Difference between revisions of "Implants"

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(Combat Implants)
(Reworded the main body of the article for clarity; added anchors; removed links (individual implant articles that provide no additional information/context beyond what's in the tables will all redirect to their relevant table entries))
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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]] allows you to enhance your [[damage resistance]]s, increase maximum [[Hit Points]] or boost [[S.P.E.C.I.A.L.]] stats.
+
'''Note:''' 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:''' SPECIAL is still limited to 20 in each category, so trying to use an implant to boost [[Endurance]], for example, on a character that already has EN 20, will not work.
+
==Installation==
'''Note:''' With [[Gifted]] SPECIAL limited to 40 in each categoty.
+
[[File:implant_set.png|thumb|A picture showing some of the implants]]
 +
Implants can be installed by:
 +
*[[Dr Fung]] in [[San Francisco]]
 +
*Doc Jubilee in [[NCR]]
 +
*<code>Doctors in settlements</code>?
 +
 
 +
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.
 +
<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>
  
==Information==
+
===Effect tiering===
[[File:implant_set.png|thumb|alt=A picture showing some of the implants.|A picture showing some of the implants''.]]
+
Every combat implant starts with its tier I effect.  
Implants can be installed by:
 
*[[Dr Fung]] in [[San Francisco]] is able to perform implant operations.
 
*The Doctor in [[Shady Sands]].
 
*Doctors in settlements.
 
  
In order to install implants (for each operation), you need:
+
Unlocking tier II requires the installation of another copy of the same implant.
  
*A module for a particular augmentation,
+
Tier III is [[Cyborg]]-exclusive and requires a total of 3 copies of the same implant to be installed.
*100.000 local [[Currency]].
 
  
===Notes===
+
== Recovering implants ==
*There is limit for base special implants: 6 max per character
 
*There is limit for base combat implants: 5 max per character
 
*Cyborg perk sets implant limits to 15 special, and 12 combat charisma doesn't increase its limit but instead increases combat implants 3rd level effectiveness.
 
*You can increase special implant limits by every 4 [[Charisma]] (4 = 1, 8 = 2, 7 = 1 etc)(Capped at 20 CH. Means you can have Maximum 11 SPECIAL Implants even with 40 CH)
 
*You can increase combat implant limits by every 10 [[Charisma]] (10 = 1, 20 = 2, 14 = 1 etc)(Capped at 20 CH)
 
*[[Wrecker]] class has an extra 3 special implants max
 
*You can start using implants when your character hits level 30
 
  
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
+
To recover your implants, [[reroll]] your character.
Recovering implants:<br>
 
  
Once installed, implants can be taken out upon rerolling your character or by "~cmd" command if your character has [[Cyborg]] class perk.
+
[[Cyborg]]s are able to uninstall their implants without rerolling by using the <code>~cmd</code> command.
  
==Obtaining Implants==
+
==Obtaining implants==
  
*GM Auctions or Events
+
*GM Auctions or [[Events]]
*From [[Trader Events]]
+
*[[Trader Events]]
 
*[[Loot Drop]]
 
*[[Loot Drop]]
  
== Special implants ==
+
== SPECIAL implants ==
  
 
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
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!Name
 
!Name
 
!Effects
 
!Effects
 
 
|-
 
|-
|[[File:St.png|link=Hypertrophy Accelerator]]
+
|<span id="Hypertrophy Accelerator"></span>[[File:St.png]]
| '''[[Hypertrophy Accelerator]]'''
+
| '''Hypertrophy Accelerator'''
 
| +1 [[Strength]]
 
| +1 [[Strength]]
 
|-
 
|-
|[[File:Blue_Module.gif|link=Optics Enhancer]]
+
|<span id="Optics Enhancer"></span>[[File:Blue_Module.gif]]
| '''[[Optics Enhancer]]'''
+
| '''Optics Enhancer'''
 
| +1 [[Perception]]
 
| +1 [[Perception]]
 
|-
 
|-
|[[File:En.png|link=Nociception Regulator]]
+
|<span id="Nociception Regulator"></span>[[File:En.png]]
| '''[[Nociception Regulator]]'''
+
| '''Nociception Regulator'''
 
