Implants

Implants are a gameplay system that allow players to enhance their loadouts with a wide variety of perks that alter gameplay in various ways.



Implants are obtained from the Depot via a loot box mechanic, which are purchased using Certification Points, Daybreak Cash, or the Implant-specific currency; ISO-4. They can also be crafted directly with a large amount of ISO-4, and upgraded with that same currency.

Implants are equipped in the loadouts via the two dedicated slots at the bottom of the loadout, and the player's currently equipped implants are displayed at all times on the bottom of the Head-Up Display near the player's ability and ammunition indicators.

ISO-4
ISO-4 is a currency unique to the Implants system. It is used for crafting and upgrading implants, as well as for purchasing the ISO-4 Recycler implant pack.

The currency is obtained in three ways;


 * Participating in alerts, which rewards up to based on the time the player participated in the alert (how long they were on the continent while the alert was active).
 * Rewards are doubled if the player's faction wins the alert, up to a potential maximum of.
 * Breaking down duplicate implants received from implant packs.
 * Normal implants can be broken down into, whereas Exceptional implants can be broken down into.
 * Given as a reward for Nanite Systems Missions.

A player can have no more than on a single character at any given time.

Implant Acquisition
Implants have two methods from which they can be acquired; through a loot box system, and by crafting them directly using ISO-4.

The primary method through which you will acquire implants is through Implant Packs, random loot boxes purchasable in the Depot, usually via Certification Points or Daybreak Cash.

Implant packs are available in sizes of 3 implants or 9 implants, with the latter pack size giving more value for the money spent. The implants you receive are randomised, with the chance of getting a given implant based on its rarity; Common, Uncommon, Class-Specific, Rare, or Exceptional. The drop rate for each rarity of implant is identical between the two packs.

An 'ISO-4 Recycler' implant pack is also available for purchase with ISO-4 or Daybreak Cash, granting an increased drop rate for Exceptional implants, though at a worse value for money.

Implants are also available through Crafting, allowing the player to spend a large amount of the currency to craft an implant of their choosing directly, rather than needing to roll the dice via the implant packs.

Crafting
Any unowned implants can be crafted using ISO-4 from within the Implant menu.

The crafting cost is based on the rarity of the implant.

Upgrade cost
All non-Exceptional implants can be upgraded using ISO-4. The upgrade cost is based on the rank of the implant, with the rarity of the implant having no influence on the upgrade costs.

Directives
An additional, one-time method of acquiring implant packs is via Directives.

Finishing the novice tier of any non-MAX class-specific directive will reward a single Novice Implant Pack, each granting two random implants.

The novice tier of the Objectives directive and the adept tier of the Leadership directive also reward one Basic Implant Pack each, granting three random implants.

Players can be awarded a total of 5 Novice Implant Packs and 2 Basic Implant Packs from these directives, for a total of sixteen implants of any rarity.

Some event directives may also grant implant packs.

Safeguard
Safeguard is one of the starting implants, alongside Target Focus, available to all players at rank 1 immediately upon creation of their character.

While equipped, Safeguard grants the player a damage reduction effect against all damage types temporarily after being revived. This benefit is granted no matter the source of the revive, whether a Nano-Regen Device, Nanite Revive Grenade, or the Phylactery implant, and will also benefit MAXes.

At rank 5, Safeguard will also immediately restore 200 shields upon revive to infantry, or 500 health to a MAX suit.

Target Focus
Target Focus is one of the starting implants, alongside Safeguard, available to all players at rank 1 immediately upon creation of their character.

While equipped, the implant increases the range at which the player's crosshair will turn red or green when looking at hostile or allied players respectively from 8 meters to 55 meters. In addition, the health of hostile units (including vehicles) will be shown to the player when hovering the crosshair over a spotted unit.

Target Focus' final benefit increases the amount of time the player can hold their breath while using high-magnification scopes, and this is the only benefit that is improved by upgrading the implant.

Ammo Printer
Ammo Printer is a common implant that grants all the user's weaponry, including all weaponry aboard vehicles they own, one 'tick' of ammunition each time the allotted amount of time passes.

The amount of ammunition granted each tick by the implant is based on how much the weapon would receive at an Ammunition Package, Air Resupply pad or Ammo Dump Tower. This can range from one magazine for certain infantry weapons to several shells for vehicle weaponry, and varies wildly based on the specific weapon.

The implant will not restore ammunition to vehicles the player is aboard if they do not personally own the vehicle. If the player owns the vehicle, the implant can trigger no matter which seat the player occupies, or if they are even inside the vehicle at all.

The user changing their state (such as dying/reviving, entering or exiting a vehicle, or switching seats within a vehicle) can reset the timer, requiring the player to wait the full duration to receive their next ammunition tick.

Athlete
Athlete is a common implant that increases the rate at which the player accelerates to full sprinting speed, decelerates down to walking speed, and increases the speed at which the player pulls their weapon back up after sprinting by the listed percentage. The player's hold-breath recharging speed is also increased by the listed amount

The typical sprint recovery delay is 300ms (0.3s), and which is decreased down to 240ms (0.24s) at ranks 4 and 5 of Athlete. Athlete has no effect on the rate at which the weapon's cone-of-fire returns to its running value—although even with this benefit, it still recovers fast enough to beat the sprint recovery delay on all weapons.

At rank 5, this implant additionally provides a 10% sprint speed increase if the player has been moving for at least 6 seconds, though the effect is lost if the player stops at any time or fires a weapon. The player does not have to be sprinting to earn or retain this perk.

Gunslinger
Gunslinger is a common implant that increases the user's reload speed after killing an enemy whilst holding a sidearm-type weapon in their hand. This reload speed increase is not exclusive to sidearms, and will benefit any of the user's reloadable weaponry.

At rank 5, the time taken to switch between weapons will also be halved while the implant's effects are active.

Gunslinger will trigger when the player is awarded a kill on an enemy via any means, so long as they are holding a sidearm when the enemy dies. This can include instances such as enemies dying to environmental damage after the player damages them, or the player scoring a kill using Anti-Personnel Explosives.

The implant's effects do not trigger from primary weapons that have been equipped in the secondary weapon slot via A.S.P. perks, as the implant works based on the weapon type rather than the slot the weapon is equipped in. This also means that sidearms equipped into the primary weapon slot using the appropriate A.S.P. perk will trigger Gunslinger.

Jockey
Jockey is a common implant that grants the user a percentage increase to their shield health whenever they are exposed while in a vehicle.

