 to respawn time
+
* -25 [[AP Regen]] for every 5 points of Charisma
| +5 [[FoV points]] <br> +10 motion sensor range
 
 
|-
 
|-
 +
|[[File:Green_Module.gif]]
 +
| '''Nemean Module'''
 +
|
 +
* +6% [[HP]]
 
|
 
|
| '''[[Nemean Armor]]'''
+
* +6% HP
| +20 Max HP
+
* +15 [[healing rate]]
| +20 Max HP <br> +15 healing rate
+
|
| +20 Max HP <br> -5 CD for healing rate
+
* +6% HP
 +
* +0.5% [[Damage Protection]] for each point of [[Charisma]]
 +
* Your critical hits are downgraded by 1 tier for every 5 points of Charisma
 +
|-
 +
|[[File:IRED1.png]]
 +
| '''EMP Shield'''
 +
|  
 +
* +45% EMP resistance
 +
|
 +
* +45% EMP resistance
 +
* +30% to your damage multiplier
 +
|
 +
* +45% EMP resistance
 +
* 0.5% chance to gain immunity for 0.5s when hit for each point of Charisma
 
|}
 
|}
'''Note:'''old effects, may be wrong :<
 
  
==Examples & Explanations==
+
== Examples and explanations ==
A 50 lvl sniper character
+
 
 +
'''A 50 lvl sniper character'''
 +
 
 +
*Installs 6 luck implants, which uses up all the SPECIAL implant slots (6/6)
 +
*Installs 2 dragon implants, the first provides +4% extra critical chance, the second provides +4% critical chance and 5 extra dmg per attack, for a total of +8% extra critical chance and 5 extra damage per attack (the character is now at 2/5 combat implant limit)
 +
*Installs 2 aggressive implants for a total of +10% extra crit roll and +25% extra accuracy (reaching 4/5 combat implant limit)
 +
*Also decides to install the nemean armor implant for +20 extra hp. Normally, a character could then install a second nemean armor implant, but the combat implant limit has already been reached after the first (the character is now at 5/5 combat implant limit)
 +
 
 +
'''A 100 lvl sniper from the previous example takes the [[Cyborg]] class perk''' and
  
*installs 6 luck implants, already using up all the special implants limit (6/6)
+
*Has their implant installation limits adjusted accordingly
*installs 2 dragon implants, first giving +4% extra critical chance, second one giving +4% critical chance and 5 extra dmg per attack, for total +8% extra critical chance and 5 extra damage per attack (2/5 combat implant limit)
+
*Is now able to install any combination of 6 additional SPECIAL implants up to a total of 12. They could, for example, install 3 perception implants and 3 additional luck implants, putting them at 12/12 SPECIAL implant limit
*installs 2 aggressive implants for a total +10% extra crit roll and +25% extra accuracy (4/5 combat implant limit)
+
*Installs a third aggressive implant for a total of +15% extra crit roll, +25% accuracy, and 50% penetration of all target defensive rolls (putting them at 6/10 combat implant limit)
*also decides for nemean armor implant for +20 extra hp. Normally a character could've installed second nemean armor implant, but the total combat implants limit has already been reached (5/5 combat implant limit)
+
*Installs a second and third nemean armor implant, second one giving them another +20 hp and +15 healing rate, third one giving them +20 hp and -5 healing rate cd, for a total of +60 hp, +15 healing rate, and -5 healing rate cd (the character is now at 8/10 combat implant limit)
A 100 lvl sniper from previous example takes Cyborg perk
+
*Installs 2 tactical implants for 10 extra FoV and 15 seconds shorter replication timeout (putting them at 10/10 combat implant limit)
*total implant limitations gets resetted
 
*a sniper character can now install any combination of 6 additional special implants up to a total 12 of these. For example 3 perception implants and 3 additional luck implants (12/12 special implant limit)
 
*installs third aggressive implant for a total +15% extra crit roll, +25% accuracy and 50% penetration of the target defensive rolls (6/10 combat implant limit)
 
*installs second and third nemean armor implant, second one giving +20 hp and +15 healing rate, third one giving +20 hp and -5cd for healing rate, for a total of +60 hp, +15 healing rate, and -5cd for healing rate (8/10 combat implant limit)
 
*installs 2 tactical implants for 10 extra FoV, and 15 seconds faster respawn time (10/10 combat implant limit)
 
  
[[Category:Implants| ]]
+
[[Category:Items]]

Latest revision as of 03:16, 28 April 2026

Implants are specialized microchips designed to augment your capabilities. They can boost your damage resistances, increase your maximum hit points, or allow your SPECIAL stats to exceed their initial values.

For a full list of content that has a chance to drop implants, see the loot table.

