Adventurer Nano Programs

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Adventurers specialize in Healing, AC shields, combo Reflect Shields/Absorption Shields, Animal Morphs to increase damage and runspeed, and Self Buffs (that affect the Adventurer only). Nano Listings Adventurer - AO Items. Nanoformulas Adventurer - Auno

Supreme Wilderness Protection: After Patch 18.5.2, Adventurers' top AC nano became the best froob AC in the game, up to 773 from 373.

All of the animal morphs that targeted other players or the team were removed from sale at nano kiosks as of Patch 18.7,[1] but characters that had already uploaded them get to keep them. They, and the Wolf auras and Sabretooth self-buffs, have been replaced with team auras for every morph: Dragon, Tree, Leet and Shadowleet, Wolf, Sabretooth and Predator.[2] The Playful Cub (Other) nano was made usable again, in Patch 18.8, by characters that had already downloaded it.[3]. It is not certain that existing legacy crystals would upload the program correctly. The net effect of these changes is that Adventurer damage is less Over Powered at low levels, higher at high levels, higher for the whole team, and more adaptable to evade (Wolf), defensive (Dragon) and offensive (Sabretooth) situations. And only Adventurers get to fly without a vehicle, now that Metaphysicists can no longer do so.

Although all this information can be seen on AunoIcon.png (Auno:Nano Formulas: Adventurer), and every nano name links to its listing on Auno (eventually), the benefit of the Profession Nano Guides is being able to see all the information on one page (again, eventually).

Rubi-Ka Nano Programs generally can be purchased from General Shops until around about QL 125. This varies considerably and is not always true; for example, Adventurer's yellow icon self-buffs to 1HE and Pistol etc cannot be bought. Nor is the distinction between Nano Crystals named "NanoCrystal" and "Nano Crystal" consistently true; almost all NanoCrystals cannot be bought in shops, but they are not always found from Dyna Bosses or Mission Bosses, but sometimes from Quest Missions.

Nanos from the Shadowlands generally can be purchased at various Gardens in the Shadowlands (SL). The abbreviations used in the charts below are the first three letters of the zone name, specifically:
Adonis = Ado � Elysium = Ely � Inferno = Inf � Nascence = Nas � Pandemonium = Pan � Penumbra = Pen � Scheol = Sch
Gardens are denoted with G, and Sanctuaries with S, therefore Inf G and Inf S.

Adventurer damage shields do damage to the attacker block altogether a set amount of one particular type of damage; this wear offs as the Enforcer Layers do. Enforcer shields do a similar thing, but instead their damage shields actually add protection for a type of damage. Adventurer shields' "layers" work against a very wide range of types: Physical, Projectile, Chemical, Cold, Fire, Poison, and Energy damage.

Animal Morphs have changed considerably in patches, transforming the Wolf from a damage dealer to an evading type, with evades that do not stack with Fixer runspeed, and transforming the Dragon utterly from a Dragon Breath damage caster to a tank while taking away the self heals from the Sabretooth form and giving them to the Dragon. The Sabretooth remains a damage dealer. The Wolf retains its Perception buffs and gains some AC buffs to augment its evades, although Evades and ACs are mutually exclusive per attack.

The Dragon Breath nanos were removed. The Calm nanos were significantly altered.

Some nanos were previously unavailable in shops and can now be bought.

Perception nano now equal to Fixer; both at +240

School of Combat[edit]

Nano Crystal (Pr0n0unc3m3nt 0f Sl33p1n3ss) Nano Crystal (Pr0n0unc3m3nt 0f Dr0ws1n3ss) Nano Crystal (Pr0n0unc3m3nt 0f L4z1n3ss)

Dragon Breath[edit]

These nanos were removed

Adventurers are not specialized to cast combat damage nanos. This series suits their role as a Jack of All Trades, and is effective as a first attack, weakening an enemy at the beginning of battle. Because all of the series has a five minute cooldown before it can be cast again, a character is unlikely to be able to cast two of these in one battle. Furthermore, these programs can only be cast in Pit Lizard form. The higher two are Area of Effect (AoE) spells, that have the same effect on all enemies within a radius of the target.

