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. | + | [[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. |
| − | + | For a full list of content that has a chance to drop implants, see the [[loot table]]. | |
| + | |||
| + | == Installation == | ||
| − | |||
[[File:implant_set.png|thumb|A picture showing some of the implants]] | [[File:implant_set.png|thumb|A picture showing some of the implants]] | ||
Implants can be installed by: | Implants can be installed by: | ||
| Line 15: | Line 16: | ||
*The implant to be installed | *The implant to be installed | ||
| − | ===Limits=== | + | === Limits === |
| + | |||
*Your character must be level 30+ to install implants. | *Your character must be level 30+ to install implants. | ||
<div style="margin-top: +0.7em; display: block;"> | <div style="margin-top: +0.7em; display: block;"> | ||
| Line 32: | Line 34: | ||
</div> | </div> | ||
| − | ===Effect tiering=== | + | === Effect tiering === |
| + | |||
Every combat implant starts with its tier 1 effect. | Every combat implant starts with its tier 1 effect. | ||
| Line 41: | Line 44: | ||
== Recovering implants == | == Recovering implants == | ||
| − | To recover your implants, [[reroll]] your character. | + | 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. | [[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. | '''Note:''' [[Intelligence]] gained from implants does not contribute to skill points on level up. | ||
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|<span id="Dermal Module"></span>[[File:Red Module.gif]] | |<span id="Dermal Module"></span>[[File:Red Module.gif]] | ||
| '''Dermal Module''' | | '''Dermal Module''' | ||
| − | | | + | | +1 normal / explosive [[DT]]<br>+4% normal / explosive [[DR]] |
| − | | | + | | +1 normal / explosive DT<br>+4 normal / explosive DT cap<br>+4% normal / explosive DR |
| − | | 4% | + | | +4% normal / explosive DR<br>-1 enemy critical roll for each point of [[Charisma]]<br>-20 sneak detection for every 5 points of Charisma |
|- | |- | ||
|<span id="Phoenix Module"></span>[[File:Yellow Module.gif]] | |<span id="Phoenix Module"></span>[[File:Yellow Module.gif]] | ||
| '''Phoenix Module''' | | '''Phoenix Module''' | ||
| − | | | + | | +1 fire / laser / plasma [[DT]]<br>+4% fire / laser / plasma [[DR]] |
| − | | | + | | +1 fire / laser / plasma DT<br>+4% fire / laser / plasma DR<br> +10% Slow power, [[Slow]] duration extended by 5 seconds |
| − | | 4% | + | | +4% fire / laser / plasma DR<br>+3% fire damage for each [[Charisma]]<br>-10% critical power for every 5 points of Charisma |
|- | |- | ||
|<span id="Aggressive Sensors"></span>[[File:IRED2.png]] | |<span id="Aggressive Sensors"></span>[[File:IRED2.png]] | ||
| '''Aggressive Module''' | | '''Aggressive Module''' | ||
| − | | 15% lower target | + | | 15% lower target critical resistance |
| − | | 15% lower target | + | | 15% lower target critical resistance<br>+25% accuracy |
| − | | 15% lower target | + | | 15% lower target critical resistance<br>+3 base critical roll for each point of [[Charisma]]<br>-30 hit points for every 5 points of Charisma |
|- | |- | ||
|<span id="Dragon System"></span>[[File:IBLUE2.png]] | |<span id="Dragon System"></span>[[File:IBLUE2.png]] | ||
| '''Dragon Module''' | | '''Dragon Module''' | ||
| − | | +5% | + | | +5% critical chance |
| − | | +5% | + | | +5% critical chance<br>+1 action point |