| +1 [[Endurance]]
 
| +1 [[Endurance]]
 
|-
 
|-
|[[File:Ch.png|link=Empathy Synthesizer]]
+
|<span id="Empathy Synthesizer"></span>[[File:Ch.png]]
| '''[[Empathy Synthesizer]]'''
+
| '''Empathy Synthesizer'''
 
| +1 [[Charisma]]
 
| +1 [[Charisma]]
 
|-
 
|-
|[[File:Int.png|link=Logic Co-Processor]]
+
|<span id="Logic Co-Processor"></span>[[File:Int.png]]
| '''[[Logic Co-Processor]]'''
+
| '''Logic Co-Processor'''
 
| +1 [[Intelligence]]
 
| +1 [[Intelligence]]
 
|-
 
|-
|[[File:Ag.png|link=Reflex Booster]]
+
|<span id="Reflex Booster"></span>[[File:Ag.png]]
| '''[[Reflex Booster]]'''
+
| '''Reflex Booster'''
 
| +1 [[Agility]]
 
| +1 [[Agility]]
 
|-
 
|-
|[[File:Lk.png|link=Probability Calculator]]
+
|<span id="Probability Calculator"></span>[[File:Lk.png]]
| '''[[Probability Calculator]]'''
+
| '''Probability Calculator'''
 
| +1 [[Luck]]
 
| +1 [[Luck]]
 
|}
 
|}
  
== Combat Implants ==
+
== Combat implants ==
  
 
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
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|-
 
|-
|[[File:Red Module.gif|link=Dermal Module]]
+
|<span id="Dermal Module"></span>[[File:Red Module.gif]]
| '''[[Dermal Module]]'''
+
| '''Dermal Module'''
 
| 4% Normal / Explode Resistance<br>1 Normal / Explode Threshold
 
| 4% Normal / Explode Resistance<br>1 Normal / Explode Threshold
 
| 4% Normal / Explode Resistance<br>1 Normal / Explode Threshold<br> +4 Damage Threshold cap
 
| 4% Normal / Explode Resistance<br>1 Normal / Explode Threshold<br> +4 Damage Threshold cap
 
| 4% Normal / Explode Resistance<br>-1 enemy critical roll for each [[Charisma]] <br> -20 Sneak Detection per 5 ch
 
| 4% Normal / Explode Resistance<br>-1 enemy critical roll for each [[Charisma]] <br> -20 Sneak Detection per 5 ch
 
|-
 
|-
|[[File:Yellow Module.gif|link=Phoenix Module]]
+
|<span id="Phoenix Module"></span>[[File:Yellow Module.gif]]
| '''[[Phoenix Module]]'''
+
| '''Phoenix Module'''
 
| 4% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold
 
| 4% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold
 
| 4% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold<br> +10% power and +5 sec for [[Slow]]
 
| 4% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold<br> +10% power and +5 sec for [[Slow]]
 
| 4% Fire / Laser / Plasma Resistance<br> +3% Fire damage for each [[Charisma]] <br> -10% Critical Power per 5 ch
 
| 4% Fire / Laser / Plasma Resistance<br> +3% Fire damage for each [[Charisma]] <br> -10% Critical Power per 5 ch
 
|-
 
|-
|[[File:IRED2.png|link=Aggressive Sensors]]
+
|<span id="Aggressive Sensors"></span>[[File:IRED2.png]]
| '''[[Aggressive Sensors]]'''
+
| '''Aggressive Sensors'''
 
| 15% lower target crit resistance
 
| 15% lower target crit resistance
 
| 15% lower target crit resistance <br> +25% accuracy
 
| 15% lower target crit resistance <br> +25% accuracy
 
| 15% lower target crit resistance <br> +4 base critical roll for each [[Charisma]] <br> -30 hp per 5 ch
 
| 15% lower target crit resistance <br> +4 base critical roll for each [[Charisma]] <br> -30 hp per 5 ch
 
