Implants
Implants are things that go into your head, with various effects:
- Stat implants will give you a specific boost to a stat.
- Functional implants allow you to do new things.
- Explosive implants (cortex bombs) are put into you by a corp, or jail to kill you whenever they so desire.
Dr. Nick in Injection Junction (IJ) in northeastern Freedom City is the only way to get implants installed. Give the implant to him, respond with a "yes", and he'll install it at a price that varies according to the price of the implant. Since he's Dr. Nick, he'll also slightly hurt you and cause bleeding. If you change your mind, but have already given him your implant, don't panic. He'll give it back to you before you leave his clinic.
Implants can be bought at the Enhancement Clinic in Corpclave, The Neo You in Maas Neotek, and Kowloon Wirehead in Botany Bay. You can wear as many as you want, but repeats are not allowed, and wearing more than four (corp discipline DOES INDEED count) will give you regular ticks of stress. Note that wearing at least one implant will give you 1 stress point every time you change location if your Cool is low (minimum cool to avoid this seems to be 5 + number of implants).
Recent changes to implants have added a condition system for them, similar to that of armor. If your corpse rots (vanishes when you enter/look into its room) with implants in it, they are almost guaranteed to take anywhere from 1-4 damage. The only way to prevent this is to have someone cut them from your corpse before it rots. Any implant with 6/10 condition or less (in some cases even 7/10) has the possibility of causing random minor injuries, shock, stress or even mental illnesses.
Implants do not act like conventional items in that they are not protected by cocoons. They will be hackable from your corpse should you die, unless you have the Silicone Skin mutation. Since killing players for their implants is (for the most part) no longer a concern, Silicone tends to be detrimental, as it removes the ability to have a friend cut your implants out to prevent them from being damaged by rot.
Implants will be destroyed if the unfortunate bearer dies an explosive death.
| implant | stat buff | stat debuff | notes |
|---|---|---|---|
| hotwire implant | +1 reflexes | none | $5,400 |
| coprocessor implant | +1 brains | none | $5,400 |
| leukocyte implant | +1 endurance | none | $5,400 |
| muscle juicer implant | +1 brawn | none | $5,400 |
| ego modulator | +1 cool | none | $5,400 |
| syntheye implant | +1 senses | none | $5,400 |
| hotrail | +3 reflexes | -1 endurance | $19,500 |
| multiprocessor | +3 brains | -1 cool | $19,500 |
| antibody agonist | +3 endurance | -1 senses | $21,000 |
| muscle controller | +3 brawn | -1 brains | $21,000 |
| ego synthesizer | +3 cool | -1 reflexes | $21,000 |
| LIDAR | +3 senses | -1 cool | $19,500 |
| Norplant | Used to prevent pregnancy in female characters. Relatively worthless. | $1,800 | |
| rhodopsin augmentor implant | Allows you to see in the dark. | $3,500 | |
| libido surpressor | Stops you getting horny whilst it's in; good for people who don't like the brains debuff. | $1,800 | |
| alkatek DNI | Allows you to jack in to cyberdecks, giving you access to the internet. Also used for hacking the cams in Gangland. |
$1,800 | |
| corporate discipline implant | Allows a corp CEO with a discipline console to induce fear, shock, or death. Automatically implanted if you use a designated corp clonetank. It also soaks stress when used with a regular implant. | ||
| panopticon cortex bomb | Will explode if phase/blink is used while it is installed, or if the wearer is outside of Panopticon Prison for too long. | ||
| holocam implant | Not available to the public, but will broadcast anything you see/do in a fashion similar to a camcorder to the channel LIVETV. | ||
How damaged is the implant
| Condition | What it really means |
|---|---|
| dinged up | |
| somewhat damaged | |
| a little damaged | 6/10 |