Difference between revisions of "Breakpoints"
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− | The term Breakpoints/Interpolation is used by players to describe the lowest Quality Level (QL) at which a given item gives a particular bonus. | + | The term Breakpoints/Interpolation is used by players to describe the lowest Quality Level (QL) at which a given item gives a particular bonus. While the requirements to equip an item increase each level, the bonuses that may be found on them are many levels apart. Thus, a peculiarity of the interaction of the AO Quality Level and ability requirement systems is that items of a higher QL than the breakpoint are, with respect to their requirements, less desirable than those at the breakpoint. This is particularly true of items that are only worn, or even temporarily worn, to give bonuses. |
+ | |||
+ | Armor protection and weapon strength are typically more powerful as the level increases, but other equipped items such as Utilities, which unlike armor and weapons have no additional benefit per level, are unequivocally superior at breakpoint. | ||
[[Image:SekutekFlare.png|thumb|right|350px|Sekutek Chilled Plasteel Armor is an easily obtainable armor with a flashy look that gives bonuses to Agility, Intelligence and Strength]] | [[Image:SekutekFlare.png|thumb|right|350px|Sekutek Chilled Plasteel Armor is an easily obtainable armor with a flashy look that gives bonuses to Agility, Intelligence and Strength]] | ||
[[Image:KirchKevlarArmorBodyArmorVest.png|thumb|right|350px|Kirch Kevlar armorsets featuring the Armor Body, left, and Armor Vest, right, which is slightly weaker but has bonuses to evades]] | [[Image:KirchKevlarArmorBodyArmorVest.png|thumb|right|350px|Kirch Kevlar armorsets featuring the Armor Body, left, and Armor Vest, right, which is slightly weaker but has bonuses to evades]] | ||
= [[Armorsets|Armor]] = | = [[Armorsets|Armor]] = | ||
== [[Alien Armor]] == | == [[Alien Armor]] == | ||
+ | QL 225 is the last QL that can be worn before requiring Alien Technology Expertise 3 via [[Alien_Invasion_Quests#Uncle_Bazzit_Missions|Uncle Bazzit's mission]] | ||
{| border=1 class="wikitable" | {| border=1 class="wikitable" | ||
! Alien Armour QL !! Alien Tech Expertise !! Title Level !! Effective minimum level | ! Alien Armour QL !! Alien Tech Expertise !! Title Level !! Effective minimum level | ||
Line 26: | Line 29: | ||
| 300 || 3 || 6 || 190 | | 300 || 3 || 6 || 190 | ||
|} | |} | ||
− | |||
− | |||
== [[Biomech Armor ]] == | == [[Biomech Armor ]] == | ||
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Bonuses to Agility Psychic and Sense. +1 to +5: QLs 1, 26, 76, 126, 176. | Bonuses to Agility Psychic and Sense. +1 to +5: QLs 1, 26, 76, 126, 176. | ||
− | == Miy's Armor Sets == | + | == [[Miy's Armor]] Sets == |
'''Set bonuses in common''' | '''Set bonuses in common''' | ||
− | '''Body''': Up to | + | '''Body''': Up to +22 Stamina.<sup>8</sup> • • • '''Boots''': Up to +15 Strength.<sup>5</sup> • • • '''Gloves''': Up to +15 Sense.<sup>5</sup> • • • '''Helm''': Up to +22 Intelligence.<sup>8</sup> • • • '''Legs''': Up to +22 Agility.<sup>8</sup> • • • '''Sleeves''': Up to +14 Psychic.<sup>4</sup> • • • '''Cloak''': Up to +10 all abilities.<sup>2</sup> |
− | + | === Miy's Formulas and Derived Breakpoints === | |
