Surgery
Surgery is a medical system that can be used to heal patients, as well as augment or cripple them, depending on how you're feeling. Despite being the namesake of the Surgeon, surgery can be performed by anyone with the wrong tools, even the Clown. Best hope you've got good insurance.
As any job working in Medical, surgery is something that you usually don't need to do too often. However, there are a few reasons where surgery is incredibly useful to know how to perform, and what you can perform it with:
- If Science unlocks research for prosthetics that people want, they'll usually ask in medbay for the surgery
- If you are a Roboticist, knowing how to remove someone's brain if they want to become a Cyborg is essential
- Similarly, you need to know how to remove and implant a brain to transfer someone to a new body as a Surgeon
- To heal patients that have amounts of damage that are infeasible to treat while dead, and Cryogenics is not available for some reason
- If a Changeling decides it's hungry and goes on a killing spree, it's nearly impossible to revive patients without surgery due to the high genetic damage
- To stick something in someone's abdomen, such as for safekeeping, for fun, or to blow them up with a bomb
- To help your fellow Syndicate member become particularly robust by installing energy swords as legs
- To be able to install the plentiful amount of prosthetics and surgical implants you find as a Salvage Specialist
As a result, being competent in surgery can be an important skill to have.
Performing Surgery
To become the best maints surgeon ever seen, all you need to get started is a toolbox, some broken glass, and some hot sauce.
Surgery requires specific tools to perform different operations. Each tool has a designated purpose and can be substituted with makeshift alternatives, though these often have lower success rates. If using a makeshift alternative and surgery fails, the surgeon simply needs to try again. Surgery bags containing the full tool set can often be found in surgery rooms in the station's medbay, as well as brigmed, or otherwise printed from medical techfabs. Advanced versions of most surgery tools can be unlocked through research, providing a significant speed improvement over their standard counterparts.
Surgery can be performed by clicking on someone with any surgery tool in your hand. This will open the surgery GUI, which is completely self-guided and allows you to easily perform surgery by clicking the buttons corresponding to what you want to do. The only requirement is that you hold the required tools in either of your hands. If you have a Ripperdoc Arm or Reaper Arm prosthetic, as long as it's deployed you are considered as wielding all tools at once, which makes surgery a very fast and painless process (for you, at least; the patient will be in immense pain).
| Scalpel | ![]() | * Knife (kitchen, combat, etc.): 90% * Glass shard: 60% * Energy sword (on): 60% | Used for making incisions, cutting muscles, exposing nerves and blood vessels, and removing organs. Essential for starting any surgery and performing organ extraction. |
| Hemostat | ![]() | * Wirecutter: 5% * Barber scissors: 5% * Modular machine part: 30% | Compresses blood vessels to prevent bleeding. Used for clamping bleeders, connecting vessels during organ implantation, and rejoining nerves and blood vessels. |
| Retractor | ![]() | * Cable coil (all variants): 60% | Holds open incisions and retracts skin. Used for retracting skin, abdominal walls, and scalp flaps, as well as extracting brains. |
| Bone Saw | ![]() | * Jaws of life: 80% * Fire axe: 60% * Chainsaw: 60% * Hatchet: 40% * Mining drill: 20% | Cuts through bones. Used for sawing bones during amputations and exposing skulls. |
| Bone Setter | ![]() | * Crowbar: 40% | Sets bones back into place. Used for prising open bones, closing bones, and replacing bone flaps during brain surgery. |
| Cautery | ![]() | * Welding tool: 75% * Energy sword (on): 60% * Lighter: 10% * Emergency flare: 10% | Cauterizes open wounds. Used for closing incisions, suturing muscles, preparing patient, and cleaning implant sites. |
| Surgical Drill | ![]() | * Screwdriver: 40% * Power drill: 60% * Mining drill: 20% | Makes holes in hard material. Used for drilling burr holes during brain surgery. |
| Bone Gel | ![]() | * Space glue: 40% * Glue packet: 40% * Hot sauce bottle: 1% | Gel for bone regeneration. Used for mending ribcages, skulls, and restoring cartilage. |
IPCs
Surgery is also possible on IPCs, although due to their mechanical nature a different set of tools is needed:
| Screwdriver | ![]() | * Power drill: 60% * Mining drill: 20% | Equivalent to the Surgical Drill in standard surgery. Required for removing outer plating and accessing internal components. |
| Welder | ![]() | * Emergency welding tool: 75% * Energy sword (on): 60% * Lighter: 10% * Emergency flare: 10% | Equivalent to the Cautery in standard surgery. Required for removing outer plating and restoring it after surgery. |
| Crowbar | ![]() | * Jaws of life: 80% * Fire axe: 60% | Equivalent to the Retractor in standard surgery. Required for accessing internal components after screws are removed and joints are unwelded. |
| Wirecutters | ![]() | * Barber scissors: 5% * Modular machine part: 30% | Equivalent to the Hemostat in standard surgery. Required for exposing wiring, connecting components, and extracting/implanting eyes and implants. |
| Wrench | ![]() | * Crowbar: 40% | Equivalent to the Bone Setter in standard surgery. Required for exposing coolant systems and securing components. |
| Multitool | ![]() | - | Equivalent to the Bone Gel in standard surgery. Required for advanced diagnostics and component testing. |
IPC surgery is largely similar to surgery on organic species beyond the tools used, although they are unable to use organic body parts or organs. In practice this means that any replacement body parts or organs need to come from a techfab or a donor IPC. Additionally, similar to a Cyborg, IPCs have an unlockable chassis (unlike Cyborgs, they are able to unlock it themselves). Unlocking the chassis is not required for most surgical procedures, but is required to remove the IPC's brain or battery.