Installation

A picture showing some of the implants

Implants can be installed by:

Each implant installation requires you to provide:

  • 100,000 units of local currency
  • The implant to be installed

Limits

  • Your character must be level 30+ to install implants.
  • SPECIAL implants are limited to 6 per character.
  • Combat implants are limited to 5 per character.
  • For every 4 points of Charisma, your character can install one additional SPECIAL implant. This can give you up to 5 additional SPECIAL implant slots if your Charisma is 20. Increasing your Charisma past 20 does not unlock additional SPECIAL implant slots.
  • For every 10 points of Charisma, your character can install one additional combat implant. This can give you up to 2 additional combat implant slots at 20 points of Charisma. Increasing your Charisma past 20 does not unlock additional combat implant slots.
  • Wreckers are able to install three additional SPECIAL implants.
  • Cyborgs have a base limit of 15 SPECIAL and 12 combat implants; Charisma doesn't affect this limit but instead increases combat implants' tier 3 effectiveness.

Effect tiering

Every combat implant starts with its tier 1 effect.

Unlocking tier 2 requires the installation of another copy of the same implant.

Tier 3 is Cyborg-exclusive and requires a total of 3 copies of the same implant to be installed.

Recovering implants

Implant Installation Token.png

To recover your implants, reroll your character. This will place the implants back in your inventory alongside free installation tokens.

Cyborgs are able to uninstall their implants without rerolling by using the ~cmd command.

SPECIAL implants

SPECIAL values cannot exceed 20. Using a SPECIAL implant on a character that already has 20 points of its corresponding stat will do nothing. Characters with the Gifted trait are an exception to this rule as the trait doubles the SPECIAL limit, allowing the stats to go all the way up to 40.

Note: Intelligence gained from implants does not contribute to skill points on level up.

Name Effects Crafting
requirements
Required
materials
St.png Hypertrophy Accelerator +1 Strength
Blue Module.gif Optics Enhancer +1 Perception
En.png Nociception Regulator +1 Endurance
Ch.png Empathy Synthesizer +1 Charisma
Int.png Logic Co-Processor +1 Intelligence
Ag.png Reflex Booster +1 Agility
Lk.png Probability Calculator +1 Luck

Combat implants

Name Tier 1 (requires 30 lvl) Tier 2 (requires 40 lvl) Tier 3 (requires Cyborg perk)
Red Module.gif Dermal Module
  • +1 normal / explosive DT
  • +4% normal / explosive DR
  • +1 normal / explosive DT
  • +4 normal / explosive DT cap
  • +4% normal / explosive DR
  • +4% normal / explosive DR
  • -1 enemy critical roll for each point of Charisma
  • -20 sneak detection for every 5 points of Charisma
Yellow Module.gif Phoenix Module
  • +1 fire / laser / plasma DT
  • +4% fire / laser / plasma DR
  • +1 fire / laser / plasma DT
  • +4% fire / laser / plasma DR
  • +10% Slow power, Slow duration extended by 5 seconds
  • +4% fire / laser / plasma DR
  • +3% fire damage for each Charisma
  • -10% critical power for every 5 points of Charisma
IRED2.png Aggressive Module
  • 15% lower target critical resistance
  • 15% lower target critical resistance
  • +25% accuracy
  • 15% lower target critical resistance
  • +3 base critical roll for each point of Charisma
  • -30 hit points for every 5 points of Charisma
IBLUE2.png Dragon Module
  • +5% critical chance
  • +5% critical chance
  • +1 action point
  • +5% critical chance
  • +1% stronger critical effects for each point of Charisma
  • -4% to all DRs for every 5 points of Charisma
IBLUE4.png Claw Module
  • +25 AP Regen
  • +1 damage per bullet
  • +25 AP Regen
  • +1% damage for each point of Charisma
  • -5 lethal damage for every 5 points of Charisma
IGREEN1.png Tiger Module
  • +10 melee damage
  • Melee critical hits are upgraded by 1 tier
  • +1 melee damage for each point of Charisma (or +2 if you're a Bruiser)
  • -1 Luck for every 5 points of Charisma
IGREEN4.png Tactical Module
  • FoV extended by 11 hexes
Green Module.gif Nemean Module
  • +4% HP
  • +0.5% Damage Protection for each point of Charisma
  • Your critical hits are downgraded by 1 tier for every 5 points of Charisma
IRED1.png EMP Shield
  • +30% EMP resistance
  • +30% EMP resistance
  • +20% to your damage multiplier
  • +30% EMP resistance
  • 0.5% chance to gain immunity for 0.5s when hit for each point of Charisma

