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Page Contents Current As of Patch: 2019-07-25
Implants

Implants are permanent items that can be used to enhance your soldier with gameplay perks. Implants can be obtained from the Depot for Certification Points or Daybreak Cash, in packs of 3 or 9 or crafted using ISO-4. The Safeguard and Target Focus implants are given to everyone by default.

Implant Slots

Implants are equipped on the loadout screen next to your melee weapon. Two different implants can be equipped at a time.

Icons of the equipped implants will appear on the player's Heads Up Display (HUD).

Getting Implants

The primary way of obtaining implants is through buying Implant Packs in the Depot. Implant Packs contain the stated number of randomly-selected implants, including duplicates. Various implants have different drop rates, ranging from Common with the highest drop rate to Exceptional with the lowest drop rate.

ISO-4

Icon ISO-4

ISO-4 is the currency used for upgrading basic implants to Tiers 2 through 5, and for buying ISO-4 Recycler packs in the depot which grant one random implant of a rarity greater than Common.

ISO-4 can be obtained by breaking down duplicates of implants and participating in the Alerts. Winning an alert awards the dominating faction with 300 ISO-4 and the two opposing factions with up to 100 ISO-4. Each Tier-1 basic implant breaks down to 25 ISO-4 and each Exceptional implant to 500 ISO-4.

Players are limited to having 100,000 ISO-4 at a time.

Crafting

Rarity Cost
Common 500 ISO-4
Uncommon 850 ISO-4
Class Specific 1,750 ISO-4
Rare 3,500 ISO-4

All unowned non-exceptional implants can be crafted using ISO-4 from the implants tab of the main menu.

Upgrade cost

Every non-exceptional implant can be upgraded with ISO-4 from Ranks 1 through 5. Implant rank determines upgrade cost.

Rank 1 to Rank 2 Rank 2 to Rank 3 Rank 3 to Rank 4 Rank 4 to Rank 5 Total
75 ISO-4 225 ISO-4 900 ISO-4 2,475 ISO-4 3,675 ISO-4

Directives

An additional way of getting implants is via directives.

Finishing the novice rank of any non-MAX class-specific directive will grant a Novice Implant Pack.

Finishing the novice rank of an objectives directive and the adept rank of a leadership directive will also grant one Basic Implant Pack each.

Players can be awarded a total of 5 Novice Implant Packs and 2 Basic Implant Packs from non-event directives.

Available Packs

Depot

Icon NS Basic Implant Pack
Icon bundle randomImplant3 standard 128
This bundle contains three random implants with a chance for an Exceptional implant.
Cost:199  Daybreak Cash 300  Certification Points
Icon NS Deluxe Implant Pack
Icon bundle randomImplant9 standard 128
This bundle contains nine random implants with a chance for an Exceptional implant.
Cost:499  Daybreak Cash 750  Certification Points
Icon NS ISO-4 Recycler
Icon bundle iso4 128
This pack recycles ISO-4 into a single random implant, and has an increased drop rate for Exceptionals and less-common Tier 1s.
Cost:249  Daybreak Cash 500  ISO-4

Other

Icon NS Novice Implant Pack
Icon bundle randomImplant standard 128
This bundle contains two random non-Exceptional implants.

Drop Rate

Novice Implant Pack Basic Implant Pack Deluxe Implant Pack ISO-4 Recycler
Common ~68% 0%
Uncommon ~27% ~62.3%
Class Specific ~3% ~17%
Rare ~1.5% ~10.3%
Exceptional 0% ~0.62% ~10.4%

[1]

Implant List

Implant List
Auto Granted
Safeguard · Target Focus
Common
Ammo Printer · Athlete · Gunslinger · Jockey · Regeneration · Safe Fall · Icon MAXSalvage · Springstep · Survivalist · Sweeper HUD · Vampire
Uncommon
Assimilate · Battle Hardened · Catlike · Critical Chain · Heavyweight · Ocular Shield · Ransack · Response Jacket · Revenant · Scavenger · Sensor Shield · Sidewinder
Class Specific
Icon Light AssaultAerial Combatant · Icon Light AssaultAir Drop · Icon Light AssaultParatrooper · Icon Combat MedicCombat Surgeon · Icon Combat MedicMending Field · Icon Combat MedicKarma · Icon InfiltratorDeep Operative · Icon Heavy AssaultMobility Mesh · Icon Heavy AssaultNanomesh Specialist · Icon Heavy AssaultOvercharge · Icon EngineerRobotics Technician · Icon EngineerElectrotech
Rare
Assassin · Covert Drop · Deadshot · Failsafe · Firestorm · Fortify · Nightmare · Overdrive · Rapid Response · Symbiote
Exceptional
Avoidance · Icon MAXBerserker · Bionics · Carapace · Cold Heart · Counter-Intelligence · Countershade · Icon MAXDisengage · Experimental Stims · Icon InfiltratorFirewall · Infravision · Icon MAXJuggernaut · Logistics Specialist · Minor Cloak · Phylactery
"Perfect"
Avoidance · Berserker · Bionics · Carapace · Counter-Intelligence · Experimental Stims · Infravision · Logistics Specialist · Minor Cloak