Organs
Organs are individual parts in the body that make different systems function. All species share a common set of organs, though some species have unique variants with special properties. Notably, implanting a variant of an organ from another species (such as Shadekin eyes in another species) will grant the relevant effects to the patient if they didn't have it before (meaning implanting Shadekin eyes in a human patient will grant the patient night vision, for example). Some organs may be in different places or absent on some species; common examples are Shadekin, which have no lungs, and Laspi, which have their brain in their abdomen rather than their head.
When an organ is removed via surgery, the corresponding functionality is lost until a replacement is installed. As an example, removing the eyes from the patient causes them to become blind. Replacing an organ restores full functionality. Contrary to common sense, removing an organ that might be considered essential doesn't kill the body. You can remove the brain and heart, for example, and the body itself will continue to live on.
Removing an organ heals the player for a specific amount depending on the organ. This organ can from that point on be considered damaged, and if implanted again (either into the same player or into a new one), the damage that was healed is re-applied. A fresh organ has zero damage and thus causes no harm when implanted. Therefore, this can be used as a last-ditch effort to bring back patients if appropriate medicine is not available, or if the patient is deceased and has too much damage of types that topical solutions can't fix, preventing defibrillation. It is not possible for organs to become "dead" or nonfunctional in the sense you might expect, although the amount of damage inflicted to an organ might make it so that the only practical option is to switch out that organ for a new one.
| Brain | ![]() | The source of free will and countless bad decisions. Removal of the brain causes the patient to become a ghost. The brain can then be implanted into another (or the same) body to bring them back to life, or installed into a man-machine interface to facilitate turning the patient into a cyborg. This is most useful when the body is too damaged or rotted to feasibly fix. Diona brains become a nymph that can be grown into a new Diona using Robust Harvest in the event of the death or gibbing of their host body. Thaven brains are able to be installed directly into a Cyborg or IPC without a mind-machine interface due to their unique brain structure. Laspi brains (known as sentient slime cores) are instead located in their torso, and also serve as their stomach and liver. Alcohol is processed at 2.5x the normal speed, meaning Laspi don't stay drunk for as long as other species. |
| Eyes | ![]() | Allows the patient to see. Removal of the eyes causes blindness in the patient that can only be restored by implanting eyes again. Replacing the eyes removes 10 caustic, 10 bloodloss, 10 poison, 10 radiation, and 10 cellular from the patient. Cyclorite, Resomi, and Shadekin eyes grant night vision, although Shadekin and Resomi eyes additionally have increased sensitivity to Flashes. Laspi eyes are called peepoids. |
| Tongue | ![]() | Enables speech and allows tasting reagents; without a tongue, everything will taste bland. Removing the tongue causes a patient to become completely mute. Replacing the tongue removes 10 caustic, 10 bloodloss, 10 poison, 10 radiation, and 10 cellular from the patient. Laspi tongues are called slurpoids. |
| Heart | ![]() | Allows the body to metabolize medicine, poison, and narcotics. Removal of the heart prevents the body from processing these types of chemicals at all, but doesn't cause any other negative effects. Replacing the heart removes 130 shock, 20 caustic, 20 bloodloss, 10 radiation, and 20 cellular from the patient. Cyclorite hearts interact uniquely with chemicals: medicines are 50% less effective (consume double but discard half), while poisons are 100% more effective (re-added at double rate). This effect transfers to any species receiving a Cyclorite heart. Avali and Resomi hearts cause saline, dexalin, and dexalin plus to become deadly; implanting a different species' heart into an Avali or Resomi allows those chemicals to be processed normally, but makes amoxla deadly instead. Laspi hearts (called slime circulators) can process up to six chemicals at once, conferring this benefit if a Laspi heart is installed in a non-Laspi patient. |
