The Surge

The Surge

Not enough ratings
List of Implants: Hardwired & Hot Swap
By Taddy Mason and 1 collaborators
An eventually comprehensive list of the various Implants in The Surge. Divided into Hardwired & Hot Swap categories.
Potential spoilers as some seem to only be found in secret areas later in the game.
   
Award
Favorite
Favorited
Unfavorite
Hardwired
Aggression Amplifier: Restores HP when doing finishing moves.
Mk: / PCU (power core units-cost to equip)
1. 10% / 1
2. 20% / 2

Auto-Aid: While near death, regenerates HP.
Mk: / PCU (power core units-cost to equip)
2. 3HP per second / 2
4. 7HP per second / 5

Endurance Enhancer: Increases max Stamina. Effect scales with power core.
Mk: / PCU (power core units-cost to equip)
1. 5-15 / 1
3. 10-30 / 2
5. 20-50 / 4

SNS Disinhibitor: While near death, increases stamina regen and energy gained through successful attacks.
Mk. / PCU cost
3. +50% / 2
4. +100% / 3

Vanadium E-Cell: Increases max Energy. Effect scales with power core.
Mk: / PCU (power core units-cost to equip)
1. 4-12 / 0
3. 8-24 / 1
5. 16-48 / 3

Vital Boost: Increases max Health. Effect scales with power core.
Mk: / PCU (power core units-cost to equip)
1. 10-35 / 2
3. 20-70 / 4
5. 35-100 / 7
Injectables
Injectables are like the consumables of the Surge. They either have a certain number of charges before they have to be replenished, or they require a certain amount of energy before they can be used. Energy that can be gained from successful hits on an enemy or through some of the injectables from this very list.
I will list after each description whether they use energy or have 3 charges-as well as their Mk. level and PCU cost per Mk. level. (They all seem to have 3 charges if they don't use energy)

Adrenaline Shunt: Enhances the senses, making enemies seem to move more slowly.
Only found in a Mk. 4 with PCU cost of 5. It also uses 20 energy, but I do not have stats on how
long it lasts.

Energized Power Cell: Applies an elemental damage boost to weapons.
It uses 12 Energy per use at all 3 Mk. levels I've found so far.
Mk: / PCU
1: +10 dmg / 1 PCU
2: +15 dmg / 2 PCU
3. +20 dmg / 3 PCU

Implanted electrodes: Provides a burst of energy. (3 charges)
So far I've only found a Mk. 2 that gives 36 Energy per charge.

Mechanized counterweight: Applies a physical damage boost to weapons. Uses 12 Energy.
Mk: / PCU cost
.9: +5 to Crush, Slash, & Thrust dmg / 0 PCU
1: +10 to Crush, Slash, & Thrust dmg / 1 PCU
2: +15 to Crush, Slash, & Thrust dmg / 2 PCU
3: +20 to Crush, Slash, & Thrust dmg / 3 PCU
4. +25 to Crush, Slash, & Thrust dmg / 4 PCU

Medi-Voltaic Injection: Uses Energy to restore Health.
Mk:/ PCU cost / Energy cost
1: +30HP / 4 PCU / 20 Energy
2: ???HP /??? PCU / ??? Energy
3: +50HP / 8 PCU / 24 Energy
5. +100HP/ 12PCU / 28 Energy

Modaxinol Injector: At the cost of health, it enhances the senses-making the enemies seem to more more slowly.
Mk: / PCU cost / Energy cost
2: -5HP per second / 3 PCU / 28 Energy

Plasmic Regenerator: Restores Health over 30 seconds. (3 charges)
Mk: / PCU cost
1: +3HP per second / 2 PCU
3: +6HP per second / 4 PCU
5: +12HP per second / 6 PCU

Vital Injection: Restores Health. (Instant) (3 charges)
Mk: / PCU cost
1: +90HP / 3 PCU
3: +180HP / 6 PCU
5. +360HP / 9 PCU
Hot Swap
Like the name suggests, Hot Swap implants can be changed on the fly-even mid-combat if you wish. they can greatly affect and augment your playstyle-no matter what kind of combat master you want to become. The Surge seems to reward any and all customization and experimentation in your implant choice. The wide variety of effects speaks for themselves.

Ancillary Core: Increases core power.
This can be used to wear bigger/better armor or more/different implants. It CANNOT be used to overcharge circuits, so don't waste time trying.
Mk. / +PCU
2: +6 PCU
3: +9 PCU

Blue X-Cables: Reduces the Energy cost of doing finishing moves.
Mk: / PCU cost
1: -10% / 1 PCU

Kinasthetic Amplifier v.1: Increases weapon proficiency with single- and twin-rigged weapons.
Mk. / PCU cost
1. +2 / 3
3. +4 / 5

Medical Audit: Shows enemy health bars.

