Implants

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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.

Information

A picture showing some of the implants.
A picture showing some of the implants.

Implants can be installed by:

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

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 critt 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 critt 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 +10% HP +10% HP
+15 healing rate
+10% HP
0.5% Damage Protection for each Charisma
-1 Critical Tier per 5 ch
IRED1.png 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
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

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 critt 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 critt 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 +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)