Jockey will work while on a Flash or Javelin, while in the third seat of a Harasser, while in seats three through six of a Valkyrie or Chimera, or while on any MANA Turret (Anti-Infantry or Anti-Vehicle). At rank 5, Jockey also provides a 20% shield increase to any squadmates within 50 meters who would be similarly eligible for the implant.

This shield increase is based off the classes' base shield health, being 500 for most classes, and 400 for infiltrators, and will be improved by modifiers to shield health, such as Auxiliary Shield and Bionics.

Regeneration
Regeneration is a common implant that, after a 10 second delay, slowly recovers the user's health.

The criteria for 'in combat' for the purposes of triggering this implant is 'receiving health damage'. If the user is only receiving damage to their shields, the timer continues to count down and healing will progress as normal. Any damage to the user's health, no matter how small, will immediately set the timer to 10 seconds and cease any ongoing healing.

At rank 5, scoring a headshot kill will restore 100 health over 2 seconds. This reward has no bearing on the implant's normal health regeneration effects, and will not affect the timer or any ongoing health regeneration.

Revenant
Revenant is a common implant that causes the user to immediately cloak upon revival.

The cloak will always be in the most visible state, and does not prevent the beneficiary from using any of their abilities or weaponry, though doing so will immediately end the cloaking effect.

This benefit is granted no matter the source of the revive such as a Medical Applicator, Nanite Revive Grenade, or the Phylactery implant.

At rank 5, an identical effect will be applied to any target the user revives, whether using a Nano-Regen Device or Nanite Revive Grenade.

Safe Fall
Safe Fall is a common implant that greatly increases the distance the player can fall before they begin to receive fall damage, and further decreases the amount of damage the user receives when they do fall far enough.

At rank 5, the implant also reduces damage received as an infantryman when a vehicle collides with the player, though the exact benefit of this effect is unclear.

Salvage (MAX)
Salvage is a common implant that instantly repairs the player's MAX unit when they are awarded with a kill on a hostile MAX.

At rank 5, the implant will restore an additional 200 health if the hostile MAX is within 5 meters of the player's MAX when they are awarded the kill.

Survivalist
Survivalist is a common implant that passively reduces the user's shield recharge delay by 1 second, and provides a temporary sprint speed boost when the user's shield is broken.

This implant's effects are triggered no matter what breaks the user's shield, whether an enemy, an ally, or self-damage. EMP Grenades can also trigger the effect.

The sprint speed bonus is removed if the user receives any damage once it is triggered, though there may be a very brief grace period after the effect is triggered where this is not the case. At rank 5, the user's shield breaking will also immediately apply a heal-over-time effect that provides 150 health over 6 seconds.

Both of these effects are tied to a 12 second cooldown timer, and will not trigger again on another shield break until that time has passed.

The passive reduction to the user's shield recharge delay does not stack with the identical effect found on the Advanced Shield Capacitor suit slot, though does not prevent the suit slot's other effect from functioning, and will stack with the Engineer's passive ceritification Quick Shield Recovery.

Sweeper HUD
Sweeper HUD is a common implant that displays the distance between any solid object in the center of the crosshair and the player, via a small rangefinder that appears next to the crosshair, and will also spot any hostile explosive devices in range of the user.

The effects are always active, though there may be a delay between the user moving in range of an explosive and the implant spotting the explosives.

Vampire
Vampire is a common implant that immediately restores health to the user when they score a kill using a melee weapon.

The effect will only trigger when a melee kill is earned with the knife equipped. Using the 'Quick Melee' attack to kill an enemy while holding another piece of equipment will not trigger the implant's effects. Similarly, this allows the NSX Amaterasu to trigger the implant at any range.

At rank 5, the effect will also trigger when the user is awarded a kill whilst holding a sidearm-type weapon in their hand.

Unlike the implant's usual requirements with held melee weaponry, at rank 5 the implant will also trigger when the player is awarded a kill on an enemy via any means, so long as they are holding a sidearm when the enemy dies. This can include instances such as enemies dying to environmental damage after the player damages them, or the player scoring a kill using Anti-Personnel Explosives.

The effect will also trigger at rank 5 from a 'Quick Knife' kill if the player's held weapon is a sidearm.

The implant's rank 5 effects do not trigger from primary weapons that have been equipped in the secondary weapon slot via A.S.P. perks, as the implant works based on the weapon type rather than the slot the weapon is equipped in. This also means that sidearms equipped into the primary weapon slot using the appropriate A.S.P. perk will trigger Vampire.

Assimilate
Assimilate is an uncommon implant that immediately restores shielding to the user when they score a headshot kill.

The effect of this implant will trigger for a headshot kill scored with any weapon, so long as the kill is registered as a headshot. If a weapon is capable of dealing headshots, it can trigger Assimilate's bonus. Melee weapons, for instance, are able to score headshot kills.

At rank 5, the effect additionally restores 10% of the user's ability energy, if applicable.

The rank 5 benefit works with all rechargeable abilities found in the ability slot, including jump jets, overshields, cloaks, and the Nano-Regen Device.

Battle Hardened
Battle Hardened is an uncommon implant that reduces the degree to which the player's screen recoils when the user takes damage, and additionally reduces the screen shake caused by nearby explosions.

At rank 5, the effect is doubled to 100% effectiveness for 10 seconds whenever the user is awarded a kill. This effect means the player will not be affected at any level by screen shaking effects or flinch while the bonus is active.

Catlike
Catlike is an uncommon implant that reduces the penalty to movement speed suffered while crouching.

Catlike's benefit has no negative impact on the player's ability to avoid motion detection devices by crouching.

At rank 5, the implant increases the jump height of the user by one meter. This benefit does not stack with the identical effect found on the Springstep implant.

Critical Chain
Critical Chain is an uncommon implant that temporarily increases the user's rechamber speed for the listed time on eligible weapons after scoring a headshot kill.

This implant will not decrease the rechamber time of shotguns at any rank. Only bolt-action sniper rifles, including the NS-AM7 Archer, will receive a benefit from this implant.

At rank 3, the length of the implant's benefits will additionally begin to stack up to the listed duration whenever the user scores additional headshot kills while the implant's effects are already active.

At rank 5, the implant's benefits will additionally trigger on any kill scored on targets further than 70 meters away, even if it was not a headshot kill.

Heavyweight
Heavyweight is an uncommon implant that reduces the degree to which the player's screen shakes whenever an explosion occurs near the player by the listed percentage, and additionally makes the player immune to knockback effects at all times.

Heavyweight's immunization effect against knockback works against all sources of that effect, such as that from Mauler Cannons, from the Light Assault's Impulse Grenade, and from users of rank 5 of this same implant.

At rank 5, the implant causes the player to emit an impulse shockwave upon taking fall damage, knocking back all nearby infantry.

