Implants
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.
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.
Cyborgs are able to uninstall their implants without rerolling by using the ~cmd command.
Obtaining implants
- GM Auctions or Events
- Trader Events
- Loot Drop
SPECIAL implants
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 | 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 point of Charisma -20 Sneak Detection per 5 ch |
| 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 | |
| Aggressive Module | 15% lower target crit resistance | 15% lower target crit resistance +25% accuracy |
15% lower target crit resistance +3 base critical roll for each Charisma -30 hp per 5 ch | |
| Dragon Module | +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 | |
|
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 |
|
Tiger Module | +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 |
|
Tactical Module | +11 Field of View | +11 Field of View -15 to Replication timeout |
+11 Field of View +1 motion sensor range for each Charisma -25 AP Regen per 5 ch |
| Nemean Module | +4% HP | +4% HP +15 Healing Rate |
+4% HP 0.5% Damage Protection for each Charisma -1 Critical Tier per 5 ch | |
|
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 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 | 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 |
| 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 | |
| Aggressive Sensors | 24% lower target crit resistance | 24% lower target crit resistance +25% accuracy |
24% lower target crit resistance +3 base critical roll for each Charisma -30 hp per 5 ch | |
| 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 | |
|
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 |
|
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 |
|
Tactical Chip | +17 Field of View | +17 Field of View -15 to Replication timeout |
+17 Field of View +1 motion sensor range for each Charisma -25 AP Regen per 5 ch |
| Nemean Armor | +15% HP | +15% HP +15 Healing Rate |
+15% HP 0.5% Damage Protection for each Charisma -1 Critical Tier per 5 ch | |
|
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 replication timeout (putting them at 10/10 combat implant limit)

