| Lungs | ![]() | Allows the patient to breathe. Removing the lungs causes rapid asphyxiation. Replacing the lungs removes 130 asphyxiation, 20 bloodloss, 30 radiation, and 20 cellular from the patient. Most species breathe oxygen and exhale carbon dioxide. Some species have different requirements: Cyclorite, Laspi (called slime gas sacs), and Vox lungs breathe nitrogen and produce nitrous oxide instead; in the case of Vox, oxygen is toxic to them. Diona lungs can breathe both carbon dioxide and oxygen. Implanting lungs belonging to a different species causes the patient to inherit those breathing requirements. Shadekin lack lungs entirely. |
| Stomach | ![]() | Allows the body to digest food and drink, with a total capacity of 50u that can be processed at once. Removal prevents eating and drinking, however hunger and thirst will continue to deplete as normal. Replacing the stomach removes 130 poison, 20 caustic, 20 bloodloss, 10 radiation, and 20 cellular from the patient. Different species have unique dietary needs and allowances. Avali stomachs can only digest meat. Arachnid stomachs digest food much more slowly. Dwarf stomachs have 50% more capacity than a baseline human stomach. Lagomorph stomachs process food faster. Moth stomachs can digest cloth, but not most other foods. Reptilian stomachs can only eat fruits and meat, but can eat raw meat without any ill effects. Vox stomachs can additionally digest trash. Implanting a stomach from another species applies those dietary requirements and restrictions to the patient. |
| Liver | ![]() | Allows the body to metabolize alcohol. Removal of the liver prevents the patient from getting drunk or processing alcohol in their bloodstream, meaning it will simply accumulate within them. Replacing the liver removes 110 poison, 20 caustic, 20 bloodloss, 30 radiation, and 20 cellular from the patient. Vox livers remove significantly more damage when replaced, instead removing 280 poison, 40 caustic, 40 bloodloss, 60 radiation, and 40 cellular from the patient. |
| Kidneys | ![]() | Metabolizes and removes garbage reagents from the bloodstream. Removal causes toxins to accumulate in the body, leading to toxin damage. Replacing the kidneys removes 120 cold, 20 caustic, 20 bloodloss, 10 poison, 10 radiation, and 20 cellular from the patient. Diona lack kidneys entirely. |
IPC Organs
IPCs have a reduced set of organs compared to organic species. These robotic components are designed for a silicon-based body that does not eat, breathe, or metabolize chemicals. Compared to organic species, IPCs are completely immune to direct effects from chemicals. Any chemicals injected will sit inert in the bloodstream with no direct effect. This means IPCs cannot benefit from medicine nor be harmed by poisons. IPCs cannot eat or drink, as they have no stomach organ.
| Positronic Brain | ![]() | Functionally identical to an organic brain. Can be implanted into another (or the same) IPC body to restore consciousness, or installed directly into a Cyborg chassis. |
| Robotic Eyes | ![]() | Functionally identical to organic eyes. Replacing the robotic eyes removes 10 caustic, 10 bloodloss, and 10 radiation from the patient. |
| Vocal Modulator | ![]() | Functionally identical to an organic tongue. Replacing the vocal modulator removes 10 caustic, 10 bloodloss, and 10 radiation from the patient. |
| Micro Pump | ![]() | Rather than being functionally identical to an organic heart, an IPC's heart does not grant any functionality to them, as IPCs cannot process chemicals. As such, the organ is essentially vestigial and doesn't serve a purpose. Replacing the micro pump removes 130 shock, 20 bloodloss, 20 caustic, and 10 radiation from the patient. As such, removing the micro pump can be an effective way to heal a lot of shock damage from an IPC in a pinch, since there is no reason to replace it with a new one. |
Prosthetics and Implants
Surgery can augment the body by replacing and adding limbs, organs, and surgical implants. In many cases these are superior in functionality to what they are replacing, while in others they may be inferior. The use for these limbs, organs, and surgical implants are often narrow and specialized, such as the Angel Arm, which grants you tools ideal for a Paramedic, or the Forensics implant, which allows a Detective to carry out an investigation without carrying around obvious tools that would blow their cover. However, there are many that are more generically useful, such as the night vision Cyber Eyes, which allow you to see in the dark.