Ocular Shield
Ocular Shield is an uncommon implant that reduces the duration of Concussion, Flash, and EMP Grenades' effects on the user by the listed percentage.

At rank 5, the user is made immune to effects of their own Flash and Concussion grenades. The implant also provides immunity to a large amount of the EMP grenades' effects, however does not stop the user's shield from being drained—the user is only immune to the HUD scramble and the forced shield recharge delay.

Ransack
Ransack is an uncommon implant that grants all the user's weaponry, including primary and secondary weapons aboard vehicles they own, one 'tick' of ammunition each time the user is awarded with credit for the destruction of any vehicle within range.

The amount of ammunition granted on kill by the implant is based on how much the weapon would receive at an Ammunition Package, Air Resupply pad or Ammo Dump Tower. This can range from one magazine for certain infantry weapons to several shells for vehicle weaponry, and varies wildly based on the specific weapon.

Ransack only triggers when the player themselves is awarded the kill. If the player is in a vehicle and their gunner is awarded kill credit, the implant's effects will not trigger, and similarly if the player only receives assist credit on the vehicle.

Additionally, the implant will not restore ammunition to vehicles the player is aboard if they do not personally own the vehicle.

At rank 5, the implant will additionally heal any vehicle the player owns for 10% of the vehicle's maximum health whenever they trigger the implant's effects.

Response Jacket
Response Jacket is an uncommon implant that, upon receiving damage on a listed resistance type, halves any subsequent damage the user receives from all listed resistance types for the listed duration.

At ranks 1 through 4, Response Jacket is triggered by and protects against the  and  resist types. At rank 5, the  and  resist types are added to the implant's effects. The effect's duration is reset to its listed maximum whenever the user receives damage from an applicable resistance type.

Response Jacket's resistances will not stack with any similar effects, such as those provided from Flak Armor. The highest resistance value for the given resist type will be used. Response Jacket will not reduce the damage taken from the explosion that triggers the effect.

The exact weaponry that make up these resist types can also be found on the damage resistance article.

Scavenger
Scavenger is an uncommon implant that replenishes the listed percentage of the user's primary and secondary weapons' magazines whenever they score a kill while wielding their melee weapon or sidearm.

At rank 5, the implant will also fully reload the user's primary and secondary weapons upon death, drawing from the user's reserve ammunition's pool. If the user is in the process of actively reloading their weapon when they died, this effect will not trigger.

The implant's standard effect does not trigger from primary weapons that have been equipped in the secondary weapon slot via A.S.P. perks, as the implant works based on the weapon type rather than the slot the weapon is equipped in. This also means that sidearms equipped into the primary weapon slot using the appropriate A.S.P. perk will trigger Scavenger.

Sensor Shield
Sensor Shield is an uncommon implant that reduces the range at which the user is detected by any motion detection devices.

The implant's effects affect all motion detection systems, including the Infiltrator's Recon Detection Device darts, the Motion Spotter, and the Proximity Radar or Scout Radar available to most vehicles.

At rank 5, the implant prevents the user from being detected at any range by any detection device so long as they are not sprinting.

Sidewinder
Sidewinder is an uncommon implant that increases the speed at which the user strafes by the listed percentage, in exchange for doubling the amount of time it takes to accelerate to maximium strafe speed, or decelerate to a stop.

At rank 5, the implant additionally increases the maximum speed at which the user can move backwards by 35%.

Aerial Combatant (Light Assault)
Aerial Combatant is a Light Assault-specific implant that partially replenishes the Light Assault's jump jet fuel tanks whenever they are awarded a kill.

Aerial Combatant works for all of the Light Assault's ability choices, including Ambusher Jump Jets, which work on a cooldown.

At rank 5, receiving credit for destroying a vehicle will replenish the jump jet's fuel tanks by 30%, on top of any other potential fuel recovery thanks to kills.

Paratrooper (Light Assault)
Paratrooper is a Light Assault-specific implant that partially replenishes the Light Assault's jump jet fuel tanks every time the user receives damage.

The amount of damage the Light Assault receives has no bearing on if they receive jump jet fuel, or on how much they receive. Receiving just 1 point of damage will trigger the implant's effects.

At rank 5, the implant also permanently provides the benefits of rank 1 of the Safe Fall implant, granting roughly 20 meters of fall damage protection.

Deep Operative (Infiltrator)
Deep Operative is an Infiltrator-specific implant that reduces the visibility of the Infiltrator while cloaked by 75%, if they survive the listed period without receiving any damage.

Receiving damage from any source at any time will instantly remove the benefit, and reset the cooldown timer. The Infiltrator is free to deal damage at any point without affecting the benefits they receive, and cloaking or uncloaking will not affect the benefit either.

At rank 5, killing an enemy while the benefit is on cooldown will progress the timer by 3 seconds.

Combat Surgeon (Combat Medic)
Combat Surgeon is a Combat Medic-specific implant that replenishes the user's Nano-Regen Device by the listed amount whenever the user is awarded a kill, or whenever an ally accepts a revive made using the Medical Applicator or a Nanite Revive Grenade.

The benefits of the implant have no cooldown. They can be triggered as often as the user meets the criteria.

At rank 5, reviving an ally under the same criteria will temporarily protects the user against the '' resist type by providing a 25% damage reduction effect for 3.5 seconds.

Combat Surgeon's rank 5 resistance will not stack with any similar effects. Only the highest resistance value for the given resist type will be used.

Mending Field (Combat Medic)
Mending Field is a Combat Medic-specific implant that causes the user to automatically heal any allies within 7 meters who are below the listed health for 15 health per second.

This implant's effects will benefit the user themselves at all times, at the same speed and with the same listed restrictions.

At rank 5, the benefit is also available to allies from the user's Shield Recharging Field, at the same potency.

Nanomesh Specialist (Heavy Assault)
Nanomesh Specialist is a Heavy Assault-specific implant that reduces the rate at which the user's overshield depletes, with increased potency if the user is stationary.

Nanomesh Specalist does not increase the overshield's duration directly. Instead, it decreases the rate at which energy drains. This means that, at rank 1, overshields last twice as long with no external influence while stationary, and at rank 4 overshields last five times as long while stationary.

At rank 4, the Resist Shield overshield can last up to 75 seconds if the user remains stationary, or 24 seconds while moving.

At rank 5, the implant allows the user's personal shield to continue recharging while an overshield is active, both allowing the shield recharge delay to count down and shield regeneration to progress.

Mobility Mesh (Heavy Assault)
Mobility Mesh is a Heavy Assault-specific implant that reduces the movement speed penalty suffered while an overshield is active by 25%.