Default

Safeguard

Safeguard
Upon being revived, damage taken is reduced by 20% for X seconds.
MAX units can equip.
Safeguard 1
Safeguard 1
Safeguard 2
Safeguard 2
Safeguard 3
Safeguard 3
Safeguard 4
Safeguard 4
1.5 seconds 1.75 seconds 2.5 seconds 3.5 seconds
Safeguard 5
Safeguard 5
Upon being revived, damage taken is reduced by 20% for 3.5 seconds; and you instantly restore 200 shield health as infantry, or an extra 500 health while in a MAX suit.
MAX units can equip.

Safeguard is one of the two initial implants. It is recommended for new players, who tend to be in exposed areas and near strategic chokepoints such as doorways, because it increases their survivability after being revived by teammates, possibly letting them quickly move back to cover without being repeatedly instantly killed.

Target Focus

Target Focus
Displays the target's health bar while spotted, increases crosshair IFF detection range, and increases hold-breath duration by X%.
MAX units can equip. Works in vehicles.
Target Focus 1
Target Focus 1
Target Focus 2
Target Focus 2
Target Focus 3
Target Focus 3
Target Focus 4
Target Focus 4
Target Focus 5
Target Focus 5
150% 160% 175% 200% 300%

Target Focus is one of the two initial implants. It is recommended for new players, as it extends crosshair IFF (Identification Friend or Foe) range from 8 to 55 meters, allowing the player to easily distinguish enemies from allies at longer distances. It is helpful to snipers, giving them a longer time to steady their aim using high-magnification scopes on sniper rifles. It is also helpful to vehicle gunners by helping them prioritize targets.

Upgrading this implant only increases hold-breath duration.

The ability to see a targeted enemy's health does not include seeing their shield health or status of the heavy assault over-shield.

Common

Ammo Printer

Ammo Printer
Restocks one tick of ammunition for all infantry weapons and the weapons of nearby vehicles you own every X seconds.
MAX units can equip. Works in vehicles.
Ammo Printer 1
Ammo Printer 1
Ammo Printer 2
Ammo Printer 2
Ammo Printer 3
Ammo Printer 3
Ammo Printer 4
Ammo Printer 4
Ammo Printer 5
Ammo Printer 5
120 seconds 110 seconds 90 seconds 75 seconds 60 seconds

Ammo Printer allows infantry and a player's own nearby vehicle to resupply on the go, without needing engineer ammo packs or vehicle ammo towers and pads.

It is useful for vehicle owners, for non-engineer players who prefer keeping their distance during combat, and for players in situations where they survive well yet keep running out of ammo.

Athlete

Athlete
Passively increases sprint acceleration, deceleration, and recovery speed by X%, and your hold-breath time recharges Y% faster.
Athlete 1
Athlete 1
Athlete 2
Athlete 2
Athlete 3
Athlete 3
Athlete 4
Athlete 4
10% and 50% 12% and 65% 15% and 80% 20% and 100%
Athlete 5
Athlete 5
Passively increases sprint acceleration, deceleration, and recovery speed by 20%, and your hold-breath time recharges 100% faster. Additionally, you gain 10% increased sprint speed whenever you've been moving for longer than 6 seconds. This bonus is removed if you stop moving or fire a weapon.


Gunslinger

Gunslinger
Kills while wielding a sidearm increase reload speed by X% for Y seconds.
Gunslinger 1
Gunslinger 1
Gunslinger 2
Gunslinger 2
Gunslinger 3
Gunslinger 3
Gunslinger 4
Gunslinger 4
15% for 2 seconds 17% for 2.25 seconds 20% for 2.75 seconds 25% for 3.5 seconds
Gunslinger 5
Gunslinger 5
Kills while wielding a sidearm increase reload speed by 25% for 3.5 seconds, and your weapon swap times are reduced by 50% for the same duration.


