Injectables are a type of Implant in The Surge 2. Injectables consume battery charges in order to provide a buff or inmediate effect. In order to be used, they must first be equipped in an Implant slot available. More than 1 injectable can be equipped at once. Injectables may be upgraded in a Medbay by using components.

 

 

Injectables in The Surge 2

 

Name

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Effects

Type

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Medi-Voltaic Injection

0 Injectable that uses 1 battery to restore health Dr. Gene Barret, one of CREO's leading research scientists discovered that by mimicking intracelullar electrical activity, a spontaneous healing process could be triggered in epithelial and muscular tissue. Only a short time later, mass production of the earliest Medi-Voltaic circuits had begun. Injectables

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Cellular Regenerator

3 Injectable that uses 1 battery to regenerate health over 20 seconds. Injects a rejuvenating solution into the bloodstream that rapidly binds with the blood plasma and spreads throughout the body. Acts as a stabilizer in the case of non-life-threatening injuries, quickly healing minor cuts and bruises. 50% Health Restored Injectables

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Muscular Enhancement Injection

5 Injectable that uses 1 battery to increase damage by a small amount for a long time +10% Damage +10% Electro Injectables

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Medi-Force Converter

5 Injectable that uses 1 battery to convert dealt damage to health for a short amount of time. A new hybridized innovation for CREO, the Medi-Force converter is charged by rapidly occuring impacts (as in the case of a riot control action), which then releases a dose of rapid healing solution into the bloodstream. 20% Health Leeched Injectables

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Tissue Hardening Injection

7 Injectable that uses 1 battery to increase defense by a small amount for a long time. +100 Defense +150 Elemental Defense Injectables

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Super-Oxygenating Injection

3 Injectable that uses 1 battery to grant a burst of stamina and increases stamina regeneration for a short time. +50% Stamina Regeneration +50 Stamina Restored Injectables

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Nano-Purge Injection

5 Injectable that uses 1 battery to remove all nano buildup and increase nano defense for a long time. +300 Nano Injectables

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Adrenaline Shunt

10 Injectable that uses 1 battery to enhance the senses, making enemies seem to move more slowly. Standard equipment for the CREO Personnel Response Force, who were called upon to address morale-based issues whenever they would arise. Injectables

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Antidote Injection

7 Injectable that uses 1 battery to remove poisoned status and all poison buildup and increase poison defense for a long time +500 Poison Injectables

Omni-Cell Battery Converter

3 Injectable that uses 1 battery to grant drone ammunition. Injectables

 




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    • Anonymous

      Got the omni cell battery converter (mk 1) dropped by a spark aspirant (the one who pushed down turrets) in Port Nixon right after entering the "ship graveyard" area. AFAIK its a random drop from this enemy, just putting the location in case

      • Anonymous

        Omni-Cell Battery Converter is missing in this list. I don't actually remember where i found it but it gives 2 omni cells for 1 battery upon usage.

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