Almost all cybernetic prosthetics are vulnerable to sources of EMPs, which cause short-term negative effects for those with cybernetic prosthetics and a small to moderate amount of shock damage. The more cybernetic prosthetics you have, the more damage you will take when in range of an EMP blast.
Prosthetic Limbs
Prosthetic limbs can be installed by first removing the patient's existing limbs (if they have any) and then opening the torso to attach the limb. A left and right variant exists for all prosthetic arms and legs, with varying benefits or drawbacks for installing multiple limbs of the same type. This means you can have two prosthetic arms and two prosthetic legs, of either the same or different type. Prosthetic legs, unless otherwise stated, have a minor negative impact on the patient's sprint and walk speeds.
Outside of intended prosthetics, any item that you can hold in your hands can be installed as an arm or leg on the patient and will function roughly as expected. Items attached as prosthetic hands and legs will be permanently held by the patient, without them being able to drop them. Items used as prosthetic legs work similarly to a normal leg in terms of movement speed. If an item has passive benefits when being held (such as an energy sword providing deflect chance), these passive benefits work even for items "wielded" as legs.
All prosthetic limbs are vulnerable to EMP effects, causing a moderate amount of shock damage and, in the case of prosthetic legs, additionally causing reduced movement speed for a short duration.
| Basic Cyber Arm | ![]() | Arm | Medical Techfab (Basic cyberlimbs) Salvage Expeditions (Challenging and above) | 2 Steel, 2 Plastic | Basic cybernetic arm implant with no additional functionality. |
| Basic Cyber Hand | ![]() | Hand | Medical Techfab (Basic cyberlimbs) | 1 Steel, 1 Plastic | Basic cybernetic hand implant with no additional functionality. |
| Angel Arm | ![]() | Arm | Medical Techfab (Medical cyberlimbs) Salvage Expeditions (Difficult and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Gold | Deploys a toggleable medical tool set: an advanced jet injector (20u capacity, faster injection speed than a standard jet injector), two autoinjectors locked to specific reagents (tricordrazine and inaprovaline, 15u capacity each), and a cyber defibrillator with an infinite battery. |
| Bulwark Arm | ![]() | Arm | Security Techfab (Security cyberlimbs) Salvage Expeditions (Difficult and above) | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | Deploys a toggleable security tool set: a hard-light energy shield that blocks a significant amount of incoming damage and has a low chance to reflect projectiles when activated, and an energy chainsword (auto-attacks dealing 5 slash, 5 heat, and 15 structural damage when activated, 0.5 blunt when inactive, can be used as a bone saw). Security contraband. |
| Engineer Arm | ![]() | Arm | Medical Techfab (Engineering cyberlimbs) Salvage Expeditions (Impossible) | 20 Steel, 5 Plastic, 7 Glass, 1 Silver, 5 Plasma, 1 Gold | Deploys a toggleable advanced engineering tool set: jaws of life (prying and cutting), a power drill (screwing and bolting), a self-fueling welder, and a rapid construction device (RCD). |
| G.O.R.I.L.L.A Arm | ![]() | Arm | Medical Techfab (Scientific cyberlimbs) Salvage Expeditions (Difficult and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasma | Deploys a toggleable science tool set: a G.O.R.I.L.L.A. gauntlet (anomaly-core-powered melee weapon dealing 20 blunt damage that can throw objects on hit, grants immunity to heat, cold, and radiation damage), a C.H.I.M.P. handcannon (anomalous particle gun with 4 fire modes, self-recharging), and an anomaly scanner. Science contraband. |
| Herakles Arm | ![]() | Arm | Security Techfab (Security cyberlimbs) Salvage Expeditions (Difficult and above) | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | Deploys a toggleable security tool set: a herakles fist (deals 10 blunt and 20 stamina damage, throws targets on hit and can pry open powered doors at 1.5x speed) and a holographic restrainer (creates temporary holographic cuffs, requires a power cell). Security contraband. |
