Implants
Implants allows you to enhance your damage resistances, increase maximum Hit Points or boost S.P.E.C.I.A.L. stats.
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. Note: With Gifted SPECIAL limited to 40 in each categoty.
Contents
Information
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:
- A module for a particular augmentation,
- 100.000 local Currency.
Notes
- 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
Recovering implants:
Once installed, implants can be taken out upon rerolling your character or by "~cmd" command if your character has Cyborg class perk.
Obtaining Implants
- GM Auctions or Events
- From Trader Events
- Loot Drop
Special implants
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 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 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 | |
Dragon System | +5% Critical Chance | +5% Critical Chance +1 Action Points |
+5% Critical Chance +1% stronger critt 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 Movement | +10 Melee damage | +10 Melee damage +10% movement speed |
+10 Melee damage Melee critt tier up +1 Melee damage for each Charisma (x2 if Bruiser) -1 Luck per 5 ch | |
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 | |
Nemean Armor | +10% HP | +10% HP +15 healing rate |
+10% HP 0.5% Damage Protection for each Charisma -1 Critical Tier per 5 ch | |
EMP Shield | +25% EMP Resistance | +25% EMP Resistance You cannont crit |
+25% EMP Resistance 30-Charisma% reduced move speed |
Relic Implants
- Can be installed only 1 in character
- Dying not in events drops relic implant vs players(20% chance) or vs NPC(10% chance)
- The installation of the Relic Implant will be simpler than regular implants; just use the item.
- To uninstall it, use the command ~relic.
- If a player loses their relic implant, there will be a global message indicating who killed them and which implant they lost.
- The abbreviation of the implant name will be displayed next to the character class when hovering over it with the mouse.
Name | Effects | |
---|---|---|
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 | |
Warlord Enhancement | +50% to all base Combat Implants stats +2 Combat Implant limit | |
Aegis Amplifier | +5% Damage Resistance Cap +1 Damage Threshold from every source Increase DT cap by 100% | |
Annihilator Matrix | Penetrate 50% Damage Reduction from targets Penetrate 30% Damage Resistance from targets Penetrate 30% Damage Threshold from targets | |
Swiftstrike Augmentation | -1 AP cost 50% faster attacks +20% AP Regen | |
Shadow Veil Implant | +200 Sneak +3 Ghost Range +50 Sneak on Ghost Effect Motion Sensor Immune |
Warlord Enhancement
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 +4 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 critt 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 critt 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 respawn time |
+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 | +38% EMP Resistance | +38% EMP Resistance You cannont crit |
+38% EMP Resistance 30-Charisma% reduced move speed |
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 +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)
- 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 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)