Implants

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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.

For a full list of content that has a chance to drop implants, see the loot table.

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 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. This will place the implants back in your inventory alongside free installation tokens.

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

SPECIAL implants

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: Intelligence gained from implants does not contribute to skill points on level up.

Name Effects Crafting
requirements
Required
materials
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
  • +1 normal / explosive DT
  • +4% normal / explosive DR
  • +1 normal / explosive DT
  • +4 normal / explosive DT cap
  • +4% normal / explosive DR
  • +4% normal / explosive DR
  • -1 enemy critical roll for each point of Charisma
  • -20 sneak detection for every 5 points of Charisma
Yellow Module.gif Phoenix Module
  • +1 fire / laser / plasma DT
  • +4% fire / laser / plasma DR
  • +1 fire / laser / plasma DT
  • +4% fire / laser / plasma DR
  • +10% Slow power, Slow duration extended by 5 seconds
  • +4% fire / laser / plasma DR
  • +3% fire damage for each Charisma
  • -10% critical power for every 5 points of Charisma
IRED2.png Aggressive Module
  • 15% lower target critical resistance
  • 15% lower target critical resistance
  • +25% accuracy
  • 15% lower target critical resistance
  • +3 base critical roll for each point of Charisma
  • -30 hit points for every 5 points of Charisma
IBLUE2.png Dragon Module
  • +5% critical chance
  • +5% critical chance
  • +1 action point
  • +5% critical chance
  • +1% stronger critical effects for each point of Charisma
  • -4% to all DRs for every 5 points of Charisma
IBLUE4.png Claw Module
  • +0.25 AP Regen
  • +1 damage per bullet
  • +0.25 AP Regen
  • +1% damage for each point of Charisma
  • -5 lethal damage for every 5 points of Charisma
IGREEN1.png Tiger Module
  • +10 melee damage
  • Melee critical hits are upgraded by 1 tier
  • +1 melee damage for each point of Charisma (or +2 if you're a Bruiser)
  • -1 Luck for every 5 points of Charisma
IGREEN4.png Tactical Module
  • FoV extended by 11 hexes
Green Module.gif Nemean Module
  • +4% HP
  • +0.5% Damage Protection for each point of Charisma
  • Your critical hits are downgraded by 1 tier for every 5 points of Charisma
IRED1.png EMP Shield
  • +30% EMP resistance
  • +30% EMP resistance
  • +20% to your damage multiplier
  • +30% EMP resistance
  • 0.5% chance to gain immunity for 0.5s when hit for each point of Charisma

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 ~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
RI2.png Warlord Enhancement
RI4.png Aegis Amplifier
  • +30% DR penetration protection
  • Changes your role to Tank
RI5.png Annihilator Matrix
  • +30% DR penetration
  • Changes your role to Damage Dealer
RI6.png Swiftstrike Augmentation
  • Reduces the AP cost of attacking by 1
  • Increases AP Regen by 20%
  • Changes your role to Shooter
RI1.png 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)
Red Module.gif Dermal Module
  • +1 normal / explosive DT
  • +6% normal / explosive DR
  • +1 normal / explosive DT
  • +4 normal / explosive DT cap
  • +6% normal / explosive DR
  • +6% normal / explosive DR
  • -1 enemy critical roll for each point of Charisma
  • -20 sneak detection for every 5 points of Charisma
Yellow Module.gif Phoenix Module
  • +1 fire / laser / plasma DT
  • +6% fire / laser / plasma DR
  • +1 fire / laser / plasma DT
  • +6% fire / laser / plasma DR
  • +10% Slow power, Slow duration extended by 5 seconds
  • +6% fire / laser / plasma DR
  • +2% fire damage for each point of Charisma
  • -10% critical power for every 5 points of Charisma
IRED2.png Aggressive Module
  • 24% lower target critical resistance
  • 24% lower target critical resistance
  • +25% accuracy
  • 24% lower target critical resistance
  • +3 base critical roll for each point of Charisma
  • -30 hit points for every 5 points of Charisma
IBLUE2.png Dragon Module
  • +8% critical chance
  • +8% critical chance
  • +1 action point
  • +8% critical chance
  • +1% stronger critical effects for each point of Charisma
  • -4% to all DRs for every 5 points of Charisma
IBLUE4.png Claw Module
  • +0.38 AP Regen
  • +1 damage per bullet
  • +0.38 AP Regen
  • +1% damage for each point of Charisma
  • -5 lethal damage for every 5 points of Charisma
IGREEN1.png Tiger Module
  • +15 melee damage
  • Melee critical hits are upgraded by 1 tier
  • +1 melee damage for each point of Charisma (or +2 if you're a Bruiser)
  • -1 Luck for every 5 points of Charisma
IGREEN4.png Tactical Module
  • FoV extended by 17 hexes
Green Module.gif Nemean Module
  • +6% HP
  • +0.5% Damage Protection for each point of Charisma
  • Your critical hits are downgraded by 1 tier for every 5 points of Charisma
IRED1.png EMP Shield
  • +45% EMP resistance
  • +45% EMP resistance
  • +30% to your damage multiplier
  • +45% EMP resistance
  • 0.5% chance to gain immunity for 0.5s when hit for each point of Charisma

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)