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Flamespout 182 57 195 472 AE 10m 2260-4230 10 6 120% 13m 874 787
Corrosive Cloud 179 55 185 257 AE DoT 15m 376 x 10 9 4 110% 13m 853 770
Incinerate 172 54 185 239 1098-2820 5 4 100% 15m 830 752

Calm[edit]

These nanos were extremely altered

Not as effective as Bureaucrat, of course, but calms are better Crowd Control than Roots and Snares for the most part, so when they are not resisted they are nice.

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Improved Serene Sky 172 54 175 824 747
Serene Sky 172 54 175 824 747
Improved Friend of the Wild 152 48 145 732 661
Friend of the Wild 152 48 145 732 661
Improved Tranquility of the Vale 139 44 125 678 607
Tranquility of the Vale 139 44 125 678 607
Improved Zephyr from the Grove 90 29 75 444 403
Zephyr from the Grove 90 29 75 444 403
Improved Blissful Calm 50 16 50 252 226
Blissful Calm 50 16 50 252 226
Improved Soothing Breeze 24 8 128 108
Soothing Breeze 24 8 128 108

School of Medical[edit]

Nano Crystal (One With Nature) Nano Crystal (Practiced Stitching) Nano Crystal (Greater Quick Heal)
Medical is of course a Healing School, but it is also where the Ability buffs that help characters get into better implants are found. Adventurers, unfortunately for them, need to look elsewhere for Ability buffs.
Adventurers are quite good healers. Their Single Target heals are better than Doctors'. Their Team heals, though, are not as good.

Funcom made the unique and even odd choice of making Doctor Team Heals of a certain level heal a greater amount on each member of the team than a Single Target Heals of the same QL do to a single target; this not true of Adventurer programs, which are of lesser value as in other games. However, in all games, the amount per target is multiplied by the number of targets, so Team Heals are often the most economical.

Of tactical importance is the fact that Team Heals and big heals in general generate more aggro than do small and Single Target heals.

Note that Heal Nanos and any other 'instant' Friendly Nanos effectively have no NCU 'requirement', even though they are listed as having them. Why they even have this stat is unknown, and a purely trivial matter. Some code thing. Possibly even a relic of some earlier incarnation of the game eliminated in testing. Does not affect gameplay at all.


Complete Heal[edit]

Slow casting and recharge. 10,001 HP heal, which should count as 'complete' in most cases. Rollable with Clicksaver.

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Invocation of the Phoenix 159 1 600 10,001 13 13 20m 751 680


Team Heals[edit]

More economical but more likely to cause aggro than Single Target Heals.

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Superior Seed Life 215 56 1458 2119-3175 3.31 5.9 20m 1843 1843
Improved Seed Life 215 56 1210 1487-2127 3.26 5.8 20m 1545 1545
Seed Life 169 52 385-819 799 726
Healing Rays of Sunrise 156 48 736 664
Greater Encourage Regrowth 142 44 684 612
Team Practiced Stitching 116 36 550 498
Encourage Regrowth 86 27 418 375
Greater Team Quick Heal 57 18 284 252
Team Survival Technique 33 11 171 147
Team Rough Stitching 17 6 89 75
Team Quick Heal 4 2 36 31


Single Target Heals[edit]

The best Adventurer heal nano heals almost three times more than the best Doctor single heal. Doctor Team Heals are quite a bit better than either, though. The best SL heal is more than triple the value of the RK one.