| − | | +5% | + | | +5% critical chance<br>+1% stronger critical effects for each point of [[Charisma]]<br>-4% to all [[DR]]s for every 5 points of Charisma |
|- | |- | ||
|<span id="Claw Module"></span>[[File:IBLUE4.png]] | |<span id="Claw Module"></span>[[File:IBLUE4.png]] | ||
| '''Claw Module''' | | '''Claw Module''' | ||
| − | | +0.25 AP Regen | + | | +0.25 [[AP Regen]] |
| − | | +0.25 AP Regen <br> +1 damage | + | | +0.25 AP Regen<br>+1 damage per bullet |
| − | | +0.25 AP Regen <br> +1% | + | | +0.25 AP Regen<br>+1% damage for each point of [[Charisma]]<br>-5 lethal damage for every 5 points of Charisma |
|- | |- | ||
|<span id="Tiger Movement"></span>[[File:IGREEN1.png]] | |<span id="Tiger Movement"></span>[[File:IGREEN1.png]] | ||
| '''Tiger Module''' | | '''Tiger Module''' | ||
| − | | +10 [[ | + | | +10 [[melee damage]] |
| − | | +10 | + | | +10 melee damage<br>+10% [[movement speed]] |
| − | | +10 | + | | +10 melee damage<br>Melee critical hits are upgraded by 1 tier<br>+1 melee damage for each point of [[Charisma]] (or +2 if you're a [[Bruiser]])<br>-1 Luck for every 5 points of Charisma |
|- | |- | ||
|<span id="Tactical Chip"></span>[[File:IGREEN4.png]] | |<span id="Tactical Chip"></span>[[File:IGREEN4.png]] | ||
| '''Tactical Module''' | | '''Tactical Module''' | ||
| − | | | + | | [[Sight#Field_of_View|FoV]] extended by 11 hexes |
| − | | | + | | [[Sight#Field_of_View|FoV]] extended by 11 hexes<br>[[Death|Replication timeout]] reduced by 15 seconds |
| − | | | + | | [[Sight#Field_of_View|Field of View]] extended by 11 hexes<br>+1 [[Motion Sensor]] range for each point of [[Charisma]]<br>-25 [[AP Regen]] for every 5 points of Charisma |
|- | |- | ||
|<span id="Nemean Armor"></span>[[File:Green_Module.gif]] | |<span id="Nemean Armor"></span>[[File:Green_Module.gif]] | ||
| '''Nemean Module''' | | '''Nemean Module''' | ||
| − | | +4% HP | + | | +4% [[HP]] |
| − | | +4% HP <br> +15 [[ | + | | +4% HP<br>+15 [[healing rate]] |
| − | | +4% HP <br> 0.5% [[Damage Protection]] for each [[Charisma]] <br> | + | | +4% HP<br>+0.5% [[Damage Protection]] for each point of [[Charisma]]<br>Your critical hits are downgraded by 1 tier for every 5 points of Charisma |
|- | |- | ||
|<span id="EMP Shield"></span>[[File:IRED1.png]] | |<span id="EMP Shield"></span>[[File:IRED1.png]] | ||
| '''EMP Shield''' | | '''EMP Shield''' | ||
| − | | +30% EMP | + | | +30% EMP resistance |
| − | | +30% EMP | + | | +30% EMP resistance<br>+20% to your damage multiplier |
| − | | +30% EMP | + | | +30% EMP resistance<br>0.5% chance to gain immunity for 0.5s when hit (similar to [[Vigor Boost]]) |
|} | |} | ||
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|[[File:Red Module.gif]] | |[[File:Red Module.gif]] | ||
| '''Dermal Module''' | | '''Dermal Module''' | ||
| − | | | + | | +1 normal / explosive [[DT]]<br>+6% normal / explosive [[DR]] |
| − | | | + | | +1 normal / explosive [[DT]]<br>+4 normal / explosive [[DT]] cap<br>+6% normal / explosive [[DR]] |
| − | | 6% | + | | +6% normal / explosive [[DR]]<br>-1 enemy critical roll for each point of [[Charisma]]<br>-20 sneak detection for every 5 points of Charisma |
|- | |- | ||
|[[File:Yellow Module.gif]] | |[[File:Yellow Module.gif]] | ||
| '''Phoenix Module''' | | '''Phoenix Module''' | ||
| − | | | + | | +1 fire / laser / plasma [[DT]]<br>+6% fire / laser / plasma [[DR]] |
| − | | | + | | +1 fire / laser / plasma [[DT]]<br>+6% fire / laser / plasma [[DR]]<br>+10% Slow power, [[Slow]] duration extended by 5 seconds |