Jockey

Jockey
While riding in an exposed vehicle seat or gunning an Engineer MANA Turret, you receive an additional X% maximum shield health.
Jockey 1
Jockey 1
Jockey 2
Jockey 2
Jockey 3
Jockey 3
Jockey 4
Jockey 4
30% 33% 40% 50%
Jockey 5
Jockey 5
While riding in an exposed vehicle seat or gunning an Engineer MANA Turret, you receive an additional 50% maximum shield health. Additionally, squadmates in vehicles within 50 meters of you also receive this benefit at 20% shield strength.


Regeneration

Regeneration
Regenerates X health per second when out of combat for 10 seconds.
Regeneration 1
Regeneration 1
Regeneration 2
Regeneration 2
Regeneration 3
Regeneration 3
Regeneration 4
Regeneration 4
20 health 23 health 28 health 35 health
Regeneration 5
Regeneration 5
Regenerates 35 health per second when out of combat for 10 seconds, and headshot kills restore 50 health immediately.

Regeneration allows infantry to passively regenerate health similarly to the bio lab faction-ownership benefit. It is especially useful for players who prefer using cover and ranged combat, and for players preferring more aggressive options for their utility slot instead of medical and restoration kits.

Safe Fall

Safe Fall
Normal fall damage now starts at X meters and lethal fall damage starts near Y meters.
MAX units can equip.
Safe Fall 1
Safe Fall 1
Safe Fall 2
Safe Fall 2
Safe Fall 3
Safe Fall 3
Safe Fall 4
Safe Fall 4
20 and 60 meters 30 and 90 meters 40 and 120 meters 50 and 150 meters
Safe Fall 5
Safe Fall 5
Normal fall damage now starts at 75 meters, lethal fall damage starts near 230 meters, and you take reduced damage when vehicles collide with you.
MAX units can equip.

Safe Fall allows infantry to survive longer fall distances. For example, Safe Fall 4 and 5 allow you to jump from the tops of large outpost towers and bio lab aircraft landing pads without taking damage.

The vehicle collision damage reduction only applies to the player as infantry, not to their vehicle.

Salvage

Salvage
Killing enemy MAX units will restore X health.
MAX only.
Salvage 1
Salvage 1
Salvage 2
Salvage 2
Salvage 3
Salvage 3
Salvage 4
Salvage 4
500 health 550 health 650 health 800 health
Salvage 5
Salvage 5
Killing enemy MAX units will restore 800 health, and killing a MAX within 5 meters of you will restore an additional 200 health.
MAX only.


Survivalist

Implant Tier Icon Benefit
Survivalist 1
Survivalist 1
Your shield recharge delay is passively reduced by 0.5 seconds. In addition, whenever your shield breaks, your sprint speed is increased by 20% for 3 seconds.
12 second cooldown after triggering.
Survivalist 2
Survivalist 2
Your shield recharge delay is passively reduced by 0.6 seconds. In addition, whenever your shield breaks, your sprint speed is increased by 20% for 3.5 seconds.
12 second cooldown after triggering.
Survivalist 3
Survivalist 3
Your shield recharge delay is passively reduced by 0.75 seconds. In addition, whenever your shield breaks, your sprint speed is increased by 20% for 4.5 seconds.
12 second cooldown after triggering.
Survivalist 4
Survivalist 4
Your shield recharge delay is passively reduced by 1 seconds. In addition, whenever your shield breaks, your sprint speed is increased by 20% for 6 seconds.
12 second cooldown after triggering.
Survivalist 5
Survivalist 5
Your shield recharge delay is passively reduced by 1 second. In addition, whenever your shield breaks, your sprint speed is increased by 20% for 6 seconds and your reload speed is increased by 15% for the same duration.
12 second cooldown after triggering.


Sweeper HUD

Sweeper HUD
Target range is displayed on your crosshair, and enemy explosives within X meters are automatically spotted.
MAX units can equip. Works in ground vehicles.
Sweeper HUD 1
Sweeper HUD 1
Sweeper HUD 2
Sweeper HUD 2
Sweeper HUD 3
Sweeper HUD 3
Sweeper HUD 4
Sweeper HUD 4
Sweeper HUD 5
Sweeper HUD 5
16 meters 18 meters 21 meters 25 meters 35 meters
Sweeper HUD dis

Sweeper HUD Range Finder example

Sweeper HUD automatically spots nearby enemy explosives. It also shows at the bottom right of the crosshair the centered object's distance from your camera view.

Vampire

Vampire
Killing an enemy while wielding a melee weapon restores X health. This effect does not trigger on quick melee attacks.
Vampire 1
Vampire 1
Vampire 2
Vampire 2
Vampire 3
Vampire 3
Vampire 4
Vampire 4
175 health 200 health 250 health 325 health
Vampire 5
Vampire 5
Killing an enemy while wielding a melee weapon or sidearm restores 325 health. This effect does not trigger on quick melee attacks.