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Beauty of Life SL Pan 213 55 213 729 2352-3528 6.9 4.9 1510 1510
Light of Life SL Inf S, Pan 209 52 209 1583-1869 1369 1369
Lifecure SL Inf S, Pan 205 51 205 1229 1229
One With Nature 182 56 697-1193 868 782
Moonbeam 176 54 668-1153 836 756
Essence of Life 169 52 803 730
Nature's Blessing 162 50 769 697
Glorious Healing 156 48 742 670
Implacability of Life 153 47 722 650
Advanced Survival Technique 146 45 698 626
Flawless Stitching 143 44 676 605
Greater Restore Health 130 40 616 554
Restore Vitality 107 33 500 455
Practiced Stitching 93 29 452 413
Natural Remedy 90 28 426 384
Cellular Reformation 83 26 398 350
Makeshift Bandaging 74 23 357 310
Restore to Health 64 20 304 267
Alleviate Pain 50 16 252 226
Greater Quick Heal 43 14 220 196
Patch Wounds 41 13 195 171
Natural Cure 34 11 175 151
Survival Technique 27 9 148 125
Lesser Restore to Health 21 7 114 96
Slipshod Bandaging 14 5 84 70
Rough Stitching 7 3 52 44
Quick Heal 1 1 16 15-25 2.75s 2.5s 20 m 5 5
Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS


Polymorph Heals[edit]

Pit Lizard Heal[edit]

Made into team AC buff with a token amount (1000 HP) of Health boost; new name "Kin of THE Tarasque"

Kin of Tarasque was a combination HoT and HP Max Bonus which can be used once every 20 minutes. Anarchy Online Max HP Bonuses do not add health up to the new maximum, even if the target's health was full. Furthermore, if the target had an existing HP bonus and full HP, AO +Max HP will reduce a target's HP to the unbuffed maximum health. Thus KoT is best used before battle, with the Adventurer healing to maximum health, or in the company of another healer.

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Kin of Tarasque 182 56 195 877 HP Max +7000 100 secs,
HoT 230 x 10
4.5 6 Self 865 779


Pit Lizard Instant Heals[edit]

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Scale Regeneration SL Pan 220 55 220 1755 1755
Scale Renewal SL Pan 214 54 214 1545 1545
Scale Regrowth SL Inf S, Pan 207 52 207 1300 1300
Scale Repair SL Inf G 195 49 195 1042 1042


Sabretooth Instant Heals[edit]

Instant heals with a recast timer only usable in Sabretooth form. Time before the user can recast other nanos is shown as normal, time before the instant heal can be recast is shown in parentheses, eg. (27).

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Flawless Lick Wounds SL Pan 220 55 220 180 1413-1455 .1 .1 (27) Self 1755 1755
Peerless Lick Wounds SL Pan 214 54 207 1545 1545
Supreme Lick Wounds SL Inf, Pan 207 52 207 1300 1300
Superior Lick Wounds 182 56 195 868 782
Greater Lick Wounds 166 51 165 778 706
Lick Wounds 149 46 135 704 632
Lesser Lick Wounds 119 38 100 578 523
Minor Lick Wounds 86 27 75 422 379


Wolf Instant Heals[edit]

Name QL NCU Lvl.
Req.
Cost Effects Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Superior Slobber Wounds SL Pan 220 55 220 1755 1755
Greater Slobber Wounds SL Pan 214 54 214 1545 1545
Slobber Wounds SL Inf S, Pan 207 52 207 1300 1300
Lesser Slobber Wounds SL Inf G 195 49 195 1042 1042

Pit Lizard Defense Bonus[edit]

A small defense bonus and a high-value size reduction, higher than the best Agent size reduction, Ruse of Taren IV. Usable only in Pit Lizard form, a kindness to team members to afford them more visibility.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Cold Blooded SL Pen S 175 45 Def +30 Size -80 60min 820 750 750


School of Protection[edit]

See Shields section of Nano Programs article

NanoCrystal (Cyclic Retribution of the Aesir) NanoCrystal (Cyclic Nest of Vipers) NanoCrystal (Cyclic Sparking Touch)

Adventurers' combination of damage shield plus absorption of a single damage type is unique to their profession, although it closely resembles the defensive array available to Enforcers. Enforcers and Nano-Technicians get absorption programs that protect against all damage types. Enforcers also get a separate damage shield program that also adds HP.