At rank 5, the implant increases the user's sprint speed while an overshield is active by 10%.

This implant does not have any interaction with the Combat Stimulant ability.

Robotics Technician (Engineer)
Robotics Technician is an Engineer-specific implant that applies a damage reduction effect to any of the Engineer's deployables within 15 meters of the player, as well as the Engineer themselves if they are mounting an Anti-Infantry or Anti-Vehicle MANA Turret.

Unlike most damage reduction effects, the benefit provided by Robotics Technician will stack with most other damage reduction effects, such as the Flak Armor and Nanoweave Armor suit slot enhancements, although it does not stack with the Response Jacket implant.

With Nanoweave Armor, its effects stack multiplicatively with Robotics Technician and thus body and legshots from affected weapons deal 40% reduced damage to a mounted Engineer. With Flak Armor, the stacking is also multiplicative and explosives deal 62.5% reduced damage to a mounted Engineer.

The implant's benefits will apply to deployables found in the tactical slot, such as the Hardlight Canopy, though will not protect Spawn Beacons.

At rank 5, any beneficiary of this implant's effects will be healed for 25 health per second. Although the implant only specifies as such for the damage reduction effect, this healing effect also works on the Engineer themselves while they are mounting a deployed MANA turret, constantly healing them for 25 health per second so long as they stay mounted on the turret. Only the Engineer's health is healed, their shielding will be not be replenished by this effect.

Electrotech (Engineer)
Electrotech is an Engineer-specific implant that causes the user to emit apply a heal-over-time effect to all nearby repairable objects when the user's shields are depleted.

The repair pulse only applies to objects that were in range when the implant was triggered. This effect is tied to a 4 second cooldown timer, and will not trigger again on another shield break until that time has passed.

At rank 5, triggering the effect also destroys all nearby hostile deployables instantly.

Assassin
Assassin is a rare implant that clears any active spots on the user when they are awarded a kill on a target further than the listed distance, and prevents any new spoting attempts for 1 second, and additionally silently spots any hostile players the user damages by any means.

While the spot-prevention effect is active, the player cannot capture control points, with the game displaying a similar error message as it would to a cloaked player. The implant's spotting effect triggers from damage of any type, including vehicle weapons, 'non-lethal' grenades that deal miniscule damage such as the Flash Grenade, and Orbital Strikes.

At rank 5, the implant's benefits will also trigger upon scoring a headshot kill at any range.

Covert Drop
Covert Drop is a rare implant that cloaks the user for the listed time whenever they receive fall damage.

At rank 5, the implant additionally cloaks the user whenever they land after exiting a vehicle with an Ejection System.

Failsafe
Failsafe is a rare implant that causes the user to instantly restore the listed amount of their ability energy whenever their shields are depleted.

The implants effects can only occur once every 12 seconds, with any further shield depletions before this timer passes having no effect.

At rank 5, the implant will deal 150 damage to any hostile who deals damage to the player using a melee weapon while the implant's standard effect is on cooldown, though this effect cannot kill.

Firestorm
Firestorm is an rare implant that boosts the user's rate-of-fire by 8% for the listed duration after being awarded a kill, though greatly decrease s the player's accuracy by doubling the cone-of-fire bloom values and horizontal recoil for the player's weapons.

At rank 5, the implant's benefits will have their duration further increased to 5 seconds upon scoring a headshot kill.

This implant was initially available as a master tier award for the Summer Fun Event directive in 2020.

Fortify
Fortify is a rare implant that provides the user with 20% damage reduction against the '' resist type when they stand still for the listed duration.

This benefit will not be provided at any time if the user is in a vehicle, even if they are in an exposed seat.

At rank 5, the benefit also provides a 50% damage reduction effect against the '' resist type while active.

Overdrive
Overdrive is a rare implant that replenishes some of a Flashes' (if NFI-2000 Turbo is equipped) or Harasser's fuel tanks upon being awarded with a roadkill.

At rank 5, the implant's benefits will also work with and the Liberator.

Nightmare
Nightmare is a rare implant that temporarily 'cloaks' the player when they score a kill using a melee weapon.

The effect will only trigger when a melee kill is earned with the knife equipped. Using the 'Quick Melee' attack to kill an enemy while holding another piece of equipment will not trigger the implant's effects. Similarly, this allows the NSX Amaterasu to trigger the implant at any range.

Unlike most cloaking effects, this implant's cloaking benefit is not a perfect cloak.

Compared to typical cloaking benefits, Nightmare's cloak;


 * Will not clear any active spots on the user, nor prevent any further spotting attempts
 * Is permanently at the highest level of visibility, regardless of the player's movement state
 * Does not, in any way, hinder the player from using their weaponry or equipment
 * Will not prevent Spitfire Auto-Turrets, or other automatic turrets, from acquiring and firing upon the player.

At rank 5, the implants effects will also apply whenever the user is awarded with a kill on an enemy within 5 meters.

Springstep
Springstep is a rare implant that increases the user's sprint speed by the listed percentage, as well as increasing their jump height and sprint acceleration, whenever they finish reloading a weapon.

The implant increases the jump height of the user by one meter, and all of the implant's effects immediately end upon the user firing a weapon. The jump height benefit of this implant does not stack with the identical effect found on the Catlike implant.

The sprint speed and acceleration increases will not stack with similar effects derived from other sources, such as from the Athlete implant, and only the largest increase will apply where multiple effects are present.

The implant's effects will not trigger on the completion of the reload of a tube-fed weapon, such as the NS Baron G5.

At rank 5, the implant's effects will also be triggered whenever the user receives fall damage.

Symbiote
Symbiote is a rare implant that heals the user for 125 health whenever their personal shield receives damage from a "" type weapon, with a cooldown of the listed duration between heals.

This effect can only trigger if the user is already missing health.

At rank 5, the implant will also trigger on "" type damage to the user's personal shield, with a separate 4 second cooldown.

Avoidance
Avoidance is an Exceptional implant that prevents the user from triggering Anti-Personnel Explosives via moving past them, and also prevents Spitfire Auto-Turrets from targeting them.

Berserker (MAX)
Berserker is an Exceptional implant that continuously repairs the user for 40 health per second, in exchange for increasing the damage they receive by 20% (by decreasing their armor by the same amount).

The implant's repair effect is paused for 2 seconds whenever the unit receives damage, and its repairs will not stack with the Nanite Auto Repair System suit slot enhancement.

The increased damage effect stacks additively with that from Zealot Overdrive, for a total of 40% additional damage received.

Bionics
Bionics is an Exceptional implant that removes 400 health from the user health pool, and increases the player's personal shielding by 400 in turn.