Vampire restores health for each melee kill while wielding a knife, and also while wielding a sidearm at Rank 5. Vampire is most useful in tandem with the carapace implant in order to maximize healing potential.

Rank 5 bonus doesn't work with A.S.P. secondary weapons.

A quick melee attack is a melee attack executed by the player while not currently holding a melee item.

Uncommon

Assimilate

Assimilate
On a headshot kill, instantly restore X shield.
Assimilate 1
Assimilate 1
Assimilate 2
Assimilate 2
Assimilate 3
Assimilate 3
Assimilate 4
Assimilate 4
120 shield 140 shield 165 shield 200 shield
Assimilate 5
Assimilate 5
On a headshot kill, instantly restore 200 shield and 10% of your maximum ability energy.

Assimilate restores shield health upon a headshot kill. It's not very helpful to most players, since it requires a very high headshot kill ratio to receive its benefit consistently.

Battle Hardened

Battle Hardened
Reduces camera shake and flinch from explosions and bullet impacts by X%.
MAX units can equip.
Battle Hardened 1
Battle Hardened 1
Battle Hardened 2
Battle Hardened 2
Battle Hardened 3
Battle Hardened 3
Battle Hardened 4
Battle Hardened 4
30% 33% 40% 50%
Battle Hardened 5
Battle Hardened 5
Reduces camera shake and flinch from explosions and bullet impacts by 50%, and killing a target will double this bonus for the next 10 seconds.
MAX units can equip.

Battle Hardened reduces camera shake and flinch from explosions and bullet impacts, making it easier to keep a steady aim while under fire.

Catlike

Catlike
Reduces the movement speed penalty for crouching by X%.
Catlike 1
Catlike 1
Catlike 2
Catlike 2
Catlike 3
Catlike 3
Catlike 4
Catlike 4
40% 45% 55% 75%
Catlike 5
Catlike 5
Reduces the movement speed penalty for crouching by 75%, and you gain increased jumping height.

Catlike reduces crouching's movement speed penalty, affording the player the benefit of increased weapon accuracy while crouched while keeping close-to-normal walking speed mobility.

The Rank 5 bonus increases jump height by about one meter, making accessible locations and routes that are usually inaccessible to non-light assault infantry.

Critical Chain

Implant Tier Icon Benefit
Critical Chain 1
Critical Chain 1
Headshot kills grant 20% faster weapon rechamber speed for 2 seconds.
Equipping a shotgun will disable this implant.
Critical Chain 2
Critical Chain 2
Headshot kills grant 25% faster weapon rechamber speed for 3 seconds.
Equipping a shotgun will disable this implant.
Critical Chain 3
Critical Chain 3
Headshot kills grant 35% faster weapon rechamber speed for 3 seconds; chaining headshots can store a maximum of 5 seconds worth of rechamber speed.
Equipping a shotgun will disable this implant.
Critical Chain 4
Critical Chain 4
Headshot kills grant 50% faster weapon rechamber speed for 3 seconds; chaining headshots can store a maximum of 8 seconds worth of rechamber speed.
Equipping a shotgun will disable this implant.
Critical Chain 5
Critical Chain 5
Headshot kills grant 50% faster weapon rechamber speed for 3 seconds; chaining headshots can store a maximum of 8 seconds worth of rechamber speed. Additionally, kills beyond 70 meters will also trigger this benefit.
Equipping a shotgun will disable this implant.


Heavyweight

Heavyweight
Reduces the amount of flinch you receive when being struck by a projectile by X%, but your maximum movement speed is passively reduced by 10% at all times.
MAX units can equip.
Heavyweight 1
Heavyweight 1
Heavyweight 2
Heavyweight 2
Heavyweight 3
Heavyweight 3
Heavyweight 4
Heavyweight 4
50% 55% 65% 80%
Heavyweight 5
Heavyweight 5
Reduces the amount of flinch you receive when being struck by a projectile by 80%, but your maximum movement speed is passively reduced by 10% at all times. Additionally, whenever you take fall damage, you will emit an impulse that knocks back enemy infantry.
MAX units can equip.