− | + | <sup>1</sup> Up to +8: +1 every 42<small> 2/3</small> after QL 23:<br> | |
+ | 1, 23, 66, 108, 151, 194, 236, 279. | ||
− | <sup> | + | <sup>2</sup> Up to +10: +1 every 33.22 (<small>299/9</small> to be exact) QLs, rounded to the nearest, after QL 18 (18.1 to be exact). The breakpoints that are 34 higher than the previous are 85, 251:<br> |
+ | 1, 18, 51, 85, 118, 151, 184, 217, 251, 284. | ||
− | <sup> | + | <sup>3</sup> Up to +11: +1 every 30 QLs after QL 16:<br> |
+ | 1, 16, 46, 76, 106, 136, 166, 196, 226, 256, 286. | ||
− | <sup> | + | <sup>4</sup> Up to +14: +1 every 23 QLs after QL 13:<br> |
+ | 1, 13, 36, 59, 82, 105, 128, 151, 174, 197, 220, 253, 286, 289. | ||
− | <sup> | + | <sup>5</sup> Up to +15: +1 every 21<small> 1/3</small> QLs, rounded down, after QL 12. The breakpoints that are 22 higher than the previous are 34, 98, 162, 226, 290:<br> |
+ | 1, 12, 34, 55, 76, 98, 119, 140, 162, 183, 204, 226, 247, 268, 290. | ||
− | <sup> | + | <sup>6</sup> Up to +16: +1 every 20 QLs, after QL 11:<br> |
+ | 1, 11, 31, 51, 71, 91, 111, 131, 151, 171, 191, 211, 231, 251, 271, 291. | ||
− | <sup> | + | <sup>7</sup> Up to +17. +1 every 18<small> 2/3</small> QLs, rounded down, after QL 11:<br> |
+ | 1, 11, 30, 48, 67, 86, 104, 123, 142, 160, 179, 198, 216, 235, 254, 272, 291. | ||
− | <sup> | + | <sup>8</sup> Up to +22. +1 every 14.238 (<small>299/21</small> to be exact) QLs, rounded down, after QL 9. The breakpoints that are 15 QLs higher than the previous are 66, 123, and 194. <br> |
− | + | 1, 9, 23, 37, 51, 66, 80, 94, 108, 123, 137, 151, 165, 179, 194, 208, 222, 236, 251, 265, 279, 293. | |
− | |||
− | == [[Miy's Melee Armor]] == | + | === [[Miy's Melee Armor]] === |
'''Bonuses in addition to the common set bonuses''' | '''Bonuses in addition to the common set bonuses''' | ||
{| | {| | ||
− | | <aodb>268853</aodb> Gloves: Up to Agility + | + | | <aodb>268853</aodb> Gloves: Up to +17 Agility.<sup>7</sup> Up to +16 Bow and Piercing.<sup>6</sup> |
− | | <aodb> | + | |- |
− | | <aodb> | + | | <aodb>268855</aodb> Sleeves: Up to +16 1h Blunt and 1h Edged.<sup>6</sup> |
+ | | <aodb>268857</aodb> Legs: Up to +15 Sense.<sup>5</sup> Up to +16 Martial Arts.<sup>6</sup> | ||
|} | |} | ||
− | == [[Miy's Nano Armor]] == | + | === [[Miy's Nano Armor]] === |
'''Bonuses in addition to the common set bonuses''' | '''Bonuses in addition to the common set bonuses''' | ||
{| | {| | ||
− | | <aodb> | + | | <aodb>268834</aodb> Helm: Up to +15 Psychic.<sup>5</sup>. Up to +16 Bio Metamor.<sup>6</sup> |
− | | <aodb> | + | | <aodb>268837</aodb> Body: Up to +16 Time&Space.<sup>6</sup> |
|- | |- | ||
− | | <aodb>268839</aodb> Gloves: Up to +16 Matter | + | | <aodb>268839</aodb> Gloves: Up to +16 Matter Crea.<sup>6</sup> |
− | | <aodb> | + | | <aodb>268841</aodb> Sleeves: Up to +11 Intelligence.<sup>3</sup> +8 Matt.Metam.<sup>1</sup> |
|- | |- | ||
− | | <aodb>268843</aodb> Legs: Up to +16 | + | | <aodb>268843</aodb> Legs: Up to +16 Psycho Modi.<sup>6</sup> |
− | | <aodb> | + | | <aodb>268845</aodb> Boots: Up to +16 Sensory Impr.<sup>6</sup> |
|} | |} | ||
− | == [[Miy's Ranged Armor]] == | + | === [[Miy's Ranged Armor]] === |
'''Bonuses in addition to the common set bonuses''' | '''Bonuses in addition to the common set bonuses''' | ||
{| | {| | ||
− | | <aodb>268863</aodb> Body: Up to Strength + | + | | <aodb>268861</aodb> Helm: Up to +16 Assault Rifle.<sup>6</sup> |
