| Incoming explosion damage to hull reduced by 20%. Incoming critical hit damage to hull reduced by 20%.
| Incoming explosion damage to hull reduced by 20%. Incoming critical hit damage to hull reduced by 20%.
|-
|-
| [[File:Jericho.png]]
| [[File:Jericho.png|45px|center]]
| Neurocontroller "HR1 - SE"
| Neurocontroller "HR1 - SE"
| Increases hull resistance to all types of damage by 25 points.
| Increases hull resistance to all types of damage by 25 points.
Revision as of 04:45, 25 September 2016
Implants are upgrades that you apply to your character that improve your performance in combat in various ways. There are three different implants at each rank and you can only choose one, but if you change your mind you can change the implant for a fee of 50,000 credits per implant, or 500,000 credits for full reimplantation. You can only equip implants up to the highest rank of ship you own.
Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times.
Incoming explosion damage to hull reduced by 20%. Incoming critical hit damage to hull reduced by 20%.
Neurocontroller "HR1 - SE"
Increases hull resistance to all types of damage by 25 points.
2
Neurocontroller "Oculus"
Reduces target locking time by 43%. Increases critical chance hit by 10%.
Neurocontroller "Albatross"
Increases sensor range by 75%. Increases maximum and optimal weapon range by 20%.
Neurocontroller "FCS - M1"
Reduces incoming control-inhibited effects by 23%. Reduces main weapon spread by 20%.
3
Neurocontroller "Doctus"
Shield regeneration speed increased by 25%.
Neurocontroller "Owl"
Increases maximum shield volume by 20%.
Neurocontroller "SR Mark 2"
Increases shield resistance to all types of damage by 20 points.
4
Alpha-Inhibitor "Malleus"
Increases damage dealt by missiles by 10%.
Alpha-Inhibitor "Sting"
Increases missile velocity and turn speed by 20%.
Alpha-Inhibitor "RR-25"
Maximum missile range increased by 75%.
5
Alpha-Inhibitor "Velox"
Increases ship rotation speed by 30% in all axes.
Alpha-Inhibitor "Cheetah"
Increases strafe speed by 75%.
Alpha-Inhibitor "SP-25"
Maximum speed increased by 3%.
6
Alpha-Inhibitor "Gladius"
Main weapon damage increased by 7%.
Alpha-Inhibitor "Ox"
Increases critical damage by 35%.
Alpha-Inhibitor "WPN-FS2"
Rail gun and plasma projectile speed increased by 30%. Maximum laser temperature increased by 10%.
7
Beta-accelerator "Fortis"
Increases capacitator volume by 30%.
Beta-accelerator "Predator"
Afterburners energy use reduced by 17%.
Beta-accelerator "CU - Type B"
15% of received damage restores your energy reserves. This does not reduce incoming damage.
8
Beta-accelerator "Rapidus"
Reduces recharge time by 17% for Multipurpose modules.
Beta-accelerator "Armadillo II"
Upon activating multipurpose modules , the ship becomes immune to all engine-inhibiting effects for 3 seconds.
Beta-accelerator "CU - 25b"
Upon activating Multipurpose modules the ship becomes immune to all energy siphoning effects for 5 seconds.
9
Beta-accelerator "Gigas II"
Increases hull and shield resistance to all types of damage by 12 points for each enemy marking you as their target.
Beta-accelerator "Cheetah II"
Increases maximum afterburner speed by 7%.
Beta-accelerator "SR Mark 3"
Increases shield resistances to all types of damage by 10 points. Shield can now absorb damage from collision.
10
Neuroaccelerator "Rapidus II"
Reduces module recharge time by 20%. Does not effect Mulitpurpose modules.
Neuroaccelerator "Sting II"
Reduces Active module energy consumption by 29%. Does not effect Mulitpurpose modules.
Neuroaccelerator "WPN-WS3"
Improves Active module parameters by 20%. Does not effect Mulitpurpose modules.
11
Neuroaccelerator "Oculus II"
Reduces your target's hull and shield resistance to all types of damage by 8 points. For main weapons only.
Neuroaccelerator "Ant"
Increases rate of fire by 8%.
Neuroaccelerator "RR-50"
Missle reloading time reduced by 13%.
12
Neuroaccelerator "Gladius II"
If the ship's speed is below 50% from maximum (not including afterburners), its main weapon deals 7% more damage.
Neuroaccelerator
If the ship's speed is below 50% from maximum (not including afterburners), its energy reserves regenerate 50% faster.
Neuroaccelerator "Predator II"
If the ship's speed is below 50% from maximum (not including afterburners), its shields regenerate 25% faster.
13
Neuroconnector "Rapidus III"
Reduces cooldown timer for modules by 15% upon destroying an enemy ship or assisting the destruction with damage.
Neuroconnector "Ant II"
Increases main weapon damage by 20% for 10 seconds upon destroying an enemy ship or assisting the destruction with damage.
Neuroconnector "WPN-F70"
Increases main weapon damage by 2% upon destroying an enemy ship or assisting the destruction with damage. This effect stacks with each ship destroyed up to 20%.
14
Neuroconnector "Gigas III"
Neutralizes all negative effects and grants 7 seconds of immunity to them when the ship's shileds are first lost.
Neuroconnector "Albatross II"
Activates emergancy stealth field generator for 3 seconds when the ship's shields are first lost.
Neuroconnector "SR-X"
Increases hull damage resistance by 75 points for 7 seconds for when the ship's shields are first lost.
15
Neuroconnector "Gladius III"
Increases credit and synergy gain by 5% and main weapon damage by 5%. Synergy and credit increase is active on ships of all ranks.
Neuroconnector "Owl II"
Improves credit gain by 10% and hull and shield strength by 5%. Credit rate increase is active on ships of all ranks.
Neuroconnector "RB-X"
Improves synergy gain by 10% and missile damage by 10%. Synergy increase active on ships of all ranks.