Ocular Shield

Ocular Shield
Reduces the duration and effectiveness of Concussion, Flash, and EMP Grenades used against you by X%.
Ocular Shield 1
Ocular Shield 1
Ocular Shield 2
Ocular Shield 2
Ocular Shield 3
Ocular Shield 3
Ocular Shield 4
Ocular Shield 4
15% 18% 23% 30%
Ocular Shield 5
Ocular Shield 5
Reduces the duration and effectiveness of Concussion, Flash, and EMP Grenades used against you by 30%; and using a Medical or Restoration Kit provides immunity to these effects for next 5 seconds, but does not clear effects already applied.
MAX units can equip.

Ocular Shield is an uncommon implant that reduces the duration and effectiveness of Concussion, Flash, and EMP Grenades.

Ransack

Ransack
Killing a vehicle within X meters restores one tick of ammunition for you or your vehicle.
Works in vehicles.
Ransack 1
Ransack 1
Ransack 2
Ransack 2
Ransack 3
Ransack 3
Ransack 4
Ransack 4
25 meters 30 meters 35 meters 50 meters
Ransack 5
Ransack 5
Killing a vehicle within 50 meters restores one tick of ammunition for you or your vehicle, and heals your vehicle for 10% max health.
Works in vehicles.

Response Jacket

Response Jacket
Receiving damage from a standard explosive or light anti-vehicle weapon will trigger a shield that reduces damage from both resistance types by 50% for X seconds.
Response Jacket 1
Response Jacket 1
Response Jacket 2
Response Jacket 2
Response Jacket 3
Response Jacket 3
Response Jacket 4
Response Jacket 4
6 seconds 8 seconds 12 seconds 20 seconds
Response Jacket 5
Response Jacket 5
Receiving damage from a standard explosive, light anti-vehicle, C4, or infantry launcher will trigger a shield that reduces damage from all of those resistance types by 50% for 20 seconds.


Sensor Shield

Sensor Shield
Your radar signature no longer appears on detection devices outside of X meters.
Sensor Shield 1
Sensor Shield 1
Sensor Shield 2
Sensor Shield 2
Sensor Shield 3
Sensor Shield 3
Sensor Shield 4
Sensor Shield 4
30 meters 26 meters 20 meters 10 meters
Sensor Shield 5
Sensor Shield 5
Your radar signature no longer appears on detection devices outside of 10 meters, and while walking, you cannot be detected by recon devices at all.

Sensor Shield is an uncommon implant that hides the player from motion detection devices such as an infiltrator's motion spotter and recon detection device, and a vehicle's scout radar and proximity radar.

Without this implant, a player must be crouching to remain undetected by motion sensors.

Sidewinder

Sidewinder
Your strafe speed is increased by X%, but accelerating and decelerating while strafing takes twice as long.
Sidewinder 1
Sidewinder 1
Sidewinder 2
Sidewinder 2
Sidewinder 3
Sidewinder 3
Sidewinder 4
Sidewinder 4
20% 23% 28% 35%
Sidewinder 5
Sidewinder 5
Your strafe speed is increased by 35%, but accelerating and decelerating while strafing takes twice as long. In addition, you no longer appear highlighted on IRNV optics.


Class-Specific

Aerial Combatant (Light Assault)

Aerial Combatant
Killing an enemy player restores X% jump jet fuel.
Aerial Combatant 1
Aerial Combatant 1
Aerial Combatant 2
Aerial Combatant 2
Aerial Combatant 3
Aerial Combatant 3
Aerial Combatant 4
Aerial Combatant 4
12% 15% 20% 30%
Aerial Combatant 5
Aerial Combatant 5
Killing an enemy player restores 30% jump jet fuel, and vehicle kills now trigger this bonus as well.

Aerial Combatant is an implant that restores jump jet fuel upon killing an enemy.

Paratrooper (Light Assault)

Paratrooper
Whenever you receive damage, X% of your jump jet fuel is restored. Does not work with Ambusher Jump Jets.
Paratrooper 1
Paratrooper 1
Paratrooper 2
Paratrooper 2
Paratrooper 3
Paratrooper 3
Paratrooper 4
Paratrooper 4
3% 4% 5.5% 8%
Paratrooper 5
Paratrooper 5
Whenever you receive damage, 8% of your maximum jump jet fuel is restored. Additionally, reloading your tool slot will drastically reduce fall damage for 6 seconds.

Paratrooper restores jump jet fuel upon taking damage and its implied application is to use drifter jump jets to glide over stationary vehicle targets and drop explosives below after exiting the seat of an overhead aircraft.