− | | <aodb>268865</aodb> Gloves: Up to Agility + | + | | <aodb>268863</aodb> Body: Up to +17 Strength.<sup>7</sup> Up to +16 Bow.<sup>6</sup> |
+ | |- | ||
+ | | <aodb>268865</aodb> Gloves: Up to +17 Agility.<sup>7</sup> Up to +16 Shotgun.<sup>6</sup> | ||
| <aodb>268867</aodb> Sleeves: Up to +8 Pistol and SMG.<sup>1</sup> | | <aodb>268867</aodb> Sleeves: Up to +8 Pistol and SMG.<sup>1</sup> | ||
+ | |- | ||
+ | | <aodb>268869</aodb> Legs: Up to +16 Rifle.<sup>6</sup> | ||
+ | | <aodb>268871</aodb> Boots: Up to +16 Ranged Energy.<sup>6</sup> | ||
|} | |} | ||
<!-- <aodb>268871</aodb>Ranged Boots, , <aodb>268861</aodb> Helm, <aodb>268869</aodb> Legs --> | <!-- <aodb>268871</aodb>Ranged Boots, , <aodb>268861</aodb> Helm, <aodb>268869</aodb> Legs --> | ||
− | == [[Miy's | + | |
+ | === [[Miy's Scary Armor]] === | ||
'''Bonuses in addition to the common set bonuses''' | '''Bonuses in addition to the common set bonuses''' | ||
{| | {| | ||
− | | <aodb>268875</aodb> Body: Up to Strength + | + | | <aodb>268891</aodb> Sleeves: Up to +11 Intelligence.<sup>3</sup> Up to +16 Perception.<sup>6</sup> |
− | | <aodb> | + | |- |
+ | | <aodb>268893</aodb> Legs: Up to +15 Sense.<sup>5</sup> | ||
+ | | <aodb>268895</aodb> Boots: Up to +15 Stamina.<sup>5</sup> | ||
+ | |} | ||
+ | |||
+ | === [[Miy's Tank Armor]] === | ||
+ | '''Bonuses in addition to the common set bonuses''' | ||
+ | {| | ||
+ | | <aodb>268875</aodb> Body: Up to +17 Strength.<sup>7</sup> Up to +16 2h Blunt.<sup>6</sup> | ||
+ | |- | ||
+ | | <aodb>268877</aodb> Gloves: Up to +16 2h Edged.<sup>6</sup> | ||
| <aodb>268879</aodb> Sleeves: Up to +8 Melee Energy.<sup>1</sup> | | <aodb>268879</aodb> Sleeves: Up to +8 Melee Energy.<sup>1</sup> | ||
+ | |- | ||
+ | | <aodb>268881</aodb> Legs: Up to +16 Grenade and Heavy Weapons.<sup>6</sup> | ||
+ | | <aodb>268883</aodb> Boots: Up to +15 Stamina.<sup>5</sup> | ||
|} | |} | ||
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== [[Physician's Cap]] == | == [[Physician's Cap]] == | ||
<aodb>206551</aodb> | <aodb>206551</aodb> | ||
− | Treatment, First Aid, and Pharmaceuticals <br> | + | Treatment, First Aid, and Pharmaceuticals:<br> +3 at QL15 ([[TL]]>=2,Psy>=45, Sta>=45). +4 at QL25 (TL>=2,Psy>=75, Sta>=75). +5 at QL45 (TL>=3,Psy>=135, Sta>=135). +6 at QL65 ([[TL]]>=3,Psy>=195, Sta>=195) |
− | +3 at QL15 (TL>=2,Psy>=45, Sta>=45) | ||
− | +4 at QL25 (TL>=2,Psy>=75, Sta>=75) | ||
− | +5 at QL45 (TL>=3,Psy>=135, Sta>=135) | ||
− | +6 at QL65 (TL>=3,Psy>=195, Sta>=195) | ||
== [[Sekutek Chilled Plasteel Armor]] == | == [[Sekutek Chilled Plasteel Armor]] == | ||
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+10 to Sense (helm) Stamina (body) and Agility (legs), and +20 Psychic (arm x2); +1 each 22nd level starting after QL 13: 35, 57, 79, 101, 123, 145, 167, 189. Level locked at ~ 90% of QL. | +10 to Sense (helm) Stamina (body) and Agility (legs), and +20 Psychic (arm x2); +1 each 22nd level starting after QL 13: 35, 57, 79, 101, 123, 145, 167, 189. Level locked at ~ 90% of QL. | ||
− | == BBQ Shoulder Pillow == | + | == Shoulder Items == |
+ | === BBQ Shoulder Pillow === | ||