| − | | 6% | + | | +6% fire / laser / plasma [[DR]]<br>+2% fire damage for each point of [[Charisma]]<br>-10% critical power for every 5 points of Charisma |
|- | |- | ||
|[[File:IRED2.png]] | |[[File:IRED2.png]] | ||
| − | | '''Aggressive | + | | '''Aggressive Module''' |
| − | | 24% lower target | + | | 24% lower target critical resistance |
| − | | 24% lower target | + | | 24% lower target critical resistance<br>+25% accuracy |
| − | | 24% lower target | + | | 24% lower target critical resistance<br>+3 base critical roll for each point of [[Charisma]]<br>-30 hit points for every 5 points of Charisma |
|- | |- | ||
|[[File:IBLUE2.png]] | |[[File:IBLUE2.png]] | ||
| − | | '''Dragon | + | | '''Dragon Module''' |
| − | | +8% | + | | +8% critical chance |
| − | | +8% | + | | +8% critical chance<br>+1 action point |
| − | | +8% | + | | +8% critical chance<br>+1% stronger critical effects for each point of [[Charisma]]<br>-4% to all [[DR]]s for every 5 points of Charisma |
|- | |- | ||
|[[File:IBLUE4.png]] | |[[File:IBLUE4.png]] | ||
| '''Claw Module''' | | '''Claw Module''' | ||
| − | | +0.38 AP Regen | + | | +0.38 [[AP Regen]] |
| − | | +0.38 AP Regen <br> +1 damage | + | | +0.38 [[AP Regen]]<br>+1 damage per bullet |
| − | | +0.38 AP Regen <br> +1% | + | | +0.38 [[AP Regen]]<br>+1% damage for each point of [[Charisma]]<br>-5 lethal damage for every 5 points of Charisma |
|- | |- | ||
|[[File:IGREEN1.png]] | |[[File:IGREEN1.png]] | ||
| − | | '''Tiger | + | | '''Tiger Module''' |
| − | | +15 [[ | + | | +15 [[melee damage]] |
| − | | +15 [[ | + | | +15 [[melee damage]]<br>+10% [[movement speed]] |
| − | | +15 [[ | + | | +15 [[melee damage]]<br>Melee critical hits are upgraded by 1 tier<br>+1 melee damage for each point of [[Charisma]] (or +2 if you're a [[Bruiser]])<br>-1 Luck for every 5 points of Charisma |
|- | |- | ||
| − | + | |[[File:IGREEN4.png]] | |
| − | | '''Tactical | + | | '''Tactical Module''' |
| − | | | + | | [[Sight#Field_of_View|FoV]] extended by 17 hexes |
| − | | | + | | [[Sight#Field_of_View|FoV]] extended by 17 hexes<br>[[Death|Replication timeout]] reduced by 15 seconds |
| − | | | + | | [[Sight#Field_of_View|FoV]] extended by 17 hexes<br>+1 [[Motion Sensor]] range for each point of [[Charisma]]<br>-25 [[AP Regen]] for every 5 points of Charisma |
|- | |- | ||
| − | + | |[[File:Green_Module.gif]] | |
| − | | '''Nemean | + | | '''Nemean Module''' |
| − | | +15% HP | + | | +15% [[HP]] |
| − | | +15% HP <br> +15 [[ | + | | +15% [[HP]]<br>+15 [[healing rate]] |
| − | | +15% HP <br> 0.5% [[Damage Protection]] for each [[Charisma]] <br> | + | | +15% [[HP]]<br>+0.5% [[Damage Protection]] for each point of [[Charisma]]<br>Your critical hits are downgraded by 1 tier for every 5 points of Charisma |
|- | |- | ||
| − | + | |[[File:IRED1.png]] | |
| '''EMP Shield''' | | '''EMP Shield''' | ||
| − | | +60% EMP | + | | +60% EMP resistance |
| − | | +60% EMP | + | | +60% EMP resistance<br>+30% to your damage multiplier |
| − | | +60% EMP | + | | +60% EMP resistance<br>0.5% chance per point of Charisma to gain immunity for 0.5s when hit (similar to [[Vigor Boost]]) |
|} | |} | ||
| − | ==Examples and explanations== | + | == Examples and explanations == |
'''A 50 lvl sniper character''' | '''A 50 lvl sniper character''' | ||
Revision as of 11:05, 30 March 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.