Deep Operative (Infiltrator)

Deep Operative
Whenever you spend longer than a total of X seconds outside of cloak without taking damage, your cloak's visibility will be reduced by 75%. Dying or taking damage from enemy sources will reset the benefit countdown.
Deep Operative 1
Deep Operative 1
Deep Operative 2
Deep Operative 2
Deep Operative 3
Deep Operative 3
Deep Operative 4
Deep Operative 4
30 seconds 26 seconds 20 seconds 12 seconds
Deep Operative 5
Deep Operative 5
Whenever you spend longer than a total of 12 seconds outside of cloak without taking damage, your cloak's visibility will be reduced by 75%. Additionally, killing an enemy will reduce this countdown by 3 seconds. Dying or taking damage from enemy sources will reset the benefit countdown.

Deep Operative will be reworked in the future.

Combat Surgeon (Combat Medic)

Combat Surgeon
Kills and revives restore X% of your Nano-Regen Device energy.
Combat Surgeon 1
Combat Surgeon 1
Combat Surgeon 2
Combat Surgeon 2
Combat Surgeon 3
Combat Surgeon 3
Combat Surgeon 4
Combat Surgeon 4
15% 18% 23% 30%
Combat Surgeon 5
Combat Surgeon 5
Kills and revives restore 30% of your Nano-Regen Device energy, and reviving an ally increases your Resistance to small arms by 25% for 3.5 seconds.

Combat Surgeon restores nano-regen device ability energy on kills and revives. The Rank 5 bonus does not stack with nanoweave armor.

Mending Field (Combat Medic)

Mending Field
Allies who are below X health passively heal for 15 health per second while you are within 7 meters.
Mending Field 1
Mending Field 1
Mending Field 2
Mending Field 2
Mending Field 3
Mending Field 3
Mending Field 4
Mending Field 4
100 health 150 health 225 health 300 health
Mending Field 5
Mending Field 5
Allies who are below 300 health passively heal for 15 health per second while you are within 7 meters. Your deployed Shield Recharging Fields now also carry this effect.


Nanomesh Specialist (Heavy Assault)

Nanomesh Specialist
Reduces the rate of decay on your overshield by X% while stationary, and Y% while moving.
Nanomesh Specialist 1
Nanomesh Specialist 1
Nanomesh Specialist 2
Nanomesh Specialist 2
Nanomesh Specialist 3
Nanomesh Specialist 3
Nanomesh Specialist 4
Nanomesh Specialist 4
50% and 25% 55% and 28% 65% and 33% 80% and 40%
Nanomesh Specialist 5
Nanomesh Specialist 5
Reduces the rate of decay on your overshield by 80% while stationary, and 40% while moving. Additionally, your depleted overshield no longer has a delay before it begins recharging.

Nanomesh Specialist reduces the rate of decay of the Heavy Assault overshield.

Mobility Mesh (Heavy Assault)

Mobility Mesh
Reduces the movement speed penalty while your overshield is active by X%.
Mobility Mesh 1
Mobility Mesh 1
Mobility Mesh 2
Mobility Mesh 2
Mobility Mesh 3
Mobility Mesh 3
Mobility Mesh 4
Mobility Mesh 4
15% 17% 20% 25%
Mobility Mesh 5
Mobility Mesh 5
Reduces the movement speed penalty while your overshield is active by 25%. Additionally, while your overshield is active, your base sprint speed is increased by 10%.


Robotics Technician (Engineer)

Robotics Technician
Non-mine deployables you own within 15m have a X% resistance to incoming damage, this damage resistance also applies to the Engineer when mounting a deployed MANA turret.
Robotics Technician 1
Robotics Technician 1
Robotics Technician 2
Robotics Technician 2
Robotics Technician 3
Robotics Technician 3
Robotics Technician 4
Robotics Technician 4
10% 13% 18% 25%
Robotics Technician 5
Robotics Technician 5
Non-mine deployables you own within 15m have a 25% resistance to incoming damage, and will repair themselves for 25 health per second, even while under fire. This damage resistance also applies to the Engineer when mounting a deployed MANA turret.
RT Example

Robotics Technician active effect on Spitfire Auto-Turret and Hardlight Barrier.

Robotics Technician increases the damage resistance of an engineer's non-explosive deployables within 15 meters, and also the engineer themselves when mounting an engineer turret. Damage resistance does stack with nanoweave armor.

Rank 5 grants an engineer's deployables auto-repair at 25 health per second; this regeneration is not applied to the engineer.

Electrotech (Engineer)

Electrotech
When your shield breaks, it releases a pulse of repairing nanites that heal allied mechanical objects within 10m for X health over 4 seconds.
Electrotech 1
Electrotech 1
Electrotech 2
Electrotech 2
Electrotech 3
Electrotech 3
Electrotech 4
Electrotech 4
250 health 263 health 275 health 300 health
Electrotech 5
Electrotech 5
When your shield breaks, it releases a pulse of repairing nanites that heal allied mechanical objects within 10m for 300 health over 4 seconds, short circuits small enemy deployables within range of the pulse.


