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Implants allows you to enhance your damage resistances, increase maximum Hit Points or boost SPECIAL stats.


A cartoon centipede reads books and types on a laptop.
A picture showing some of the implants.

Dr Fung in San Francisco or Doc Jubilee in NCR is able to perform implant operations. In order to do that (for each operation), he needs:

Total amount limitations:

  • there is limit for special implants: 6 max per character
  • there is limit for combat implants: 5 max per character
  • Cyborg perk effectively doubles the maximum amount of implants you can install (from 6/5 to `12/10)
  • Wrecker increase limit for special implants(from 6 to 9)

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
  • 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, 10 for cyborg)

Recovering implants:

  • once installed, implants can only be taken out upon rerolling your character getting 1 Implant Token for each implant installed.

Obtaining Implants

Special implants (requires 30th character level)

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

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.

Combat lmplants

Name Tier 1 (requires 30 lvl) Tier 2 (requires 40 lvl) Tier 3 (requires Cyborg perk)
Red Module.gif Dermal Impact Armor 4% Normal / Explode Resistance 4% Normal / Explode Resistance,
1 Normal / Explode Threshold
4% Normal / Explode Resistance,
+1 Criticals defense for each Charisma
Yellow Module.gif Phoenix Armor Implants 4% Fire / Laser / Plasma Resistance 4% Fire / Laser / Plasma Resistance,
1 Fire / Laser / Plasma Threshold
4% Fire / Laser / Plasma Resistance,
+2% more fire Damage for each Charisma
IRED2.png Aggressive Sensors -15% Target's Criticals defense -15% Target's Criticals defense,
+25% accurate
-15% Target's Criticals defense,
4 Critical Roll for each Charisma
IBLUE2.png Dragon System +5% Critical Chance +5% Critical Chance,
+1 Action Point
+5% Critical Chance,
1% for get Upgraded Critical Effects for each Charisma
IBLUE4.png Claw Module +0,25 AP Regen per second +0,25 AP Regen per second, +1 damage for each bullet +0,25 AP Regen per second,
+1% total damage for each Charisma
IGREEN1.png Tiger Movement 10 Melee damage 10 Melee damage,
+10% movement speed
10 Melee damage,
Melee Attacks Critical Tier Up and 1 melee for each Charisma
IGREEN4.png Tactical Chip +11 FoV +11 FoV,
-15 second to respawn
+11 FoV,
+1 montion sensor range for each Charisma
Green Module.gif Nemean Armor +10% Max HP +10% Max HP,
+15 healing rate
+10% Max HP,
+1% damage reduction for each Charisma
IRED1.png EMP Shield +30% EMP resistance +30% EMP resistance,
cannot inflict critical strikes
+30% EMP resistance,
move speed reduced by 35% - 1% for each Charisma

Note: Next tier simply means installing same implant another time. Each next tier also gives all bonusses of previous tiers

Examples & Explanations

A 50 lvl sniper character

  • installs 6 luck implants, already using up all the special implants limit (6/6)
  • installs 2 dragon implants, first giving +5% extra critical chance, second one giving +5% critical chance and +1 AP, for total +8% extra critical chance and +1 AP (2/5 combat implant limit)
  • installs 2 aggressive implants for a total +10% extra crit roll and +25% extra accuracy (4/5 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)

A 100 lvl sniper from previous example takes Cyborg perk

  • total implant limitations gets doubled
  • 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 40 Critical Roll (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)