|-
 
|-
|[[File:IBLUE2.png|link=Dragon System]]
+
|<span id="Dragon System"></span>[[File:IBLUE2.png]]
| '''[[Dragon System]]'''
+
| '''Dragon System'''
 
| +5% [[Critical Chance]]
 
| +5% [[Critical Chance]]
 
| +5% [[Critical Chance]] <br> +1 [[Action Points]]
 
| +5% [[Critical Chance]] <br> +1 [[Action Points]]
| +5% [[Critical Chance]] <br> +1% stronger critt effects for each [[Charisma]] <br> -4% to all DR per 5 ch
+
| +5% [[Critical Chance]] <br> +1% stronger crit effects for each [[Charisma]] <br> -4% to all DR per 5 ch
 
|-
 
|-
|[[File:IBLUE4.png|link=Claw Module]]
+
|<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 for each bullet
 
| +0.25 AP Regen <br> +1 damage for each bullet
 
| +0.25 AP Regen <br> +1% total damage for each [[Charisma]] <br> -5 flat damage per 5 ch
 
| +0.25 AP Regen <br> +1% total damage for each [[Charisma]] <br> -5 flat damage per 5 ch
 
|-
 
|-
|[[File:IGREEN1.png|link=Tiger Movement]]
+
|<span id="Tiger Movement"></span>[[File:IGREEN1.png]]
| '''[[Tiger Movement]]'''
+
| '''Tiger Movement'''
| +10 [[Melee]] damage
+
| +10 [[Melee damage]]
 
| +10 [[Melee]] damage <br> +10% movement speed
 
| +10 [[Melee]] damage <br> +10% movement speed
| +10 [[Melee]] damage <br> Melee critt tier up <br> +1 [[Melee]] damage for each [[Charisma]] (x2 if [[Bruiser]]) <br> -1 Luck per 5 ch
+
| +10 Melee [[damage]] <br> Melee crit tier up <br> +1 [[Melee]] damage for each [[Charisma]] (x2 if [[Bruiser]]) <br> -1 Luck per 5 ch
 
|-
 
|-
||[[File:IGREEN4.png|link=Tactical Chip]]
+
|<span id="Tactical Chip"></span>[[File:IGREEN4.png]]
| '''[[Tactical Chip]]'''
+
| '''Tactical Chip'''
 
| +11 Field of View
 
| +11 Field of View
 
| +11 Field of View <br> -15 to respawn time
 
| +11 Field of View <br> -15 to respawn time
 
| +11 Field of View <br> +1 motion sensor range for each [[Charisma]] <br> -25 AP Regen per 5 ch
 
| +11 Field of View <br> +1 motion sensor range for each [[Charisma]] <br> -25 AP Regen per 5 ch
 
|-
 
|-
||[[File:Green_Module.gif|link=Nemean Armor]]
+
|<span id="Nemean Armor"></span>[[File:Green_Module.gif]]
| '''[[Nemean Armor]]'''
+
| '''Nemean Armor'''
 
| +4% HP
 
| +4% HP
 
| +4% HP <br> +15 healing rate
 
| +4% HP <br> +15 healing rate
 
| +4% HP <br> 0.5% [[Damage Protection]] for each [[Charisma]] <br> -1 Critical Tier per 5 ch   
 
| +4% HP <br> 0.5% [[Damage Protection]] for each [[Charisma]] <br> -1 Critical Tier per 5 ch   
 
|-
 
|-
||[[File:IRED1.png|link=EMP Shield]]
+
|<span id="EMP Shield"></span>[[File:IRED1.png]]
| '''[[EMP Shield]]'''
+
| '''EMP Shield'''
 
| +30% EMP Resistance
 
| +30% EMP Resistance
 
| +30% EMP Resistance <br> +20% Damage Multiplier (Damage u deal to Others)
 
| +30% EMP Resistance <br> +20% Damage Multiplier (Damage u deal to Others)
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|}
 
|}
  
== Relic Implants ==
+
== Relic implants ==
*Can be installed only 1 in character
+
*Limited to 1 per character.
  