Rare

Assassin

Assassin
Kills from greater than X meters will clear spot checks on you, and prevent spotting attempts on you for one second.
Assassin 1
Assassin 1
Assassin 2
Assassin 2
Assassin 3
Assassin 3
Assassin 4
Assassin 4
150m 125m 100m 50m
Assassin 5
Assassin 5
Kills from greater than 50 meters, or headshot kills, will clear spot checks on you, and prevent spotting attempts on you for one second. In addition, dealing damage to enemies will now automatically spots them for you and nearby allies.
Does not clear spot attempts on vehicles.

Assassin can clear 2d and 3d spotting after killing an enemy. Besides its Rank 5 bonus, it is useless for the infiltrator class because cloaking removes being spotted anyway.

Covert Drop

Covert Drop
Taking fall damage will cloak you for X seconds. Firing a weapon will reveal you.
Covert Drop 1
Covert Drop 1
Covert Drop 2
Covert Drop 2
Covert Drop 3
Covert Drop 3
Covert Drop 4
Covert Drop 4
1 second 1.25 seconds 1.75 seconds 2.5 seconds
Covert Drop 5
Covert Drop 5
Taking fall damage will cloak you for 2.5 seconds. Additionally, bailing from an ejection seat aircraft will cloak you for 6 seconds upon hitting the ground. Firing a weapon will reveal you.

Failsafe

Failsafe
When your shield is broken, you gain X% of your maximum ability energy. This action can only occur once every 20 seconds.
Failsafe 1
Failsafe 1
Failsafe 2
Failsafe 2
Failsafe 3
Failsafe 3
Failsafe 4
Failsafe 4
10% 12% 15% 20%
Failsafe 5
Failsafe 5
When your shield is broken, you gain 20% of your maximum ability energy. This action can only occur once every 20 seconds. Additionally, whenever Failsafe is on cooldown, receiving melee damage will shock the attacker for 150 non-lethal damage.

Fortify

Fortify
Interacting with a control point will increase your maximum shield health by X for 15 seconds.
15 second cooldown on interaction.
Fortify 1
Fortify 1
Fortify 2
Fortify 2
Fortify 3
Fortify 3
Fortify 4
Fortify 4
100 120 150 200
Fortify 5
Fortify 5
Interacting with a control point will increase your maximum shield health by 200 for 15 seconds. Additionally, your shields regenerate 13.33 health per second for the duration of the buff.
15 second cooldown on interaction.

Fortify requires interacting with a control point, which can be done by walking up to the control point beacon and holding the use key.

Overdrive

Overdrive
Roadkills with a Flash or Harasser will restore X% base turbo energy.
Overdrive 1
Overdrive 1
Overdrive 2
Overdrive 2
Overdrive 3
Overdrive 3
Overdrive 4
Overdrive 4
25% 28% 33% 40%
Overdrive 5
Overdrive 5
Roadkills with a Flash, Harasser, ESF, or Liberator will restore 40% base turbo energy.

Nightmare

Nightmare
Killing an enemy while wielding a melee weapon will cloak you for X seconds. This effect does not trigger on quick melee attacks, and the cloak does not lock your weapons or interactions while active.
Nightmare 1
Nightmare 1
Nightmare 2
Nightmare 2
Nightmare 3
Nightmare 3
Nightmare 4
Nightmare 4
1 second 1.2 seconds 1.5 seconds 2 seconds
Nightmare 5
Nightmare 5
Killing an enemy while wielding a melee weapon, or while within 5 meters of your target will cloak you for 2 seconds. This cloak does not lock your weapons or interactions while active.

Nightmare briefly renders its user semitransparent when the mentioned conditions are met. Unlike an infiltrator's cloak, spots are not cleared from the user, their name tag is not hidden, the cloak is not as effective, and the duration of the cloak is very temporary, but the player can shoot and perform other actions that an infiltrator cannot do while cloaked.

Symbiote

Symbiote
Passively receive 20% small arms resistance. This does not stack with Nanoweave Armor. Any time you are alive for longer than X seconds without taking small arms damage, the symbiote will gnaw at your health pool.
15 second cooldown on interaction.
Symbiote 1
Symbiote 1
Symbiote 2
Symbiote 2
Symbiote 3
Symbiote 3
Symbiote 4
Symbiote 4
20 seconds 22 seconds 25 seconds 30 seconds
Symbiote 5
Symbiote 5
Passively receive 20% small arms resistance. This does not stack with Nanoweave Armor. Any time you are alive for longer than 30 seconds without taking small arms damage or killing an enemy player, the symbiote will gnaw at your health pool.