<aodb>152258</aodb> [http://auno.org/ao/db.php?id=152258 BBQ Shoulder Pillow] +1 to Multi-ranged and Multi-melee per four levels, starting at level 4: 1, 4, 8, 12, etc. Maximum of +50 at QL 198. Two irregularities in the progression at 64-69 and 133-138, where it is five levels between bonuses. | <aodb>152258</aodb> [http://auno.org/ao/db.php?id=152258 BBQ Shoulder Pillow] +1 to Multi-ranged and Multi-melee per four levels, starting at level 4: 1, 4, 8, 12, etc. Maximum of +50 at QL 198. Two irregularities in the progression at 64-69 and 133-138, where it is five levels between bonuses. | ||
+ | === [[Personalized Basic Robot Brain]] === | ||
+ | <aodb>156027</aodb> | ||
+ | Robot junk is the component of this tradeskill process which sets the QL of PBRBs, a shoulder item which adds Sense. <br> | ||
+ | Up to +15: +1 every 16.6 levels rounded down, starting at level 10: 1, 10, 26, 43, 59, 76, 93, 109, 126, 142, 159, 176, 192. | ||
== Rings == | == Rings == | ||
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Shadowlands required. +10 Agility, +20 Sense at starting level of 100, +1 Agility and Sense each 20 levels after and including QL 110 to a maximum of +20 Agility, +30 Sense at QL 290. | Shadowlands required. +10 Agility, +20 Sense at starting level of 100, +1 Agility and Sense each 20 levels after and including QL 110 to a maximum of +20 Agility, +30 Sense at QL 290. | ||
− | = | + | = Non-Armor wearables = |
− | == Implant Clusters == | + | |
− | === Skills === | + | == Implant == |
+ | === Implant Clusters === | ||
+ | ==== Skills ==== | ||
Maximum advantage going to QL numbers ending in 9; almost as much for numbers ending in 3: | Maximum advantage going to QL numbers ending in 9; almost as much for numbers ending in 3: | ||
*'''Shiny clusters''': Odd-numbered QLs. | *'''Shiny clusters''': Odd-numbered QLs. | ||
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The QL number of most storebought implants (numbers ending in zero), is tied for second place with numbers ending in 4 as least efficient QL; the worst being numbers ending in 6. | The QL number of most storebought implants (numbers ending in zero), is tied for second place with numbers ending in 4 as least efficient QL; the worst being numbers ending in 6. | ||
− | === Abilities === | + | ==== Abilities ==== |
*'''Shiny clusters''': QL is a number divisible by four, plus two, eg 6 or 114? | *'''Shiny clusters''': QL is a number divisible by four, plus two, eg 6 or 114? | ||
*'''Bright clusters''': Every 6.5 QL? | *'''Bright clusters''': Every 6.5 QL? | ||
*'''Faded clusters''': Every 10th QL, numbers ending in 5? | *'''Faded clusters''': Every 10th QL, numbers ending in 5? | ||
− | == | + | == HUD == |
− | + | === Targeting Scope - Vision Enhancer === | |
− | |||
− | |||
− | |||
− | == Targeting Scope - Vision Enhancer == | ||
<aodb>160632</aodb> | <aodb>160632</aodb> | ||
Not available below QL100. Base critical chance +1 at 100; 154 Perception required. At 112, +2; 194 Perception. <br> | Not available below QL100. Base critical chance +1 at 100; 154 Perception required. At 112, +2; 194 Perception. <br> | ||
Thereafter, +1 every 23 Quality Levels with one exception, only 22 QL to 180 <br> | Thereafter, +1 every 23 Quality Levels with one exception, only 22 QL to 180 <br> | ||
− | QL 135; +3; 276 Perception | + | QL 135; +3; 276 Perception • • • QL 158; +4; 358 • • • QL 180; +5; 436 • • • QL 203; +6; 518 • • • QL 226; +7; 600 • • • QL 249; +8; 682<br> |