*Dying not in events drops relic implant vs players(20% chance) or vs NPC(10% chance)
+
*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 of the Relic Implant will be simpler than regular implants; just use the item.
+
*The installation process of the Relic Implant is simplified compared to other implants: you just use the item to install it
  
*To uninstall it, use the command ~relic.
+
*To uninstall your relic implant, use the <code>~relic</code> command
  
*If a player loses their relic implant, there will be a global message indicating who killed them and which implant they lost.
+
*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
  
*The abbreviation of the implant name will be displayed next to the character class when hovering over it with the mouse.
+
*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"
 
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
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!Effects
 
!Effects
 
|-
 
|-
|[[File:RI3.png|link=Omni-Core Implant]]
+
|<span id="Omni-Core Implant"></span>[[File:RI3.png]]
| '''[[Omni-Core Implant]]'''
+
| '''Omni-Core Implant'''
 
| +1 [[S.P.E.C.I.A.L]] point from every source<br> +5 [[#Special implants|S.P.E.C.I.A.L Implant]] limit
 
| +1 [[S.P.E.C.I.A.L]] point from every source<br> +5 [[#Special implants|S.P.E.C.I.A.L Implant]] limit
 
|-
 
|-
|[[File:RI2.png|link=Warlord Enhancement]]
+
|<span id="Warlord Enhancement"></span>[[File:RI2.png]]
| '''[[Warlord Enhancement]]'''
+
| '''Warlord Enhancement'''
 
| +50% to all base [[#Combat Implants|Combat Implants]] stats<br> +2 [[#Combat Implants|Combat Implant]] limit
 
| +50% to all base [[#Combat Implants|Combat Implants]] stats<br> +2 [[#Combat Implants|Combat Implant]] limit
 
|-
 
|-
|[[File:RI4.png|link=Aegis Amplifier]]
+
|<span id="Aegis Amplifier"></span>[[File:RI4.png]]
| '''[[Aegis Amplifier]]'''
+
| '''Aegis Amplifier'''
 
| +5% [[Damage Resistance]] Cap<br> +1 [[Damage Threshold]] from every source<br> Increase [[DT]] cap by 100%
 
| +5% [[Damage Resistance]] Cap<br> +1 [[Damage Threshold]] from every source<br> Increase [[DT]] cap by 100%
 
|-
 
|-
|[[File:RI5.png|link=Annihilator Matrix]]
+
|<span id="Annihilator Matrix"></span>[[File:RI5.png]]
| '''[[Annihilator Matrix]]'''
+
| '''Annihilator Matrix'''
 
| Penetrate 50% [[Damage Reduction]] from targets<br> Penetrate 30% [[Damage Resistance]] from targets<br>Penetrate 30% [[Damage Threshold]] from targets
 
| Penetrate 50% [[Damage Reduction]] from targets<br> Penetrate 30% [[Damage Resistance]] from targets<br>Penetrate 30% [[Damage Threshold]] from targets
 
|-
 
|-
|[[File:RI6.png|link=Swiftstrike Augmentation]]
+
|<span id="Swiftstrike Augmentation"></span>[[File:RI6.png]]
| '''[[Swiftstrike Augmentation]]'''
+
| '''Swiftstrike Augmentation'''
 
| -1 [[AP]] cost<br> 50% faster attacks<br> +20% [[AP Regen]]
 
| -1 [[AP]] cost<br> 50% faster attacks<br> +20% [[AP Regen]]
 
|-
 
|-
|[[File:RI1.png|link=Shadow Veil Implant]]
+
|<span id="Shadow Veil Implant"></span>[[File:RI1.png]]
| '''[[Shadow Veil Implant]]'''
+
| '''Shadow Veil Implant'''
 
| +200 [[Sneak]]<br> +3 [[Ghost]] Range<br> +50 Sneak on [[Ghost]] Effect<br> [[Motion Sensor]] Immune
 
| +200 [[Sneak]]<br> +3 [[Ghost]] Range<br> +50 Sneak on [[Ghost]] Effect<br> [[Motion Sensor]] Immune
 
|}
 
|}
  
== Warlord Enhancement ==
+
== 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"
 
{| class="wikitable sortable" border="1" cellpadding="10" cellspacing="0" align="center"
 
!
 