Players who favor an Evade strategy may prefer to eschew Adventurer Protection Nanos altogether, saving valuable Improvement Points that would be spent on Matter Creation for Evade Close Combat, etc. There is the additional reasoning that Damage Shields only add damage and do not protect against it, and that Adventurer AC Shields max out at QL 123. On the other hand, there is no getting away from spending IP on Matter Metamorphosis.

Shadowlands Cyclic Damage Shield +Absorb[edit]

Cyclic Absorption offers a profoundly superior gameplay operation to normal absorption shields. Time spent refreshing normal absorption lowers damage output and therefore increases total incoming damage, for diminishing returns from the absorption shield. On the other hand, the absorption values are low in comparison to Enforcer ones.

Despite the names evocative of a damage type, they absorb all types of damage, unlike the RK ones, which protect against only one type.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Cyclic Retribution of the Aesir Pen S 169 35 195 Dmg 100 Absorb 390 4400sec 793 793
Cyclic Revenge of the Valkyrie Pen S 165 34 195 Dmg 97, Absorb 375 70min 777 777
Cyclic Wings of the Phoenix Pen S 162 34 185 Dmg 93, Absorb 360 3880sec 759 759
Cyclic Retaliatory Venom Spit Pen G 159 33 175 741 741
Cyclic Lightning's Child Pen G 152 32 165 714 714
Cyclic Personal Blizzard Pen G 149 31 155 692 692
Cyclic Interlocking Barbs Pen G 142 30 155 672 672
Cyclic Razor Barrier 139 29 145 656 656
Cyclic Fiery Vengeance Ado S 136 28 135 640 640
Cyclic Corrosive Barrier Ado S 132 28 125 622 622
Cyclic Biting Blades Ado S 126 27 100 599 599
Cyclic Protection of the Storm 119 25 100 559 559
Cyclic Magma Coating Ado G 109 23 100 518 518
Cyclic Nest of Vipers 99 21 100 Dmg 42 Absorb 195 479 479
Cyclic Guard of the Grizzly Sch S 90 19 75 433 433
Cyclic Arctic Gale Sch S 83 17 75 394 394
Cyclic Skin of the Toad Sch G 73 16 75 355 355
Cyclic Fiery Wrap Sch G 66 14 50 316 316
Cyclic Porcupine Barrier 57 12 50 273 273
Cyclic Sparking Touch Elysium S 47 10 50 183 Dmg 20 Absorb 105 5.3 2.64 231 231
Cyclic Cloak of Fire 40 9 25 196 196
Cyclic Firefly's Fury Ely G 30 7 25 163 163
Cyclic Enshroud with Barbs Nas 24 6 25 130 130
Cyclic Jacket of Blades Nasc 17 4 96 96
Cyclic Frost With Snow Nas 10 3 Dmg 4, Absorb 30 61 61


Rubi-Ka Damage Shield +Absorb[edit]

Either refresh these each combat, or just use them as straight Damage shields. They absorb only one type of damage, alluded to more or less intuitively by the name.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Retribution of the Aesir 169 52 787 787
Revenge of the Valkyrie 165 51 772 772
Wings of the Phoenix 162 50 754 754
Retaliatory Venom Spit 159 49 733 733
Lightning's Child 152 47 709 709
Personal Blizzard 149 46 686 686
Interlocking Barbs 142 44 668 668
Razor Barrier 139 43 652 652
Fiery Vengeance 136 42 635 635
Corrosive Barrier 132 41 618 618
Biting Blades 126 39 589 589
Protection of the Storm 116 36 548 548
Magma Coating 109 34 508 508
Nest of Vipers 99 31 467 467
Guard of the Grizzly 90 28 423 423
Arctic Gale 83 26 384 384
Skin of the Toad 73 23 345 345
Fiery Wrap 63 20 305 305
Porcupine Barrier 53 17 262 262
Sparking Touch 47 15 221 221
Cloak of Fire 37 12 188 188
Firefly's Fury 30 10 155 155
Enshroud with Barbs 24 8 121 121
Jacket of Blades 17 6 87 87
Frost With Snow 7 3 53 53
Coat of Barbs 1 1 17 17