The maximum possible is QL 275 (found in a chest by a fixer with 10% added QL to loot (250x 1.10 = 275). This would be the minimum required to reach +9, with the next highest being QL 270 (249x 1.10); not enough to reach the undocumented and impossible-to-obtain breakpoint of 271 or 272. QL 275 would require 912 Perception. | The maximum possible is QL 275 (found in a chest by a fixer with 10% added QL to loot (250x 1.10 = 275). This would be the minimum required to reach +9, with the next highest being QL 270 (249x 1.10); not enough to reach the undocumented and impossible-to-obtain breakpoint of 271 or 272. QL 275 would require 912 Perception. | ||
− | == [[Treatment Libraries]] == | + | === Nano Targeting Helper === |
+ | <aodb>269185</aodb> Damage add to Nano formulas in percent of damage, so it scales (caveat: some types of damage such as DoTs could conceivably be unaffected, or other restrictions[https://auno.org/ao/db.php?id=269185]): | ||
+ | * At QL 1, +1% added to Nano damage, +1 roughly every 75 levels after 2% at QL 39; 3% at 114, 4% at 188, 5% at 263 | ||
+ | * Nano range increase: 2 at 18, 3 at 51..10 at 284 | ||
+ | |||
+ | == Utilities == | ||
+ | === [[Treatment Libraries]] === | ||
<aodb>161770</aodb> | <aodb>161770</aodb> | ||
Treatment Library gives Treatment and First Aid buffs.<br> | Treatment Library gives Treatment and First Aid buffs.<br> | ||
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Requirements values are for [[Computer Literacy]], [[Treatment]]; in that order | Requirements values are for [[Computer Literacy]], [[Treatment]]; in that order | ||
{| border=1 class="wikitable" width="90%" | {| border=1 class="wikitable" width="90%" | ||
− | ! !! QL !! Bonus !! Req | + | ! !! QL !! Bonus !! Req CL, Tr !! !! QL !! Bonus !! Req CL, Tr !! !! QL !! Bonus !! Req CL, Tr |
|- | |- | ||
| || 1 || 2 || 11, 13 || || 8 || 3 || 39, 42 || || 20 || 4 || 86, 93 | | || 1 || 2 || 11, 13 || || 8 || 3 || 39, 42 || || 20 || 4 || 86, 93 | ||
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| || 70 || 8 || 285, 303 || || 82 || 9 || 332, 354 || || 95 || 10 || 384, 408 | | || 70 || 8 || 285, 303 || || 82 || 9 || 332, 354 || || 95 || 10 || 384, 408 | ||
|- | |- | ||
− | | || 107 || 11 || || || 120 || 12 || || || 132 || 13 || | + | | || 107 || 11 || 431, 459 || || 120 || 12 || 483, 514 || || 132 || 13 || 530, 564 |
|- | |- | ||
− | | || 145 || 14 || || || 157 || 15 || || || 169 || 16 || | + | | || 145 || 14 || 582, 619 || || 157 || 15 || 630, 669 || || 169 || 16 || 677, 720 |
|- | |- | ||
− | | || 182 || 17 || || || 194 || 18 || || || || || | + | | || 182 || 17 || 774, 729 || || 194 || 18 || 776, 825 || || || || |
|} | |} | ||
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|} | |} | ||
− | = | + | == Deck items == |
+ | Both types and most varieties of [[NCU]] belts and deck units require [[Computer Literacy]] (CL) to equip<br> | ||
+ | Note that both [[Carbonum]] and [[Newcomers Armor]] also add NCU | ||
− | = [[ | + | === Hardcore CPU Upgrade === |
− | + | <aodb>95513</aodb> [[AUNO:95513|Hardcore CPU Upgrade]]<br> | |
+ | -1 Nano cost at QL 40, the lowest, up to -15 at 195. Highest QL 200. Breakpoints every 11.5 QLs, expressed as +11, +12, +11...etc. 46, 57, 69, 80, 92, 103, 115, 126, 138, 149, 161, 172, 184, 195. See [[Infused Hardcore CPU Upgrade]] recipe | ||