This additional shielding does not count as the classes' base shielding for other effects that increase the player's shielding, such as the Jockey implant's effect.

WARNING: The Carapace implant has a major unintended interaction with Bionics; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Carapace
Carapace is an Exceptional implant that removes all of the player's personal shielding, and replaces it with an additional 500 health.

This implant's effects are identical regardless of the player's shielding before using the implant—meaning Infiltrators (who typically only have 400 shielding) still earn 500 health, and players using Auxiliary Shield or other similar shield-boosting effects still lose all their shielding for just 500 health.

While Carapace is equipped, the player will revive with 1000 health rather than 500 when revived by a Medical Applicator or the Phylactery implant. Nanite Revive Grenades will revive the player at 500 health, rather than 250 health.

WARNING: The Bionics implant has a major unintended interaction with Carapace; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Cold Heart
Cold Heart is an Exceptional implant that, after the user crouches momentarily, applies a 'coolant' buff that reduces the amount of type damage the user receives by 90% and prevents them from being detected by any kind of motion detection, although slows the user by 10% while the buff remains active and applies a bright blue-white 'shield' visual to the user. The buff has no time limit, and only expires upon the user firing their weapon.

Counter-Intelligence
Counter-Intelligence is an Exceptional implant that automatically spots any hostile players who damage the user or their vehicle.

The effect will trigger even if the player's health or personal shield does not receve direct damage—such as when they are employing an Aegis Shield or overshield. If the hostile player has a Suppressor attached to their weapon, or is using the MKV Suppressed, this effect will not trigger.

In addition, while the user is not inside a vehicle, the implant will also warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.

If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.

Experimental Stims
Experimental Stims is an Exceptional implant that provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.

The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.

One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims. The icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims.
 * Battle Hardened
 * Heavyweight
 * Response Jacket
 * Safe Fall
 * Vampire

Disengage (MAX)
Disengage is an Exceptional implant that causes the player to emit an impulse shockwave upon activating Emergency Repair, knocking back all nearby infantry.

Triggering this effect also increases the sprint acceleration of the MAX by 25% for 3 seconds, decreasing the time taken to reach maximum sprint speed.

Firewall (Infiltrator)
Firewall is an Exceptional implant that allows Infiltrators to interact with Phalanx Turrets and Spitfire Auto-Turrets to increase the turret's health by 25% for six minutes (360 seconds).

To apply a firewall to an allied turret, walk up to the turret and hold the 'Interact' hotkey ( by default.)

While this effect is active on a turret, hostile infiltrators must hack the unit twice to convert the turret's allegiance.

Infiltrators using this implant cannot enter a Phalanx Turret without applying a firewall first.

Infravision
Infravision is an Exceptional implant that changes the user's vision to infrared while equipped, highlighting all units within 125 meters.

A thick 'fog' effect prevents vision past approximately 130 meters.

Logistics Specialist
Logistics Specialist is an Exceptional implant that allows the user's squadmates, following the normal spawning rules, to spawn into an open seat of any vehicle the player is piloting.

This implant's spawning benefit has the same requirements as spawning into a squadmate's Sunderer, Valkyrie, or Galaxy. The player must either be over friendly territory, or in the same hex as their squadmate.

This implant has no effect on the Sunderer, Valkyrie, and Galaxy, as this ability is already available to those vehicles.

Minor Cloak
Minor Cloak is an Exceptional implant that cloaks the user after 8 seconds of remaining completely stationary without using any equipment.

This cloak functions similarly to most standard cloaking devices, though has a far longer uncloaking delay than usual before the player can fire use any equipment.

Phylactery
Phylactery is an Exceptional implant that automatically revives the user if they die after having been revived by allies three times without redeploying or resupplying.

A player who will be revived upon their next death by this implant will be surrounded by green particles.

The implant will revive the user to half of their maximum health. For a standard infantryman, this will be 250 health. With the Carapace implant, and this becomes 500 health, the Bionics implant decreases to 50 health. MAXes using this implant will revive at 1000 health.

The Safeguard implant benefits Phylactery's revive as though it were a typical revive, providing a temporary damage reduction effect and granting the implant's rank 5 shield replenishment or instant repair effect as expected.

"Perfect" Implants
"Perfect" Implants are account wide Exceptional implants that can be acquired as part of bundles in the Depot.

Currently, the only bundle that rewards 'Perfect' implants is the Ancient's 7-Year Anniversary Bundle, which rewards 'Perfect' variants of Bionics, Carapace, and Counter-Intelligence.

'Perfect' implants cannot be broken down. Though they are separate from their normal implant, they cannot be equipped simultaneously with it.

Bionics (Perfect)
Bionics is an Exceptional implant that removes 400 health from the player's health pool, and increases the player's shielding by 400 in turn.

This additional shielding does not count as the classes' base shielding for other effects that increase the player's shielding, such as the Jockey implant's effect.

This implant is a variant of the Bionics implant, and cannot be equipped simultaneously with it.

WARNING: The Carapace implant has a major unintended interaction with Bionics; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Carapace (Perfect)
Carapace is an Exceptional implant that removes all of the player's base shielding, and replaces it with an additional 500 health.

This implant's effects are identical regardless of the player's shielding before using the implant. An Infiltrator without Nano-Armor Cloaking is equipped with 400 shields, which will be replaced with 500 health when using Carapace.

While Carapace is equipped, the player will revive with 1000 health, rather than 500 health, when revived by a Medical Applicator or the Phylactery implant. Nanite Revive Grenades will revive the player at 500 health, rather than 250 health.

This implant is a variant of the Carapace implant, and cannot be equipped simultaneously with it.

WARNING: The Bionics implant has a major unintended interaction with Carapace; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Counter-Intelligence (Perfect)
Counter-Intelligence is an Exceptional implant that automatically spots any hostile players who damage the user or their vehicle.

If the hostile player has a Suppressor attached to their weapon, or is using the MKV Suppressed, this effect will not trigger.

In addition, while the user is not inside a vehicle, the implant will also warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.

If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.

This implant is a variant of the Counter-Intelligence implant, and cannot be equipped simultaneously with it.

History
Recently a new roadmap thread detailed some changes to implants based on feedback, the article has been updated to reflect this. Nearing the release of Implants, Matthew Higby created a post detailing some of the upcoming items in Game Update 13. Some of which detailed the upcoming Implants, their abilities, and cost. These costs were in the form of certs and station cash and they decayed over time. The community at large disagreed with this and many believed they should be available permanently for large cert costs or via infantry resources. As a result of this feedback, SOE delayed Implants to change them up and take community feedback into play.