Startup Cyclic Shield[edit]

Adventurers receive this nano for free when first starting their character at the ICC Shuttleport. (Confirm/deny: Nascence also?) As it is Cyclic, it is better than many of the RK Shield nanos following it.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Cyclic Coat of Barbs 1 1 26 26


AC (Armor)[edit]

A small number of simple and effective Nanos that inexplicably maxes out at QL 123. AC buffs simply add to the characters Armor value, reducing damage by 10% of the total value, down to the attacker's minimum damage.

The final buff is superlative for Froobs, beating out the Engineer's top AC non-SL nano

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Supreme Wilderness Protection 123 38 773 569 569
Greater Wilderness Protection 96 30 296 444 444
Major Wilderness Protection 70 22 220 327 327
Wilderness Protection 43 14 144 204 204
Lesser Wilderness Protection 20 7 71 104 104
Minor Wilderness Protection 4 2 18 26 26

Damage Shield Augmentation[edit]

Nanoline 243. This unusual line buffs Damage Shields already cast on the user. The lowest QL one only adds shield damage when attacked, but the later ones add weapon damage when attacking. They also add a negligible amount of HP and Reflect (in many players' minds, superior to Damage Add) that for all the world seems tailored to make it appear as though Adventurers get everything without actually giving them everything.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Improved Vengeance of Nature 215 61 Shld Dmg 60, Weap Dmg 20,
Reflect 4, HP 75
1244 1244
Vengeance of Nature 169 26 195 Shld Dmg 45, Weap Dmg 10,
Reflect 2, HP 40
782 782
Thorn of the Rose 142 22 145 664 664
Anger of the Porcupine 103 16 100 488 488
Lure of the Pincushion 57 9 50 +11 Dmg 283 283


Root and Snare Resist[edit]

Resistance in AO is an off/on affair: either you resist or you do not; there is no reduction of values by a percentage. Useful whenever having an extra edge against enemies using roots and snares counts, notably in PvP.

Self[edit]

Nanoline 283. They stack with the Targetted variety, but can only be cast on the user.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Freedom of the Wanderer 179 22 175 909 909
Freedom of the Ranger 116 15 100 674 674
Freedom of the Forester 58 7 50 316 316


Targetted[edit]

Nanoline 284. Can be cast on any friendly target.

Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Boon of the Wanderer 188 22 185 931 931
Boon of the Ranger 136 15 135 766 766
Boon of the Forester 80 8 75 451 451


School of Psionic[edit]

Nano Crystal (Knowledge of The End) Nano Crystal (A Clear View of Adonis) Survival Aid

While Adventurer's will be looking for outside buffs for their Abilities, other professions wish they had access to the copious array of Adventurer self-buffs in the Psionic School. Psionic is typically where buffs to Skills are found, and Adventurer nanos are no exception.

Doctor's Nemesis[edit]

AO provides each profession with nano programs that specifically target another profession, making the user's profession that target profession's 'Nemesis'. This one reduces the effectiveness of Doctor healing programs by half its base value. The target's +Healing items are unaffected.(Thx to ZYX22 for the name Nemesis)


Name QL NCU Lvl.
Req.
Cost Effects Lasts Cast
Sec
Re
Sec
NR Range BM MC MM PM SI TS
Misdiagnosis 175 175 Heal -50 800 800


See Also[edit]