!
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|-
 
|-
|[[File:Red Module.gif|link=Dermal Module]]
+
|[[File:Red Module.gif]]
| '''[[Dermal Module]]'''
+
| '''Dermal Module'''
 
| 6% Normal / Explode Resistance<br>1 Normal / Explode Threshold
 
| 6% Normal / Explode Resistance<br>1 Normal / Explode Threshold
 
| 6% Normal / Explode Resistance<br>1 Normal / Explode Threshold<br> +4 Damage Threshold cap
 
| 6% Normal / Explode Resistance<br>1 Normal / Explode Threshold<br> +4 Damage Threshold cap
 
| 6% Normal / Explode Resistance<br>-1 enemy critical roll for each [[Charisma]] <br> -20 Sneak Detection per 5 ch
 
| 6% Normal / Explode Resistance<br>-1 enemy critical roll for each [[Charisma]] <br> -20 Sneak Detection per 5 ch
 
|-
 
|-
|[[File:Yellow Module.gif|link=Phoenix Module]]
+
|[[File:Yellow Module.gif]]
| '''[[Phoenix Module]]'''
+
| '''Phoenix Module'''
 
| 6% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold
 
| 6% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold
 
| 6% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold<br> +10% power and +5 sec for [[Slow]]
 
| 6% Fire / Laser / Plasma Resistance<br> 1 Fire / Laser / Plasma Threshold<br> +10% power and +5 sec for [[Slow]]
 
| 6% Fire / Laser / Plasma Resistance<br> +2% Fire damage for each [[Charisma]] <br> -10% Critical Power per 5 ch
 
| 6% Fire / Laser / Plasma Resistance<br> +2% Fire damage for each [[Charisma]] <br> -10% Critical Power per 5 ch
 
|-
 
|-
|[[File:IRED2.png|link=Aggressive Sensors]]
+
|[[File:IRED2.png]]
| '''[[Aggressive Sensors]]'''
+
| '''Aggressive Sensors'''
 
| 24% lower target crit resistance
 
| 24% lower target crit resistance
 
| 24% lower target crit resistance <br> +25% accuracy
 
| 24% lower target crit resistance <br> +25% accuracy
 
| 24% lower target crit resistance <br> +4 base critical roll for each [[Charisma]] <br> -30 hp per 5 ch
 
| 24% lower target crit resistance <br> +4 base critical roll for each [[Charisma]] <br> -30 hp per 5 ch
 
|-
 
|-
|[[File:IBLUE2.png|link=Dragon System]]
+
|[[File:IBLUE2.png]]
| '''[[Dragon System]]'''
+
| '''Dragon System'''
 
| +8% [[Critical Chance]]
 
| +8% [[Critical Chance]]
 
| +8% [[Critical Chance]] <br> +1 [[Action Points]]
 
| +8% [[Critical Chance]] <br> +1 [[Action Points]]
| +8% [[Critical Chance]] <br> +1% stronger critt effects for each [[Charisma]] <br> -4% to all DR per 5 ch
+
| +8% [[Critical Chance]] <br> +1% stronger crit effects for each [[Charisma]] <br> -4% to all DR per 5 ch
 
|-
 
|-
|[[File:IBLUE4.png|link=Claw Module]]
+
|[[File:IBLUE4.png]]
| '''[[Claw Module]]'''
+
| '''Claw Module'''
 
| +0.38 AP Regen
 
| +0.38 AP Regen
 
| +0.38 AP Regen <br> +1 damage for each bullet
 
| +0.38 AP Regen <br> +1 damage for each bullet
 
| +0.38 AP Regen <br> +1% total damage for each [[Charisma]] <br> -5 flat damage per 5 ch
 
| +0.38 AP Regen <br> +1% total damage for each [[Charisma]] <br> -5 flat damage per 5 ch
 