"After reading through your comments we have decided to go back to the drawing board on implants. They will not be coming with GU13." ~John Smedley (Tweet 1) (Tweet 2)

During development of Implants, there were three tiers of the implants with different icons similar to the design of Boosts. Some of these implants were removed, while others remained the same or merely changed names.

March 30, 2017 Update

 * The Implants System has been completely overhauled to be more engaging and rewarding, while also alleviating the frustrations caused by the old system.
 * Energy has been removed, and a new currency called ISO-4 will now upgrade implants directly.
 * Old implants have been converted into ISO-4, and duplicate implants can be broken down into additional ISO-4.
 * All players receive Tier 1 Safeguard and Tier 1 Target Focus implants for free.
 * Additional implant bundles can be purchased for Certs or Daybreak Cash in the Depot.
 * Implants no longer drop occasionally

May 11, 2017 Hotfix

 * Directive-based Implant Rewards
 * The following rewards are meant to reward players at different stages of their career. New characters can quickly increase the breadth of their loadouts by completing Tier 1 directives for each class, while characters with a bit more experience can unlock implants for getting their foot in the door to the objective and leadership aspects of the game.
 * You can now earn 1 Novice Implant Pack (2 random non-exceptional implants) by completing the following directives:
 * Tier 1: Combat Medic
 * Tier 1: Light Assault
 * Tier 1: Heavy Assault
 * Tier 1: Infiltrator
 * Tier 1: Engineer
 * You can now earn 1 Basic Implant Pack (3 random implants) by completing the following directives:
 * Tier 1: Objectives
 * Tier 2: Leadership
 * ISO-4 Recycler
 * The ISO-4 Recycler can now be found in the depot and allows you to exchange excess ISO-4 for a chance at one random implant. Less common Tier 1s and Exceptional implants have a higher drop rate in this pack.

September 26, 2017 Update

 * Safe Fall rank 5’s collision damage resistance increased from 20% to 50%.
 * Damaging targets who have Clear Vision equipped with small arms weapons will no longer trigger a resist icon.
 * Breaking down implants now has a sound effect associated with it.
 * Vampire implant no longer triggers in a vehicle.
 * TX1-FB Repeater, Beamer VS3-FB, and NC4-FB Mag-Shot are now treated as sidearms for the purposes of directive pistol kills and sidearm specific implant abilities.

November 20, 2017 Update
Three new implants have been added to the drop tables, and the class-specific implants have had their drop rates increased.
 * Assassin (Tier 1 - Tier 5)
 * Killing targets give a percent chance to clear your marker while spotted, and headshots will always clear your markers. At rank 5, dealing damage with this implant will automatically spot your target.
 * Overdrive (Tier 1 - Tier 5)
 * Getting roadkills while in the pilot's seat of a vehicle will restore turbo fuel for the Flash and Harasser. At rank 5, this implant will also apply to the Liberator and empire specific fighters.
 * Logistics Specialist (Exceptional)
 * While in the pilot's seat of a vehicle, any vehicle with an open seat will now become a squad spawn point.
 * Assimilate’s Tier 5 benefit should be fixed.
 * Sound effects have been added to the nano-cycler.

November 22, 2017 Hotfix

 * Safeguard's old melee damage resistance has been removed.
 * Assassin Tier 5 now properly marks targets.
 * Assassin Tier 5 description has been updated.
 * ISO-4 icon is now less cramped in the implant upgrade screen.
 * Counter-Intelligence should now clear the red indicators when switching loadouts.

December 7, 2017 Update

 * Assimilate's Tier 5 benefit should be fixed.
 * Aerial Combatant now drops from ISO-4 recyclers.

December 13, 2017 Hotfix

 * Phylactery can now be found in the implant drop table.
 * Phylactery should no longer resurrect a player multiple times if dying repeatedly within a short time.
 * Phylactery should now properly reset the timer on death.

February 8, 2018 Update

 * Implants on the death screen now show their proper rank.

February 9, 2018 Hotfix

 * We’ve put the implant charger UI back in its box, hopefully never to be seen again.

March 12, 2018 Update

 * Updated the Implant Nav menu icon.

April 5, 2018 Update

 * Replaced the Implant Nav Menu icon with something more fitting.

June 12, 2018 Update

 * The Implant screen has received a new look, complete with upgrade and breakdown animations. Revisiting this screen not only let us improve the overall design, but was necessary to fix issues where the old implant screen would overwrite certain notifications (like those for receiving revives or continent queue pop-ups,) make the chat channel difficult to use, and sometimes stack multiple implants on top of one another. Additionally, we’ve made Implants able to be filtered by owned and unowned on the Loadout screen.
 * Carapace implant now works with Regeneration Implant.

August 15, 2018 Update
The pool of implants has been doubled. These implants have been added to the normal implant crates, alongside the ability to craft the implants you want with ISO-4. More about that below.

New Implants

 * Jockey: Increases shield health when in a vehicle rumble seat.
 * Survivalist: Increases shield recharge rate and grants a sprint speed boost when at low health.
 * Athlete: Increases sprint acceleration, deceleration, and how quickly you get your hold-breath back.
 * Gunslinger: Kills with sidearms increase your reload speed for a short time.
 * Heavyweight: Grants a major reduction to flinch received from being struck by a projectile, but passively reduces your movement speed.
 * Response Jacket: Grants a resistance to successive explosive damage hits for a short time after you take explosive damage.
 * Ransack: Killing enemy vehicles at close range will restore a tick of ammunition for you and the vehicle you are in.
 * Critical Chain: Headshot kills grant increased rechamber speed for a short time.
 * Sidewinder: Increases strafing speed at the cost of lower strafing acceleration and deceleration.
 * Fortify: Interact with capture points to bolster your shield health for a short time.
 * Symbiote: You receive a passive small arms resistance so long as you've taken small arms damage recently.
 * Covert Drop: Taking damage from a fall will cloak you on landing.
 * Failsafe: When your shield breaks, it restores ability energy.
 * Salvage - MAX only: Killing other MAXes will instantly restore a chunk of health.
 * Paratrooper - Light Assault only: Taking damage restores jump jet fuel.
 * Electrotech - Engineer only: When your shield breaks, you send out a pulse that repairs nearby equipment.
 * Mobility Mesh - Heavy Assault only: Reduces the mobility penalty while your overshield is active.
 * Mending Field- Medic only: Nearby allies who are critically wounded heal passively up to a certain amount of health.
 * Firewall - Exceptional - Infiltrator only: You can now "hack" allied turrets to embed them with a firewall which *increases their health pool.
 * Disengage - Exceptional - MAX only: When Emergency Repair is activated, you will knock back nearby enemy infantry and increase your sprint acceleration speed slightly for a time.
 * Avoidance - Exceptional: You no longer trip proximity mines, and spitfires require you to be 50% closer to acquire you.
 * Bionics - Exceptional: Reduces health pool by 400 while increasing personal shields by 400.
 * Cold Heart - Exceptional: Increases heat cooloff for a short period after a headshot kill.
 * Experimental Stims - Exceptional: Gives a random movement speed, reload speed, or small arms resistance buff when consuming a Medical or Restoration Kit.

