Implants

## Implant

One of 8 types of implants

Implants are the primary gear pieces worn by Hunters.

## Basics

* Implants drop from combat, can be gained from a raider in the Cantina, found in Chests, or traded back and forth among other hunters.
* Implants lose durability during combat (1 point per successful fight, 2 points per defeat). They will need to be repaired at the Workshop. Implants at 0 durability do not grant stat bonuses until they are repaired again.
* Implants are specific to each hunter (Xorel and Vyo Saba). A piece for one cannot be worn by the other. Implants will always drop for the hunter you are currently playing.
* Implants that you do not need should be salvaged on the Inventory screen for materials. The Mass Salvage option will salvage all Implants in your bag (excluding stash) that are not equipped. Make sure to check your bag before using this option!
* Implants come in 4 rarities:
	+ White: Common
	+ Blue: Rare
	+ Purple: Epic
	+ Orange: Legendary

## Pieces

Hunters have 8 implant slots to fill. 4 types have defensive substats, and 4 have offensive substats. Each piece also has a Primary stat, listed below (in parentheses).

(Armor)
 Corium
(Armor)
 Pleura
(Skill Damage)
 Cardium
(Skill Damage)
(Tap Damage)

## Sockets

Implants can have up to 3 sockets (and only 2 of the same color). These sockets can be occupied by Mods of the matching color. Sockets can be added to existing implants by using Zandara.

## Embedded Chip

Implants can have an embedded chip, shown in the top right corner. This can be extracted at the Workshop to gain the Chip, or used in Set Bonuses (below)

## Set Bonus

If you have at least 5 Implants with an embedded chip of the same color, you will gain a 15% set bonus related to that chip's associated stat (see Mods). If you have all 8 implants with the same chip color, the set bonus will be increased to 25%.

## Primary Stat: Ranges

These are the possible ranges in the primary stat % of an implant, per quality and tier. All numbers in the table represent the percent bonus of the stat (displayed below the name of the item), not the final raw number (displayed with the substats).

## Substats: Options

These are the available substats:

 Block Amount
 Potion Healing %
 + to Skill (#4 or 5)
 Magnetic Resist %
 Radiation Resist %
 Explosive Resist %
 Kinetic Resist %

## Substats: Value Ranges

These are the available maximum values, per substat and quality of implant.

## Substats: Number

The number of native substats that drop on an item can be found below, and is based on the quality of the item. One additional substat can always be added by using Zandara, so the maximum number of substats on an implant is 6 (5 native + 1 enchanted).

Note: Level requirements are increased by 200 per Tier of the item.

## Substats: Reduction Multiplier

The maximum value of a substat is only reachable for the first substat on an implant (visually listed first). For all subsequent substats, even on a legendary item, the values are reduced by a multiplier. The multiplier both depends on the maximum total substats (see above), and the visual ordinal of the substat in question.

## Drop Rates

These are the drop rates as of v0.8.8. Drops are calculated by rolling right to left sequentially on the below table until a roll succeeds. If none of the rolls have succeeded by the time the column with 100 is reached, that is the guaranteed fallback drop of the encounter.

Example: For a basic enemy (top row), the game first rolls a 0.5% chance to drop a Balanced Rare. If that fails, it rolls a 1% chance to drop an Acrylic Rare. If that fails, it rolls a 2% chance to drop an Enclosed Common. If that fails, it rolls a 4% chance to drop a Suppressed Common. If that fails, then it will fall back to drop the lowest rarity, a common item with no prefix.

Drop rates are increased by 25% per Tier. If the below table reads 1%, for Tier 2 that will become 1.25%, Tier 3 1.5%, and so on.