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Medical implants can be installed by NPCs or slapped into teammates by a trained party member doctor or a programmed auto-doc at a medical ward. A character can have as many implants as they have points of EN. However, such awesome power does not come without price. Most implants either lower the host's Electricity and EMP DTs or permanently add weight to their encumbrance.

Auto-Psycho[]

Auto-Psycho implants will, as the name implies, automatically inject a single dose of psycho into the character when their hit points drop below 50%. Once it is used, the implant is destroyed. This implant lowers the subject's Electricity and EMP resistances by 15.

Auto-Stim[]

Auto-Stim implants will automatically inject one of three stimpacks into the character when their hit points drop below 75%, 50%, or 25%. E.g.: Bob's hit points drop below 75%, so he gets a stim automatically. He is healed above 75%. He then gets wounded down to less than 50% of his hit points, so the other two stimpacks are used. Once all three stimpacks are used, the implant is destroyed. This implant lowers the subject's Electricity and EMP resistances by 15.

Bio-Regulators[]

Bio-Regulators increase the subject's Endurance by 1. This implant lowers the subject's Electricity and EMP resistances by 20.

Electropolymer Muscle Enhancers[]

Electropolymer Muscle Enhancers increase the subject's Strength by 1. This implant lowers the subject's Electricity and EMP resistances by 20.

Empathy Amplifier[]

Empathy Amplifiers increase the subject's Charisma by 1. This implant lowers the subject's Electricity and EMP resistances by 20.

Logic Sub-Processors[]

Logic Sub-Processors increase the subject's Intelligence by 1. This implant lowers the subject's Electricity and EMP resistances by 20.

NEMEAN Armor Implants[]

NEMEAN Armor Implants increase the subject's Ballistic and Hard DTs by 5. This implant adds 10 lbs. of weight to the subject's inventory permanently.

NEMEAN Armor Implants, Stg. II[]

Stage II NEMEAN Armor Implants increase the subject's Ballistic and Hard DTs by 10. This implant adds 15 lbs. of weight to the subject's inventory permanently.

PHOENIX Thermal Implants[]

PHOENIX Thermal Implants increase the subject's Heat and Electrical DTs by 5. This implant adds 10 lbs. of weight to the subject's inventory permanently.

PHOENIX Thermal Implants, Stg. II[]

Stage II PHOENIX Thermal Implants increase the subject's Heat and Electrical DTs by 10. This implant adds 15 lbs. of weight to the subject's inventory permanently.

Rad Filters[]

Rad Filters give the subject +25% radiation resistance. This implant lowers the subject's Electricity and EMP resistances by 20.

Rad Filters, Stg. II[]

Stage II Rad Filters remove radiation poisoning at a rate of 1 rad every second. This implant lowers the subject's Electricity and EMP resistances by 20.

Reflex Boosters[]

Reflex Boosters increase the subject's Agility by 1. This implant lowers the subject's Electricity and EMP resistances by 20.

Retinal Sharpeners[]

Retinal Sharpeners increase the subject's Perception by 1. This implant lowers the subject's Electricity and EMP resistances by 20.

Skeletal Reinforcements[]

Skeletal Reinforcements give the subject the Unbreakable perk for free. This implant adds 20 lbs. of weight to the subject's inventory permanently.

Toxin Binders[]

Toxin Binders give the subject +25% biological resistance. This implant lowers the subject's Electricity and EMP resistances by 20.

Toxin Binders, Stg. II[]

Stage II Toxin Binders remove poison and disease effects at a rate of 1 effect every minute (after infected). This implant lowers the subject's Electricity and EMP resistances by 20.

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