Crafting Implants

 * Lady Luck not on your side? Players can now craft their desired implant by using ISO-4 in the Implant Foundry. Currently, all implants except Exceptionals can be constructed through ISO-4 alone.
 * Construction cost is based on the rarity (drop rate) of that implant.

Minor Cloak

 * Uncloak delay for firing your weapon from 1.25sec. to 1sec.
 * Moving within Minor Cloak will no longer immediately reset your cloak countdown (but will immediately uncloak you per usual.) Now, short bouts of movement after being cloaked will allow you to re-enter cloak more quickly.
 * Firing your weapon now resets the Minor Cloak countdown, ensuring that players no longer accidentally fall into minor cloak while engaged in combat.

Sensor Shield

 * Detection range reduction has been buffed for all ranks, and the rank 5 benefit has been modified.
 * Rank 1: From within 45m to within 30m
 * Rank 2: From within 42m to within 26m
 * Rank 3: From within 35m to within 20m
 * Rank 4: From within 15m to within 10m
 * Rank 5: While walking, you are not detectable by recon devices at all.

Aerial Combatant

 * Fuel restorations are now the same percentage of maximum fuel, regardless of jump jet type.
 * Vehicle kills at rank 5 now restore 30% jump jet fuel.
 * Deployables no longer trigger Aerial Combatant.

Assimilate

 * Tier 5 benefit from 30% of current energy restore to 10% of maximum energy restore.
 * Dev Note: Restructuring this benefit reduces the overwhelming synergy with Adrenaline Shield, while resulting in higher energy returns in situations where you’d normally deplete or get close to depleting your energy, since it no longer bases the regeneration on your current energy supply.

Nanomesh Specialist - Heavy Assault

 * Your overshield abilities now decay 50/55/65/80/80% slower while stationary, and 25/28/33/40/40% slower while moving.
 * Rank 5: Your depleted overshield no longer has a delay before it begins recharging.
 * Dev Note: The rank 5 bonus and progression from ranks 1-4 have been swapped, and increased to be more useful in more situations.

Misc. Implant Fixes and Changes

 * The ISO Recycler found in the Depot no longer gives players common implants, and will now only yield implants that are of uncommon or higher rarity.
 * The "Breakdown Duplicates" button now shows the proper breakdown value if you happen to own an exceptional duplicate implant.
 * The currency cap on ISO-4 has now been set to 100,000.
 * The breakdown value of Exceptional implants has been reduced from 1500 to 500.
 * Unowned implants are now filtered from the loadout screen by default.
 * Breakdown Duplicates button now works if you have a filter active.
 * Overdrive Implant works once again.

August 23, 2018 Hotfix

 * Breaking down implants no longer allows you to go above the ISO-4 limit of 100,000.
 * Increased the DBC cost of the ISO-4 Recycler to 249.
 * Ransack now states the correct range at rank 5.
 * Heavyweight now uses the correct description everywhere.
 * Experimental Stims will no longer be broken down without owning a duplicate.
 * Updated Jockey's description.
 * Survivalist
 * Now triggers when health is reduced below 40% health of your maximum, instead of below 250 health flat.
 * Now has a 12 second cooldown between usage.
 * Sprint increase duration from 3/4.5/6/8/8 seconds to 3/3.5/4.5/6/6 seconds.
 * Added visual FX trail when sprint speed is increased.

August 29, 2018 Hotfix

 * Ransack's rank 5 bonus now provides 10% of max health, instead of 10% of current health on kill.
 * Symbiote's resistance bonus no longer stacks with Resist Shield.

October 11, 2018 Update

 * Critical Chain
 * Chamber speed no longer goes away upon the first shot.
 * Starting at rank 3, this implant also stores charge, allowing multiple headshots in succession to stack duration, up to 8 seconds at rank 4.
 * Used different visuals to signify when the buff is active.

July 25, 2019 Update

 * Paratrooper (Implant)
 * Now affects Ambusher Jump Jets at all ranks.
 * Energy regeneration from 2/3/4/5% to 3/4/5.5/8% restoration.
 * Rank 5 benefit changed to reduce fall damage for 6 seconds, instead of increases bottom armor.


 * Aerial Combatant (Implant)
 * Rank 5 benefit no longer instantly recharges Ambusher Jump Jets.
 * Aerial Combatant now restores the same maximum fuel to Ambusher Jump Jets as it does to other jump jet types, at all ranks.


 * Failsafe (Implant)
 * Now works with Ambusher Jump Jets at all ranks.


 * Assimilate (Implant)
 * Rank 5 bonus now restores Ambusher Jump Jet energy as well.


 * Heavyweight (Implant)
 * Now plays a particle effect on activation.


 * Survivalist (Implant)
 * No longer triggers when health drops below 40% and instead triggers when the player's shield is depleted.
 * Dev Note: This change increases the effectiveness of Survivalist on non-Carapace loadouts.


 * Assassin (Implant)
 * This implant has been restructured, and the percent chance to trigger has been removed.
 * Kills beyond 150/125/100/50m will remove spot checks on the player, and conceal them from spot attempts for 1 second.
 * At rank 5, headshot kills will also trigger this ability, and targets you damage with any weapon will be spotted.


 * Gunslinger (Implant)
 * Now activates when NSO characters kill other NSO characters.


 * Mending Field (Implant)
 * Rank 5 benefit should now work with NSO characters.


 * Electrotech (Implant)
 * Rank 5 benefit now despawns enemy non-turret deployables, instead of destroying them.

December 17, 2019 Update

 * Fixed a typo in the Cold Heart description that stated it reduced cooling by 30%, when it was functionally 20%.
 * Cold Heart now also passively applies its 20% cooldown speed to heat-based tools, like the Engineer's Repair Tool, at all times.

March 11, 2020 Update

 * Critical Chain will no longer stack indefinitely.

March 25, 2020 Update

 * Fixed additional instances where Critical Chain implant’s effects could last indefinitely.