− | == [[NCU Belt]] == | + | === [[NCU Belt]] === |
NCU belts have a very large distance between breakpoints | NCU belts have a very large distance between breakpoints | ||
*3 Slots...QL 30.....CL 76 | *3 Slots...QL 30.....CL 76 | ||
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*6 Slots...QL 160....CL 351 ([http://auno.org/ao/db.php?id=36784&ql=160 Belt Component Platform 6K-X]) | *6 Slots...QL 160....CL 351 ([http://auno.org/ao/db.php?id=36784&ql=160 Belt Component Platform 6K-X]) | ||
− | == [[NCU Memory]] == | + | === [[NCU Memory]] === |
* <aodb>202717</aodb> '''Ring of the Nucleus Basalis''': The nucleus basalis is a real-life part of the brain. +1 NCU at level 1, although it drops higher. Maximum +20 NCU at L77. 1, then 4, 8, 12, etc, every four levels until it gets its final +1 NCU at 77 instead of 80. | * <aodb>202717</aodb> '''Ring of the Nucleus Basalis''': The nucleus basalis is a real-life part of the brain. +1 NCU at level 1, although it drops higher. Maximum +20 NCU at L77. 1, then 4, 8, 12, etc, every four levels until it gets its final +1 NCU at 77 instead of 80. | ||
− | All NCU Memory between QLs 57 and 124 is redundant to <aodb>204602</aodb> Dark Memories and <aodb>204603</aodb> Memory Loops that drop from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] in Temple of Three Winds. Other QLs near those lower and upper limits can be as useful, but those are the breakpoints that have lower than 145 CL requirement and more than 33 NCU, respectively. | + | All NCU Memory between QLs 57 and 124 is redundant to <aodb>204602</aodb> Dark Memories and <aodb>204603</aodb> Memory Loops that drop from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] in Temple of Three Winds. Other QLs near those lower and upper limits can be as useful, but those are the breakpoints that have lower than 145 CL requirement and more than 33 NCU, respectively. And since these really require the six-slot belt to be much superior, the true successor to the Temple gear starts at 351 Computer Literacy: six × QL 132 memory, for 222 total. |
− | :'''NCU units''' bonuses start off very slowly, rapidly accelerate six NCU in seven levels (42-50), and then level off to a | + | :'''NCU units''' bonuses start off very slowly, rapidly accelerate six NCU in seven levels (42-50), and then level off to a slow but variable rate of 17 NCU in 72 levels. Thereafter, the rate is predictable and almost doubles, with a sequence of + 1 NCU over two levels, followed by +1 over three levels (+2 NCU every 5 levels), repeating up to level 199; a total of 31 NCU in 77 levels. Equip requirements are slightly above 4 CL per level. |
<aodb>36779</aodb><br> | <aodb>36779</aodb><br> | ||
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* <aodb>267797</aodb> '''Spirit Infused Yuttos Modified NCU''', up to +125 NCU, from SL and expensive to buy, but usable without SL expansion<br> | * <aodb>267797</aodb> '''Spirit Infused Yuttos Modified NCU''', up to +125 NCU, from SL and expensive to buy, but usable without SL expansion<br> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
= Weapons = | = Weapons = | ||
''See also [[Buff Weapons]] for weapons organized by effect, and weapons not seen here'' | ''See also [[Buff Weapons]] for weapons organized by effect, and weapons not seen here'' | ||