Pneumatic Calibrator v.4: Reduces the Stamina cost of performing evasive moves.
Mk. / PCU cost
2. -15% / 1
4. -25% / 3

Proximity Sensor: Triggers a sound when near any object. Including hidden and those dropped in combat. Has no PCU cost.

Reclamation Buddy: Increases the amount of Tech Scrap gained from killing enemies by 10-50% depending on Mk level. PCU cost starts at 2 for Mk 1 and increases by 1 PCU per level increase.

Red X-Cables: Reduces energy consumption.
-15% to energy consumption and has a PCU cost of 2

Rig Capacitor: Stops Energy from falling past 20% of max value. Has a PCU cost of 1.

Rig Capacitor XL: Stops Energy from falling past 30% of max value. Has a PCU cost of 2.

Sustaining Array v.1: Slows energy decay.
Mk. / PCU cost
1. -25% decay / 1
2. -50% decay / 2

Tactile Omni-Boost v.1: Increase weapon proficiency with 1 handed, heavy duty weapons, and staffs.
Mk. / PCU cost
1. +2 / 3
3. +4 / 5

Toxic Autofilter: Neutralizes toxis gas, allowing it to be breathed normally.
Toxic gas no longer makes you take damage. Has a PCU cost of 2.

Voltaic Dynamo: Increases energy gained from successful attacks.
Mk. / PCU cost
1. +20% / 2
2. +30% / 3

Help me finish the list.
I know I haven't found all the implants in this game-the missing ones from my sets tells me that. Not to mention I'm still on my first playthrough and don't have all the achievements nor have I explored every area. So please, if you see any that are missing from this list, please let me know with a message or a comment. I want this list to be as comprehensive as possible. Thank you for your input and I hope you all enjoy the game as much as I have!
9 Comments
COI-O3 17 Sep, 2018 @ 9:43pm 
there is one called omni-audit and it works like medical audit but also shows the stability bar of enemies i found it by killing the guy drom fire and ice pack after ringing alarm in RnD
Taddy Mason  [author] 4 Aug, 2017 @ 11:40pm 
yes, they stack. or at least they did the last time i used them. if you use 2 10%, you'll get back 20%
otakon17 4 Aug, 2017 @ 8:55pm 
Aggression Amplifiers, do they stack? Like if you use the 20% and the 10%, do you get back 30% of your max health?
Taddy Mason  [author] 23 May, 2017 @ 3:12pm 
in my defense, this is my first guide and don't have any experience with the formatting system. :sad_creep:
Taddy Mason  [author] 23 May, 2017 @ 3:11pm 
well now you can. i added you as a contributor so you can add stuff without me. i want to apologize in advance for the terrible formatting-and if you want to improve it, by all means, feel free to do so. again, any help would be greatly appreciated. since i'm on ng+, i'm trying to explore every inch of the game as i go in case there are new implants. the weapons and gear keep leveling up to Mk. 9- maybe the implants do too.
Flashfall  [author] 23 May, 2017 @ 2:34pm 
No problem, there's a lot of stuff to miss so I'd like to help where I can.
Taddy Mason  [author] 23 May, 2017 @ 2:25pm 
i'd like to add you as a contributor if that's ok with you. appreciate the help. I didn't think some of these existed, so thank you for helping me improve this guide.
Taddy Mason  [author] 23 May, 2017 @ 2:06pm 
thank you, flashfall.
Flashfall  [author] 22 May, 2017 @ 11:01pm 
Gonna add all the ones I currently have that aren't in this list. The number after the slash is the cost.

Hardwired
Endurance Enhancer v.5 20-50 / 4
SNS Disinhibitor v.3 +50% / 2, v.4 +100% / 3
Vanadium E-Cell v.3 8-24 / 1
Vital Boost v.5 35-100 / 7

Injectables
Mechanized Counterweight v.4 +25 / 4

Hot Swap
Ancillary Core XL +9 energy
Kinasthetic Amplifier v.3 +4 / 5
Pneumatic Calibrator v.2 -15% / 1
Red X-Cables -15% energy consumption / 2
Sustaining Array v.2 -50% / 2
Tactical Omni-Boost v.3 +4 / 5
Voltaic Dynamo v.1 Energy Gain +20% / 2, v.2 +30% / 3