June 17, 2020 Update

 * Revenant (Implant)
 * Rank 5 benefit has been changed to the following: If you revive an allied player, they will now be cloaked upon accepting.
 * Failsafe (Implant)
 * Cooldown from 20 seconds to 12 seconds, at all ranks.
 * Survivalist (Implant)
 * Rank 5 no longer offers reload speed increase.
 * Rank 5 now heals the player for 150 health over 6 seconds when shield is broken.
 * Sprint Speed buff will now be stripped when damage is taken.
 * Disengage and Heavyweight impulse effect use new visuals.

July 23, 2020 Hotfix

 * Firestorm (Implant)
 * While the effect is active, your recoil and cone of fire bloom suffer significantly.
 * This implant will be added to the implant pack drop table during the next major game update.
 * Dev Note: Community feedback on this implant has been somewhat contentious. The activation and opportunity cost of Firestorm doesn't regulate the effectiveness of the implant enough among high-skill players, so we've added some detriments that make Firestorm's useage more niche. When the effect is active, horizontal recoil, cone of fire bloom on both aim down sights and hipfire are increased by 200%, and horizontal recoil tolerance is effectively uncapped. These changes should make the implant more weapon, playstyle, and situation specific, and reduce the skill disparity it creates. We can start at these values, and tune as necessary moving forward.
 * Firewall implant works once again.

October 1, 2020 Update

 * All exceptional implants can now be crafted for an ISO-4 cost from the crafting screen.
 * Firestorm
 * This implant has been added to the drop table.
 * Actual crafting cost has been instated at 3500.
 * Recoil and CoF bloom penalty from 200% to 100%
 * No longer uncaps horizontal recoil tolerance.

December 3, 2020 Update

 * Regeneration Tier 5 implant's headshot benefit now heals 100 health over 2 seconds, instead of 50 instantly.
 * Dev Note: In the most common combat situations, this is a buff.

December 16, 2020 Update

 * Fixed a typo in the Assassin implant's Tier 5 description.

February 9, 2021 Update (Outfit Wars Returns)

 * Fortify
 * Standing still for 1/0.75/0.5/0.1 seconds now activates a 20% small arms resistance until you move again, down from 4/3.5/2.75/2 seconds.
 * Rank 5 of this implant continues to provide 50% resistance to common explosives.
 * Modified shield visuals, and made them personal to the player.
 * Dev Note: This implant was previously modified without making it into the patch notes several updates ago. In this update it receives adjustments that make it easier to use.

April 28, 2021 Update (Containment Sites)

 * Symbiote
 * Fixed an issue that prevented Symbiote from gnawing at health pools after redeploying.
 * Phylactery
 * This implant has been reworked to move away from the experience counting trigger, and instead does the following:
 * Now allows you to self-revive once after being revived 3 times in a row by allies.
 * Using an equipment terminal, redeploying, or entering a vehicle will restart your counter.
 * Heavyweight
 * This implant has been reworked to give it a more worthwhile niche and more usability. Instead of the reduced bullet flinch and penalty to movement speed, the penalty has been removed, and it acts as mentioned below:
 * Rank 01: 60% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
 * Rank 02: 65% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
 * Rank 03: 75% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
 * Rank 04: 95% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
 * Rank 05: 95% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies / Taking fall damage will cause a shockwave that knocks back nearby enemies (this portion is unchanged.)

Cold Heart

 * This implant has been overhauled.
 * Crouching momentarily will now douse your suit in coolant (you can move around after.)
 * While in this state, burning damage is reduced by 90%, you no longer appear map-based recon detection, and your movement speed is reduced by 10%.
 * Firing a weapon will immediately end this effect.

Experimental Stims

 * This implant has been heavily revised.
 * Using a Stim (Medical Kit, Restoration Kit, Infradine) will now temporarily provide you with the benefits of either Rank 5 Safe Fall, Vampire, Battle Hardened, Heavyweight, or Response Jacket, chosen randomly from the list.
 * A HUD notification will appear, displaying which implant is currently active.
 * Only one benefit may be active at a time.

Symbiote

 * This implant has been overhauled.
 * When you receive small arms damage while your personal shield is active, you will now heal for 50 health. This effect triggers once every 8/7.5/6/4/4 seconds.
 * Rank 5: Receiving common explosive damage will now restore 50 health immediately, and has an independent 4 second cooldown.

Ocular Shield

 * Reduces duration of Flash/Concussion/EMP grenade effects by 45/50/60/75/75% (up from the original 15/18/23/30/30%)
 * Rank 5: You can no longer be blinded or concussed by your own grenades, instead of making you immune of these effects for a short duration after using a Stim.
 * No longer reduces the effectiveness of Concussion Grenade's slow, EMP grenade's shield damage, or Flash Grenade's CoF penalty, only the duration of the applicable affects.

Avoidance

 * Spitfires no longer target you at all, instead of only reducing the range at which they target you.

Heavyweight

 * Fixed an issue where the knockback protection would only trigger if you had an active personal shield.

Assassin

 * This implant now marks targets you damage at all ranks.

Nanomesh Specialist

 * Rank 5: No longer pauses personal shield regen while your overshield is active, instead of reducing overshield recharge delay.

Paratrooper

 * Rank 5: Passively grants rank 1 Safefall, instead of providing temporary fall damage resistance on Rocklet Rifle reload.

Sidewinder

 * Rank 5: You now backpedal 35% faster, instead of being hidden from Thermal Optics.

New Implants
The following implants are now available in ISO-4 Recyclers and Basic/Deluxe Implant Packs.

Berserker - Exceptional Implant (MAX only)

 * You now take 20% increased damage at all times, and your health constantly regenerates at a rate of 50 per second.

Scavenger - Uncommon Implant

 * Wielded melee or sidearm kills will immediately restock 12/15/20/30/30% of your primary or secondary weapon magazines for free.
 * Rank 5: Dying will fully reload your primary and secondary weapons from reserves.

Springstep - Rare Implant

 * After reloading your weapon, you are able to jump higher and sprint 10/12/15/20/20% faster for the next 1.5 seconds. Additionally, you enter sprint almost instantly from this state. Shooting will end this effect early.
 * Rank 5: Receiving fall damage will instantly trigger Springstep.

Symbiote (Implant)
Dev Note: This bug above effectively broke the implant in the majority of situations you'd find yourself needing it to trigger, and we've increased the health return to a more noticeable amount as well.
 * Healing provided by Symbiote's activation from 50 to 125.
 * Added visual FX when healing is triggered.
 * Damage taken while already at full health no longer triggers the healing effect, and thus the cooldown.

Experimental Stims

 * Now passively allows you to equip 1 additional stim (Restoration Kit, Medical Kit, or Infradine) on top of its previous benefits.