| Investigator Arm | ![]() | Arm | Medical Techfab (Scientific cyberlimbs) Salvage Expeditions (Difficult and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasma | Deploys a toggleable science tool set: a cybernetic radcaster (fires radiation orbs, self-recharging), a freeze ray (fires freeze projectiles, self-recharging), three vials (30u capacity each; one empty, one that passively generates water, and one that passively generates blood), and a node scanner for researching anomalies. Science contraband. |
| Mantis Blade Arm | ![]() | Arm | Syndicate Uplink Salvage Expeditions (Difficult and above) | 7 TC (5 TC discount) | Deploys a toggleable mantis blade: a sharp blade extending from the arm that deals 12 slash and 20 structural damage. Syndicate contraband. |
| Mechwright Arm | ![]() | Arm | Medical Techfab (Civilian cyberlimbs) Salvage Expeditions (Challenging and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver | Deploys a toggleable basic engineering tool set: wrench, screwdriver, crowbar, wirecutter, and welding tool. All tools operate at increased speed (1.75x). |
| Persephone Arm | ![]() | Arm | Medical Techfab (Civilian cyberlimbs) Salvage Expeditions (Difficult and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver | Deploys a toggleable botany tool set: mini hoe, plant clippers, hydraulic pipette dropper, hatchet, scythe, spade, and an integrated reagent grinder that requires no external power. |
| Reaper Arm | ![]() | Arm | Medical Techfab (Medical cyberlimbs) Salvage Expeditions (Difficult and above) | 1 Steel, 5.5 Plastic, 1 Glass, 4.5 Silver | Deploys a toggleable surgical tool set: scalpel, hemostat, retractor, bone setter, bone gel, cautery, drill, and bone saw. All tools have significantly faster surgery speeds than the Ripperdoc Arm equivalents. |
| Riplet Arm | ![]() | Arm | Medical Techfab (Logistical cyberlimbs) Salvage Expeditions (Difficult and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver | Deploys a toggleable riplet clamp: a large grabber that can carry one item, similar to a Ripley. Requires a power cell to operate. |
| Ripperdoc Arm | ![]() | Arm | Crafting Salvage Expeditions (Challenging and above) | 30 Steel, 6 Plasteel, 10 Cloth, 15 Cable, Modular Receiver, Bone Gel, Wrench, Wirecutter, Screwdriver, Crowbar, Welder | Deploys a toggleable set of ripperdoc-branded surgical instruments: scalpel, retractor, cautery, drill, bone saw, hemostat, bone setter, and bone gel. Significantly slower than the Reaper Arm at all surgery steps. Imposes a 57% sprint speed reduction while tools are deployed. |
| Scribe Arm | ![]() | Arm | Medical Techfab (Civilian cyberlimbs) Salvage Expeditions (Difficult and above) | 4 Steel, 5.5 Plastic, 1 Glass, .5 Silver | Deploys a toggleable bureaucracy tool set: cybernetic pen, multistamp (can hold up to three stamps), integrated document printer, and a file keeper (storage container for documents that deals 12 blunt damage as a melee weapon). |
| Spacer Arm | ![]() | Arm | Medical Techfab (Logistical cyberlimbs) Salvage Expeditions (Difficult and above) | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasteel | Deploys a toggleable salvage tool set: protokinetic accelerator (short-range kinetic weapon), grappling gun (tether-based mobility tool), and crusher dagger (auto-attacking blade dealing 12 slash damage). |
| Zeus Arm | ![]() | Arm | Security Techfab (Security cyberlimbs) Salvage Expeditions (Difficult and above) | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | Deploys a toggleable combat tool set: a stun fist (deals 35 stamina damage on hit when activated, requires a power cell) and an EMP fist (deals 5 blunt and 15 shock damage when activated, disables nearby electrical devices within very short range for 60 seconds on hit, requires a power cell). This EMP blast can affect you if you are standing on top of the target you are attacking. Security contraband. |
| Basic Cyber Leg | ![]() | Leg | Medical Techfab (Basic cyberlimbs) Salvage Expeditions (Challenging and above) | 2 Steel, 2 Plastic | Basic cybernetic leg. Provides a slight increase to sprint speed. |
| Basic Cyber Foot | ![]() | Foot | Medical Techfab (Basic cyberlimbs) | 1 Steel, 1 Plastic | Basic cybernetic foot with no additional functionality. |