Contents
Installation
Implants can be installed by:
- Dr. Fung in San Francisco
- Doc Jubilee in NCR
- Doctors in faction settlements (if they are enabled in the current patch)
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
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 | |
|---|---|---|---|---|
|
Hypertrophy Accelerator | +1 Strength | Crafting 150% Level 250 Adv. Workbench |
2 x Glowstone 1 x Luxite 1 x Atomium 1 x Implant Core |
|
Optics Enhancer | +1 Perception | Crafting 150% Level 250 Adv. Workbench |
1 x Atomium 1 x Voltrium 1 x Plasmanite 1 x Nucleocite 1 x Implant Core |
|
Nociception Regulator | +1 Endurance | Crafting 150% Level 250 Adv. Workbench |
1 x Nucleocite 2 x Coal 1 x Voltrium 1 x Implant Core |
|
Empathy Synthesizer | +1 Charisma | Crafting 150% Level 250 Adv. Workbench |
2 x Plasmanite 1 x Glowstone 1 x Luxite 1 x Implant Core |
|
Logic Co-Processor | +1 Intelligence | Crafting 150% Level 250 Adv. Workbench |
1 x Coal 1 x Nucleocite 1 x Atomium 1 x Plasmanite 1 x Implant Core |
|
Reflex Booster | +1 Agility | Crafting 150% Level 250 Adv. Workbench |
1 x Voltrium 1 x Atomium 1 x Coal 1 x Plasmanite 1 x Implant Core |
|
Probability Calculator | +1 Luck | Crafting 150% Level 250 Adv. Workbench |
2 x Luxite 1 x Glowstone 1 x Voltrium 1 x Implant Core |
Combat implants
| Name | Tier 1 (requires 30 lvl) | Tier 2 (requires 40 lvl) | Tier 3 (requires Cyborg perk) | |
|---|---|---|---|---|
|
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 |
| 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 | |
| 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 | |
| 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 | |
|
Claw Module | +0.25 AP Regen | +0.25 AP Regen +1 damage per bullet |
+0.25 AP Regen +1% damage for each point of Charisma -5 lethal damage for every 5 points of Charisma |
|
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 |
|
Tactical Module | FoV extended by 11 hexes | FoV extended by 11 hexes Replication timeout reduced by 15 seconds |
Field of View extended by 11 hexes +1 Motion Sensor range for each point of Charisma -25 AP Regen for every 5 points of Charisma |
| 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 | |
|
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 (similar to Vigor Boost) |
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
~reliccommand
- 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 | |
|---|---|---|
|
Omni-Core Implant |
|
|
Warlord Enhancement |
|
|
Aegis Amplifier |
|
|
Annihilator Matrix |
|
|
Swiftstrike Augmentation |
|
|
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) | |
|---|---|---|---|---|
|
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 |
| 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 | |
| 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 | |
| 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 | |
|
Claw Module | +0.38 AP Regen | +0.38 AP Regen +1 damage per bullet |
+0.38 AP Regen +1% damage for each point of Charisma -5 lethal damage for every 5 points of Charisma |
|
Tiger Module | +15 melee damage | +15 melee damage +10% movement speed |
+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 |
|
Tactical Module | FoV extended by 17 hexes | FoV extended by 17 hexes Replication timeout reduced by 15 seconds |
FoV extended by 17 hexes +1 Motion Sensor range for each point of Charisma -25 AP Regen for every 5 points of Charisma |
| Nemean Module | +15% HP | +15% HP +15 healing rate |
+15% HP +0.5% Damage Protection for each point of Charisma Your critical hits are downgraded by 1 tier for every 5 points of Charisma | |
|
EMP Shield | +60% EMP resistance | +60% EMP resistance +30% to your damage multiplier |
+60% EMP resistance 0.5% chance per point of Charisma to gain immunity for 0.5s when hit (similar to Vigor Boost) |
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)

