Symbiote will damage a player over time and make a burning sound at each gnaw, yet not kill them. Players using this implant may want to stay near an allied medic who can heal them. The player does not take periodic damage while inside a vehicle.

Exceptional

Avoidance

Avoidance
Avoidance
Your movements no longer trigger Claymores, Proximity Mines, or Bouncing Betty, and the range at which Spitfire Turrets can acquire you is reduced by 50%.

Bionics

Bionics
Bionics
Your personal shield health is increased by 400, and 400 health is removed from your health pool.

Carapace

Carapace
Carapace
Your personal shield is removed and replaced with 500 additional health. Equipment that adds or modifies shield health does not stack with this implant.

Carapace replaces an infantry's 500-health shield (400-health with infiltrator) with a second meter of 500 health, similar to MAX units. The main benefits of this include not losing shields from EMP grenade explosions, the ability to use the various means of healing to be restored to full health, and not needing to wait for the shield to recharge.

Cold Heart

Cold Heart
Cold Heart
When killing an enemy with a headshot, your heat weapons receive 30% faster recovery delay and cooldown rates for 3 seconds.

Counter-Intelligence

Counter-Intelligence
Counter-Intelligence
You automatically spot targets who damage you, and while not inside a vehicle, you are also notified on the HUD when spotted by an enemy.
MAX units can equip. Works in vehicles.

Counter-Intelligence automatically spots enemies that damage you, and notifies you when you are spotted by an enemy. When you are spotted, the implant icon will change from blue to red.

Experimental Stims

Experimental Stims
Experimental Stims
When using a Medical Kit or Restoration Kit, you receive a random increase to sprint speed, reload speed, or small arms resistance for a short time.

Experimental Stims randomly applies one of three buffs, improving either sprint speed, reload speed, or small arms resistance for about eight seconds after the player uses a medical kit or restoration kit.

Sprint Speed increase Reload Speed increase Small Arms Resistance increase
ExStims Example 1
ExStims Example 2
ExStims Example 3
Small green glow at the start, no constant visual effect on the arms. Blue electric glow on the arms, during entirety of the effect. Glossy field cover over the body and weapons, during entirety of the effect.
Percentage Increase
? ~30% ?

Disengage (MAX)

Disengage
Disengage
Activating Emergency Repair will also create an impulse wave that throws enemy infantry a short distance and increases your sprint acceleration speed by 25% for 3 seconds.
MAX only.

Firewall (Infiltrator)

Firewall
Firewall
Interacting with allied base turrets or spitfire turrets embed them with firewalls which must be disarmed by enemy infiltrators before hacking. Firewalls last 360 seconds and grant turrets an additional 25% maximum health.
Infiltrator only.

Infravision

Infravision
Infravision
While equipped, the player will highlight infantry and vehicles within 125 meters at all times, while reducing vision at long range.
MAX units can equip. Does not work in vehicles.
Infravision Example

Infravision Example.

Infravision applies the Night Vision Scope effect at all times, with all its benefits and disadvantages.

Logistics Specialist

Logistics Specialist
Logistics Specialist
While piloting a vehicle, that vehicle becomes capable of spawning squadmates directly into it if there is an open seat.

Logistics Specialist allows squad mates to spawn into any vehicle that has a free seat, while usually it's only possible to spawn into a squad member's galaxy, Sunderer or Valkyrie.

Minor Cloak

Minor Cloak
Minor Cloak
Remaining stationary for 8 seconds will cloak the user. Movement will break this cloak, though short bouts of movement will let you return to cloak more quickly after breaking it. Firing a weapon will reset the 8 second recharge countdown.

Minor Cloak renders its user transparent, similar to the infiltrator cloak, after standing or crouching still for 8 seconds.

Phylactery

Phylactery
Phylactery
Each time experience is gained, your phylactery receives a charge. At 50 charges, your next death will allow you to self-revive once at 50% health.
Charges cannot be gained while in a vehicle or while dead.
NotLDPromo2

Phylactery implant user with 50 charges.

Phylactery lets the user revive themselves to 50% health once they have 50 charges. Any type of XP will give a charge, as long as you are not in a vehicle or dead.

This implant was originally available as a reward for completing the Nanite of the Living Dead event directive, but is now accessible at all times as an exceptional implant.

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.

Implant Adjustments

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.

References

External Links

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