|-
 
|-
|[[File:IGREEN1.png|link=Tiger Movement]]
+
|[[File:IGREEN1.png]]
| '''[[Tiger Movement]]'''
+
| '''Tiger Movement'''
 
| +15 [[Melee]] damage
 
| +15 [[Melee]] damage
 
| +15 [[Melee]] damage <br> +10% movement speed
 
| +15 [[Melee]] damage <br> +10% movement speed
| +15 [[Melee]] damage <br> Melee critt tier up <br> +1 [[Melee]] damage for each [[Charisma]] (x2 if [[Bruiser]]) <br> -1 Luck per 5 ch
+
| +15 [[Melee]] damage <br> Melee crit tier up <br> +1 [[Melee]] damage for each [[Charisma]] (x2 if [[Bruiser]]) <br> -1 Luck per 5 ch
 
|-
 
|-
||[[File:IGREEN4.png|link=Tactical Chip]]
+
||[[File:IGREEN4.png]]
| '''[[Tactical Chip]]'''
+
| '''Tactical Chip'''
 
| +17 Field of View
 
| +17 Field of View
 
| +17 Field of View <br> -15 to respawn time
 
| +17 Field of View <br> -15 to respawn time
 
| +17 Field of View <br> +1 motion sensor range for each [[Charisma]] <br> -25 AP Regen per 5 ch
 
| +17 Field of View <br> +1 motion sensor range for each [[Charisma]] <br> -25 AP Regen per 5 ch
 
|-
 
|-
||[[File:Green_Module.gif|link=Nemean Armor]]
+
||[[File:Green_Module.gif]]
| '''[[Nemean Armor]]'''
+
| '''Nemean Armor'''
 
| +15% HP
 
| +15% HP
 
| +15% HP <br> +15 healing rate
 
| +15% HP <br> +15 healing rate
 
| +15% HP <br> 0.5% [[Damage Protection]] for each [[Charisma]] <br> -1 Critical Tier per 5 ch   
 
| +15% HP <br> 0.5% [[Damage Protection]] for each [[Charisma]] <br> -1 Critical Tier per 5 ch   
 
|-
 
|-
||[[File:IRED1.png|link=EMP Shield]]
+
||[[File:IRED1.png]]
| '''[[EMP Shield]]'''
+
| '''EMP Shield'''
 
| +60% EMP Resistance
 
| +60% EMP Resistance
 
| +60% EMP Resistance <br> +30% Damage Multiplier (Damage u deal to Others)
 
| +60% EMP Resistance <br> +30% Damage Multiplier (Damage u deal to Others)
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|}
 
|}
  
==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 respawn time (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:Implants| ]]

Revision as of 20:03, 23 December 2025

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.

Note: 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.

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 I effect.

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

Tier III 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.

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

Obtaining implants

SPECIAL implants

Name Effects
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 4% Normal / Explode Resistance
1 Normal / Explode Threshold
4% Normal / Explode Resistance
1 Normal / Explode Threshold
+4 Damage Threshold cap
4% Normal / Explode Resistance
-1 enemy critical roll for each Charisma
-20 Sneak Detection per 5 ch
Yellow Module.gif Phoenix Module 4% Fire / Laser / Plasma Resistance
1 Fire / Laser / Plasma Threshold
4% Fire / Laser / Plasma Resistance
1 Fire / Laser / Plasma Threshold
+10% power and +5 sec for Slow
4% Fire / Laser / Plasma Resistance
+3% Fire damage for each Charisma
-10% Critical Power per 5 ch
IRED2.png Aggressive Sensors 15% lower target crit resistance 15% lower target crit resistance
+25% accuracy
15% lower target crit resistance
+4 base critical roll for each Charisma
-30 hp per 5 ch
IBLUE2.png Dragon System +5% Critical Chance +5% Critical Chance
+1 Action Points
+5% Critical Chance
+1% stronger crit effects for each Charisma
-4% to all DR per 5 ch
IBLUE4.png Claw Module +0.25 AP Regen +0.25 AP Regen
+1 damage for each bullet
+0.25 AP Regen
+1% total damage for each Charisma
-5 flat damage per 5 ch
IGREEN1.png Tiger Movement +10 Melee damage +10 Melee damage
+10% movement speed
+10 Melee damage
Melee crit tier up
+1 Melee damage for each Charisma (x2 if Bruiser)
-1 Luck per 5 ch
IGREEN4.png Tactical Chip +11 Field of View +11 Field of View
-15 to respawn time
+11 Field of View
+1 motion sensor range for each Charisma
-25 AP Regen per 5 ch
Green Module.gif Nemean Armor +4% HP +4% HP
+15 healing rate
+4% HP
0.5% Damage Protection for each Charisma
-1 Critical Tier per 5 ch
IRED1.png EMP Shield +30% EMP Resistance +30% EMP Resistance
+20% Damage Multiplier (Damage u deal to Others)
+30% EMP Resistance
0.5% chance per Charisma to gain 0.5 sec immunity after receiving a hit (similar to the Vigor Boost effect)