Relic implants

  • Limited to 1 per character because they change your role.
  • Dying outside of events carries the risk of dropping your relic implant; in PvP, the chance is 20%; in PvE, the chance is 10%
  • The installation process of the Relic Implant is simplified compared to other implants: you just use the item to install it
  • To uninstall your relic implant, use the ~relic command
  • If you lose your relic implant, there will be a global message to really rub it in. Both the killer and the victim will be announced
  • A short version of your relic implant's name will be displayed next to your character class on mouse hover
Name Effects
RI3.png Omni-Core Implant
RI2.png Warlord Enhancement
RI4.png Aegis Amplifier
  • +30% DR penetration protection
  • Changes your role to Tank
RI5.png Annihilator Matrix
  • +30% DR penetration
  • Changes your role to Damage Dealer
RI6.png Swiftstrike Augmentation
  • Reduces the AP cost of attacking by 1
  • Increases AP Regen by 20%
  • Changes your role to Shooter
RI1.png Shadow Veil Implant

Warlord Enhancement table

The table below lists combat implants with their stats modified by the Warlord Enhancement relic implant's effect.

Name Tier 1 (requires 30 lvl) Tier 2 (requires 40 lvl) Tier 3 (requires Cyborg perk)
Red Module.gif Dermal Module
  • +1 normal / explosive DT
  • +6% normal / explosive DR
  • +1 normal / explosive DT
  • +4 normal / explosive DT cap
  • +6% normal / explosive DR
  • +6% normal / explosive DR
  • -1 enemy critical roll for each point of Charisma
  • -20 sneak detection for every 5 points of Charisma
Yellow Module.gif Phoenix Module
  • +1 fire / laser / plasma DT
  • +6% fire / laser / plasma DR
  • +1 fire / laser / plasma DT
  • +6% fire / laser / plasma DR
  • +10% Slow power, Slow duration extended by 5 seconds
  • +6% fire / laser / plasma DR
  • +2% fire damage for each point of Charisma
  • -10% critical power for every 5 points of Charisma
IRED2.png Aggressive Module
  • 24% lower target critical resistance
  • 24% lower target critical resistance
  • +25% accuracy
  • 24% lower target critical resistance
  • +3 base critical roll for each point of Charisma
  • -30 hit points for every 5 points of Charisma
IBLUE2.png Dragon Module
  • +8% critical chance
  • +8% critical chance
  • +1 action point
  • +8% critical chance
  • +1% stronger critical effects for each point of Charisma
  • -4% to all DRs for every 5 points of Charisma
IBLUE4.png Claw Module
  • +38 AP Regen
  • +1 damage per bullet
  • +38 AP Regen
  • +1% damage for each point of Charisma
  • -5 lethal damage for every 5 points of Charisma
IGREEN1.png Tiger Module
  • +15 melee damage
  • Melee critical hits are upgraded by 1 tier
  • +1 melee damage for each point of Charisma (or +2 if you're a Bruiser)
  • -1 Luck for every 5 points of Charisma
IGREEN4.png Tactical Module
  • FoV extended by 17 hexes
Green Module.gif Nemean Module
  • +6% HP
  • +0.5% Damage Protection for each point of Charisma
  • Your critical hits are downgraded by 1 tier for every 5 points of Charisma
IRED1.png EMP Shield
  • +45% EMP resistance
  • +45% EMP resistance
  • +30% to your damage multiplier
  • +45% EMP resistance
  • 0.5% chance to gain immunity for 0.5s when hit for each point of Charisma

Examples and explanations

A 50 lvl sniper character

  • Installs 6 luck implants, which uses up all the SPECIAL implant slots (6/6)
  • Installs 2 dragon implants, the first provides +4% extra critical chance, the second provides +4% critical chance and 5 extra dmg per attack, for a total of +8% extra critical chance and 5 extra damage per attack (the character is now at 2/5 combat implant limit)
  • Installs 2 aggressive implants for a total of +10% extra crit roll and +25% extra accuracy (reaching 4/5 combat implant limit)
  • Also decides to install the nemean armor implant for +20 extra hp. Normally, a character could then install a second nemean armor implant, but the combat implant limit has already been reached after the first (the character is now at 5/5 combat implant limit)

A 100 lvl sniper from the previous example takes the Cyborg class perk and

  • Has their implant installation limits adjusted accordingly
  • Is now able to install any combination of 6 additional SPECIAL implants up to a total of 12. They could, for example, install 3 perception implants and 3 additional luck implants, putting them at 12/12 SPECIAL implant limit
  • Installs a third aggressive implant for a total of +15% extra crit roll, +25% accuracy, and 50% penetration of all target defensive rolls (putting them at 6/10 combat implant limit)
  • Installs a second and third nemean armor implant, second one giving them another +20 hp and +15 healing rate, third one giving them +20 hp and -5 healing rate cd, for a total of +60 hp, +15 healing rate, and -5 healing rate cd (the character is now at 8/10 combat implant limit)
  • Installs 2 tactical implants for 10 extra FoV and 15 seconds shorter replication timeout (putting them at 10/10 combat implant limit)