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Weapons with more than two variations of bonuses in their progression | Weapons with more than two variations of bonuses in their progression | ||
− | ==== Pepper ==== | + | ==== Pepper Pistol (Left Hand) ==== |
No QL can be rolled as mission reward; found in [[mission]] chests; mostly team missions<br> | No QL can be rolled as mission reward; found in [[mission]] chests; mostly team missions<br> | ||
1 '''Cheap Soft Pepper Pistol''' +2. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | 1 '''Cheap Soft Pepper Pistol''' +2. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | ||
51 '''Worn Soft Pepper Pistol''' +14 MM, BM, and MC<br> | 51 '''Worn Soft Pepper Pistol''' +14 MM, BM, and MC<br> | ||
101 '''Soft Pepper Pistol''' +18<br> | 101 '''Soft Pepper Pistol''' +18<br> | ||
− | 151 '''Shining Soft Pepper Pistol''' +24<br> | + | 151 '''Shining Soft Pepper Pistol''' +24. Surpasses the +20 MM and BM of a 99 [[#Galahad Inc T70|Galahad Inc T70]] Tsuyoshi<br> |
− | 194 '''Majestic Soft Pepper Pistol''' +28 | + | 194 '''Majestic Soft Pepper Pistol''' +28 MM, BM, and MC |
+ | |||
+ | ==== Pillow with Important Stripes (Left Hand) ==== | ||
+ | Mission Reward <br> | ||
+ | 1 '''Tear-soaked Pillow with Important Stripes''' +2. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | ||
+ | 51 '''Pillow with Important Stripes''' +15. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | ||
+ | 101 '''Soft Pillow with Important Stripes''' +20. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | ||
+ | 151 '''Perfumed Pillow with Important Stripes''' +25. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | ||
+ | 194 '''Love-Filled Pillow with Important Stripes''' +30. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation<br> | ||
====O E T pistol==== | ====O E T pistol==== | ||
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|- | |- | ||
|} | |} | ||
− | |||
== Links == | == Links == | ||
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* [[Buff Armor]] | * [[Buff Armor]] | ||
* [[Buff Weapons]] | * [[Buff Weapons]] | ||
− | * [[Level Parameters]] - search the page with Ctrl-F to find character levels that can run missions for specific QLs of items | + | * [[Level Parameters]] - search the page with Ctrl-F to find character levels that can run missions for specific QLs of items |
[[Category:Game System]] | [[Category:Game System]] | ||
[[Category:AO Slang]] | [[Category:AO Slang]] |
Latest revision as of 19:50, 13 March 2024
The term Breakpoints/Interpolation is used by players to describe the lowest Quality Level (QL) at which a given item gives a particular bonus. While the requirements to equip an item increase each level, the bonuses that may be found on them are many levels apart. Thus, a peculiarity of the interaction of the AO Quality Level and ability requirement systems is that items of a higher QL than the breakpoint are, with respect to their requirements, less desirable than those at the breakpoint. This is particularly true of items that are only worn, or even temporarily worn, to give bonuses.
Armor protection and weapon strength are typically more powerful as the level increases, but other equipped items such as Utilities, which unlike armor and weapons have no additional benefit per level, are unequivocally superior at breakpoint.