Relic implants

  • Limited to 1 per character.
  • 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 +1 S.P.E.C.I.A.L point from every source
+5 S.P.E.C.I.A.L Implant limit
RI2.png Warlord Enhancement +50% to all base Combat Implants stats
+2 Combat Implant limit
RI4.png Aegis Amplifier +5% Damage Resistance Cap
+1 Damage Threshold from every source
Increase DT cap by 100%
RI5.png Annihilator Matrix Penetrate 50% Damage Reduction from targets
Penetrate 30% Damage Resistance from targets
Penetrate 30% Damage Threshold from targets
RI6.png Swiftstrike Augmentation -1 AP cost
50% faster attacks
+20% AP Regen
RI1.png Shadow Veil Implant +200 Sneak
+3 Ghost Range
+50 Sneak on Ghost Effect
Motion Sensor Immune

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 6% Normal / Explode Resistance
1 Normal / Explode Threshold
6% Normal / Explode Resistance
1 Normal / Explode Threshold
+4 Damage Threshold cap
6% Normal / Explode Resistance
-1 enemy critical roll for each Charisma
-20 Sneak Detection per 5 ch
Yellow Module.gif Phoenix Module 6% Fire / Laser / Plasma Resistance
1 Fire / Laser / Plasma Threshold
6% Fire / Laser / Plasma Resistance
1 Fire / Laser / Plasma Threshold
+10% power and +5 sec for Slow
6% Fire / Laser / Plasma Resistance
+2% Fire damage for each Charisma
-10% Critical Power per 5 ch
IRED2.png Aggressive Sensors 24% lower target crit resistance 24% lower target crit resistance
+25% accuracy
24% lower target crit resistance
+4 base critical roll for each Charisma
-30 hp per 5 ch
IBLUE2.png Dragon System +8% Critical Chance +8% Critical Chance
+1 Action Points
+8% Critical Chance
+1% stronger crit effects for each Charisma
-4% to all DR per 5 ch
IBLUE4.png Claw Module +0.38 AP Regen +0.38 AP Regen
+1 damage for each bullet
+0.38 AP Regen
+1% total damage for each Charisma
-5 flat damage per 5 ch
IGREEN1.png Tiger Movement +15 Melee damage +15 Melee damage
+10% movement speed
+15 Melee damage
Melee crit tier up
+1 Melee damage for each Charisma (x2 if Bruiser)
-1 Luck per 5 ch
IGREEN4.png Tactical Chip +17 Field of View +17 Field of View
-15 to respawn time
+17 Field of View
+1 motion sensor range for each Charisma
-25 AP Regen per 5 ch
Green Module.gif Nemean Armor +15% HP +15% HP
+15 healing rate
+15% HP
0.5% Damage Protection for each Charisma
-1 Critical Tier per 5 ch
IRED1.png EMP Shield +60% EMP Resistance +60% EMP Resistance
+30% Damage Multiplier (Damage u deal to Others)
+60% EMP Resistance
0.5% chance per Charisma to gain 0.5 sec immunity after receiving a hit (similar to the Vigor Boost effect)

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 respawn time (putting them at 10/10 combat implant limit)