| Cargo Cyber Leg | ![]() | Leg | Medical Techfab (Logistical cyberlimbs) Salvage Expeditions (Challenging and above) | 2 Steel, 2 Plastic, .5 Cloth | Slightly reduces sprint speed. Includes a built-in 2x3 inventory for carrying items which can be accessed instantly by the wielder, and with a short delay by anyone else. Produces mech-style footstep sounds when walking. |
| Hydraulic Cyber Leg | ![]() | Leg | Medical Techfab (Logistical cyberlimbs) Salvage Expeditions (Challenging and above) | 2.5 Steel, 2.5 Plastic, 5 Plasteel, .5 Silver | Heavy-duty cybernetic leg designed for lifting and pushing extremely heavy objects far beyond normal limits. Reduces sprint speed below normal. Produces mecha-style footstep sounds when walking. |
| Pilebunker Leg | ![]() | Leg | Security Techfab (Security cyberlimbs) Salvage Expeditions (Difficult and above) | 2.5 Steel, 2.5 Plastic, 5 Plasteel, .5 Silver | Combat-oriented cybernetic leg. Provides a jump action that can be used to leap short distances. Sprint speed is equal to baseline. |
| Speed Leg | ![]() | Leg | Medical Techfab (Quantum Fiber Weaving) | 15 Steel, 10 Plastic, 5 Silver | Significantly increases both walk and sprint speed (roughly 1.5x the normal value). Heavily hindered by shoes. Wearing footwear drastically reduces the speed benefit. |
Prosthetic Organs
Prosthetic organs can be installed by first removing the existing organs, then installing the prosthetic replacements in their place. Some prosthetic organs are inferior to their organic counterparts, but might be needed if materials to make them are more plentiful than cold bodies to source the organic organs from. As one might expect, you can only have one of each organ, so you can only choose one pair of augmented eyes, for example.
All prosthetic organs are vulnerable to EMP effects, causing a minor amount of shock damage and, in the case of prosthetic eyes, additionally causing a temporary blinding and visual glitching effect.
| Budget Cyber Eyes | ![]() | Eyes | Medical Techfab (Budget CyberOrgans) | .5 Steel, 1.5 Plastic, 1 Glass | Grants grayscale (noir) vision. |
| Budget Cyber Tongue | ![]() | Tongue | Medical Techfab (Budget CyberOrgans) | 1.5 Steel, 1.5 Plastic, .5 Glass | Artificial tongue with full range of movement. Grants inability to taste reagents. |
| Budget Cyber Liver | ![]() | Liver | Medical Techfab (Budget CyberOrgans) | 1.5 Steel, 2 Plastic, 1 Glass | Artificial liver. Metabolizes alcohol at a significantly reduced rate (0.2x). |
| Budget Cyber Stomach | ![]() | Stomach | Medical Techfab (Budget CyberOrgans) | 1 Steel, 2 Plastic, 1.5 Glass | Artificial stomach with reduced capacity (30u vs normal 50u). |
| Budget Cyber Kidneys | ![]() | Kidneys | Medical Techfab (Budget CyberOrgans) | .5 Steel, 1.5 Plastic, 1.5 Glass | Artificial kidneys. Increases thirst rate by 25% due to inefficient water retention. |
| Cyber Eye - Night Vision | ![]() | Eyes | Medical Techfab (Night vision cyber eyes) Syndicate Uplink Salvage Expeditions (Challenging and above) | 1 Steel, 1 Plastic, 1 Glass, 1 Gold (Medical Techfab) 4 TC (Syndicate Uplink) | Grants night vision, allowing the user to see in darkness. |
| Cyber Eye - Thermal Vision | ![]() | Eyes | Medical Techfab (Thermal vision cyber eyes) Syndicate Uplink Salvage Expeditions (Challenging and above) | 1 Steel, 2 Plastic, 1 Glass, 3 Gold, 3 Plasma (Medical Techfab) 8 TC (Syndicate Uplink) | Grants thermal vision, allowing the user to see in darkness and detect warm objects through walls. |
| Cyber Rebreather | ![]() | Lungs | Medical Techfab (Basic Implants) | 1.5 Steel, 2 Plastic, 1 Glass, 1 Plasma | Artificial lungs with an integrated 2.5L gas tank. Can be filled with any breathable gas mixture to serve as an internal emergency air supply. The gas tank cannot be refilled without removing the organ first. |
Surgical Implants
Surgical implants, not to be confused with inject-able implants, are implants that can be installed via surgery. Unlike prosthetic limbs and organs, there is no limit to the amount of surgical implants you can have, even of the same type. This means that you could, for example, have the Claws, Forensics, and Insulating implants all at once. Surgical implants provide a variety of benefits that are especially of use to those that don't wish to draw attention to themselves, as surgical implants are only obvious if you are already opened up for surgery.
