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All 2nd Generation Implants

All in-game implants with their highest level effects. Source: census.daybreakgames.com


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Aerial Combatant (5 levels)
Killing an enemy as a Light Assault restores 30% jump jet fuel or more based on type, and vehicle kills will restore an additional 20%. Ambusher Jump Jets now instantly recharge on a kill. Light Assault only.
Ammo Printer (5 levels)
Restocks one tick of ammunition for all infantry weapons and the weapons of nearby vehicles you own every 60 seconds. Works in vehicles. MAX units can equip.
Anti-Vehicle Grenade Access (1 levels)
Unlocks access to Anti-Vehicle Grenades. Engineer only.
Assassin (5 levels)
Kills have a 50% chance to clear spot attempts on you, headshots have a 100% chance, and dealing damage to enemies will now automatically spot them for you and nearby allies. Does not clear spot attempts on vehicles.
Assault Rifle Access (1 levels)
Unlocks access to Assault Rifles. Does not include Directive reward weapons. Engineer only.
Assimilate (5 levels)
On a headshot kill, instantly restore 200 shield and 10% of your current (not maximum) ability energy.
Awareness (2 levels)
Auto-spots enemies who damage or kill you if they are not using a suppressed weapon.Tier 4 implant.Works in vehicles.MAX units can equip.
Battle Hardened (5 levels)
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 Rifle Secondary (1 levels)
Allows use of Battle Rifles in the secondary weapon slot. Does not include Directive reward weapons. Combat Medic only.
Carapace (1 levels)
Your personal shield is removed and replaced with 500 additional health. Equipment that adds or modifies shield health does not stack with this implant.
Carbine Access (1 levels)
Unlocks access to Carbines. Does not include Directive reward weapons. Combat Medic only.
Carbine Secondary (1 levels)
Allows Carbines to be equipped in the secondary weapon slot. Light Assault only.
Catlike (5 levels)
Reduces the movement speed penalty for crouching by 75%, and you gain increased jumping height.
Combat Armor Discount (1 levels)
Reduces the nanite cost of Lightning and Main Battle Tank by 20%.
Combat Medic Nano-Repair Grenade Access (1 levels)
Unlocks access to Nano-Repair Grenades. Combat Medic only.
Combat Medic Scout Rifle Access (1 levels)
Unlocks access to Scout Rifles. Combat Medic only.
Combat Surgeon (5 levels)
Kills and revives restore 30% of your Nano-Regen Device energy, and reviving an ally increases your resistance to small arms damage by 25% for 3.5 seconds. Combat Medic only.
Concussion Grenade Access (1 levels)
Unlocks access to Concussion Grenades. Combat Medic only.
Counter-Intelligence (1 levels)
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. Works in vehicles. MAX units can equip.
Deep Operative (5 levels)
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. Infiltrator only.
EMP Grenade Access (1 levels)
Unlocks access to EMP Grenades. Engineer only.
Engineer AMR Secondary (1 levels)
Allows Anti-Materiel Rifles to be equipped in the secondary weapon slot. Engineer only.
Flash Grenade Access (1 levels)
Unlocks access to Flash Grenades. Infiltrator only.
Ground Transport Discount (1 levels)
Reduces the nanite cost of ANT and Sunderer by 20%.
Heavy Air Discount (1 levels)
Reduces the nanite cost of Liberator and Galaxy by 20%.
Heavy Assault Anti-Materiel Rifle Access (1 levels)
Unlocks access to Anti-Materiel Rifles. Heavy Assault only.
Heavy Assault Hardlight Barrier Access (1 levels)
Unlocks access to Hardlight Barrier. Heavy Assault only.
Heavy Assault Sticky Grenade Access (1 levels)
Unlocks access to Sticky Grenades. Heavy Assault only.
Heavy Weapon Secondary (1 levels)
Allows Heavy Weapons to be used in the secondary weapon slot. Does not include Directive reward weapons. Heavy Assault only.
Infiltrator SMG Secondary (1 levels)
Allows SMGs to be used in the secondary weapon slot. Infiltrator only.
Infiltrator Spitfire Turret Access (1 levels)
Unlocks access to Spitfire Turrets. Infiltrator only.
Infiltrator Tank Mine Access (1 levels)
Unlocks access to Tank Mines. Infiltrator only.
Infravision (1 levels)
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.
LMG Access (1 levels)
Unlocks access to LMGs. Does not include Directive reward weapons. Engineer only.
LMG Secondary (1 levels)
Allows LMGs to be used in the secondary weapon slot. Does not include Directive reward weapons. Heavy Assault only.
Light Air Discount (1 levels)
Reduces the nanite cost of ESF and Valkyrie by 20%.
Light Assault Proximity Mine Access (1 levels)
Unlocks access to Anti-Personnel Mines. Light Assault only.
Light Assault Scout Rifle Access (1 levels)
Unlocks access to Scout Rifles. Light Assault only.
Light Ground Discount (1 levels)
Reduces the nanite cost of Flash by 50% and Harasser by 20%.
Logistics Specialist (1 levels)
While piloting a vehicle, that vehicle becomes capable of spawning squadmates directly into it if there is an open seat.
Minor Cloak (1 levels)
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.
Nanomesh Specialist (5 levels)
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. Heavy Assault only.
Nightmare (5 levels)
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.
Ocular Shield (5 levels)
Reduces the duration and effectiveness of Concussion, Flash, and EMP Grenades used against you 30%; and using a Medical or Restoration Kit provides immunity to these effects for the next 5 seconds, but does not clear effects already applied. MAX units can equip.
Overdrive (5 levels)
Roadkills with a Flash, Harasser, ESF, or Liberator will restore 40% base turbo energy.
Phylactery (1 levels)
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.
Regeneration (5 levels)
Regenerates 35 health per second when out of combat for 10 seconds, and headshot kills restore 50 health immediately.
Reserve Hardlight Barrier Access (1 levels)
Unlocks access to the Reserve Hardlight Barrier. Heavy Assault only.
Robotics Technician (5 levels)
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. The damage resistance also applies to the Engineer when mounting a deployed MANA turret. Engineer only.
SMG Secondary (1 levels)
Allows SMGs to be equipped in the secondary weapon slot. Does not include Directive reward weapons. Light Assault only.
Safe Fall (5 levels)
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.
Safeguard (5 levels)
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.
Sensor Shield (5 levels)
Your radar signature no longer appears on detection devices outside of 10 meters, and you will no longer be highlighted by Thermal or IRNV at any time.
Shotgun Secondary (1 levels)
Allows Shotguns to be equipped in the secondary weapon slot. Does not include Directive reward weapons. Engineer only.
Sidearm Primaries (1 levels)
Allows characters to equip sidearms in their primary weapon slot. Does not include Directive reward weapons.
Sticky Grenade Access (1 levels)
Unlocks access to Sticky Grenades. Infiltrator only.
Sweeper HUD (5 levels)
Target range is displayed on your crosshair, and enemy explosives within 35 meters are automatically spotted. Works in ground vehicles. MAX units can equip.
Target Focus (5 levels)
Displays the target's health bar while spotted, increases crosshair IFF detection range, and increases hold breath duration by 300%. MAX units can equip. Works in vehicles.
Universal Decoy Grenades (1 levels)
Unlocks access to Decoy Grenades for ALL classes.
Universal Smoke Grenades (1 levels)
Unlocks access to Smoke Grenades for ALL classes.
Vampire (5 levels)
Killing an enemy while wielding a melee weapon or sidearm restores 325 health. This effect does not trigger on quick melee attacks.
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