Unlike prosthetic limbs and organs, surgical implants are not impacted by EMP effects, and will not be disrupted by them nor cause additional damage to the player.
| Claws Implant | ![]() | Hand Implant | Security Techfab (Basic Implants) Syndicate Uplink Salvage Expeditions (Challenging and above) | 2 Steel, 2 Plasteel, 1.5 Glass, 3 Plasma (Security Techfab) 2 TC (Syndicate Uplink) | Grants retractable claws as a built-in weapon: 8 slash damage, 2 attacks per second. Security contraband. |
| Forensics Implant | ![]() | Hand Implant | Security Techfab (Basic Implants) Syndicate Uplink Salvage Expeditions (Challenging and above) | 2 Steel, 3 Plasma, 1.5 Glass (Security Techfab) 2 TC (Syndicate Uplink) | Masks the user's fingerprints from evidence, preventing forensic identification. |
| Insulation Implant | ![]() | Hand Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 2 Steel, 3 Plasma, 1.5 Glass | Protects the user's hands from electric shocks, functioning identically to insulated gloves. |
| Thruster Implant | ![]() | Hand Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 2 Steel, 3 Plasma, 1.5 Glass | Wrist-mounted micro-thrusters that allow the user to maneuver in space without a jetpack. |
| Expedition Radio Implant | ![]() | Brain Implant | Salvage Vendor | 100 salvage tickets | Grants radio access to the Expedition channel, intended for use by salvagers during expeditions. |
| Integrated Radio Implant | ![]() | Brain Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 1 Steel, 3 Plasma, 1 Glass, 3 Gold, 2 Silver | Functions as an internal headset with 4 encryption key slots, providing radio access without wearing a headset. Encryption keys cannot be changed without removing the implant first. |
| Nexus Uplink | ![]() | Brain Implant | Pre-installed in Avali and Resomi species | - | Grants access to the Nexus, a shared telepathic communication channel between all Nexus-linked players. By default, all Avali and Resomi have this implant. Allows the user to speak and hear messages through the Nexus. |
| Translator Implant | ![]() | Brain Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 1 Steel, 3 Plasma, 1 Glass, 3 Gold, 2 Silver | Adds Galactic Common to the implanted player's spoken and understood languages, allowing communication across language barriers. |
| Chemistry Implant | ![]() | Eye Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 2 Steel, 3 Plasma, 1 Glass | Displays detailed chemical analysis of solutions: reagent names, exact amounts, colors, and temperature. Replaces the need for Chemical Analysis Goggles. |
| Diagnostic Implant | ![]() | Eye Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 1 Steel, 1 Plastic, 2.5 Plasma, 1 Glass | Allows the user to see information about mechanisms and the health of silicon/robotic entities without diagnostic glasses. |
| Medical Implant | ![]() | Eye Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 2 Steel, 3 Plasma, 1 Glass | Allows the user to see health bars and health icons of biological entities without medical glasses. |
| Security Implant | ![]() | Eye Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 2 Steel, 3 Plasma, 1.5 Glass | Allows the user to see job icons, mindshield status, and criminal records of crew members without security glasses. |
| Syndie Implant | ![]() | Eye Implant | Syndicate Uplink Salvage Expeditions (Challenging and above) | 5 TC (2 TC discount) | Combines the functions of the medical, security, and diagnostic implants into one. Additionally shows syndicate-affiliated crew. Syndicate contraband. |
| Welding Implant | ![]() | Eye Implant | Medical Techfab (Basic Implants) Salvage Expeditions (Challenging and above) | 1 Steel, 1 Plastic, 2.5 Plasma, 1 Glass | Protects eyes from welding flashes, eliminating the need for a welding mask. |
Adapted from the Starlight wiki under CC BY-SA 4.0.






































