Armor[edit]
Alien Armor[edit]
QL 225 is the last QL that can be worn before requiring Alien Technology Expertise 3 via Uncle Bazzit's mission
Alien Armour QL | Alien Tech Expertise | Title Level | Effective minimum level |
---|---|---|---|
30 | 1 | 1 | 15 |
75 | 1 | 2 | 15 |
90 | 2 | 2 | 75 |
150 | 2 | 3 | 75 |
210 | 2 | 4 | 100 |
225 | 2 | 5 | 150 |
270 | 3 | 5 | 150 |
300 | 3 | 6 | 190 |
Biomech Armor [edit]
Biomech Armor: Up to +10 Treatment at 189. Every 22 levels starting with +4 at 75: 79, 101, 123, 145, 167, 189. It is not available before QL 75; the highest QL is 200.
- The Helmet becomes +6 Treatment, higher than the fixed bonus from the Stalker Helmet, at QL101. It becomes +7 Treatment, higher than the maximum bonus from the Physician's Cap, which is a leveling item, at QL123.
- Biomech Armor Cloak is irreplaceable by any other armor.
- Biomech Armor Boots QL 123 or higher give a better treatment boost than Omni-Med Suit boots.
- All other pieces are inferior to the Omni-Med Suit, with its fixed QL and bonuses, for the purposes of Treatment bonus.
Carbonum Plate Armor[edit]
NCU and Nano Initiative Breakpoints
Breakpoints for bonuses to NCU & NanoC Init per piece of Carbonum armor
Quality Level | NCU & NanoC Init Bonus | Quality Level | NCU & NanoC Init Bonus |
---|---|---|---|
1 | 1 | 16 | 2 |
44 | 3 | 73 | 4 |
101 | 5 | 129 | 6 |
158 | 7 | 186 | 8 |
Or, to put it another way, Carbonum gets additional NCU and NanoC Init every 28.5 levels, rounded down, beginning with level 16.
Max Nano increase per level
Max Nano = (QL x .8) +1. Every level of carbonum gets 1 + .8 x QL, rounded up. At Quality Level 1, 1.8, rounded up to +2 max nano. At QL 2, 2.6, rounded up to +3. At 3, 3.2, rounded up to +4. At 4, 4.0. Or to put it another way, +1 every level, except for no +1 at every fifth level, starting with no +1 at QL5.
CAS Symbiotic Armor[edit]
NCU (helmet) From +1 to max of +10, every 22 QLs after 13: 1, 13, 35, 57, 79, 101, 123, 145, 167, 189.
Kirch Kevlar Armor[edit]
Bonuses to Agility Psychic and Sense. +1 to +5: QLs 1, 26, 76, 126, 176.
Miy's Armor Sets[edit]
Set bonuses in common
Body: Up to +22 Stamina.8 • • • Boots: Up to +15 Strength.5 • • • Gloves: Up to +15 Sense.5 • • • Helm: Up to +22 Intelligence.8 • • • Legs: Up to +22 Agility.8 • • • Sleeves: Up to +14 Psychic.4 • • • Cloak: Up to +10 all abilities.2
Miy's Formulas and Derived Breakpoints[edit]
1 Up to +8: +1 every 42 2/3 after QL 23:
1, 23, 66, 108, 151, 194, 236, 279.
2 Up to +10: +1 every 33.22 (299/9 to be exact) QLs, rounded to the nearest, after QL 18 (18.1 to be exact). The breakpoints that are 34 higher than the previous are 85, 251:
1, 18, 51, 85, 118, 151, 184, 217, 251, 284.
3 Up to +11: +1 every 30 QLs after QL 16:
1, 16, 46, 76, 106, 136, 166, 196, 226, 256, 286.
4 Up to +14: +1 every 23 QLs after QL 13:
1, 13, 36, 59, 82, 105, 128, 151, 174, 197, 220, 253, 286, 289.
5 Up to +15: +1 every 21 1/3 QLs, rounded down, after QL 12. The breakpoints that are 22 higher than the previous are 34, 98, 162, 226, 290:
1, 12, 34, 55, 76, 98, 119, 140, 162, 183, 204, 226, 247, 268, 290.
6 Up to +16: +1 every 20 QLs, after QL 11:
1, 11, 31, 51, 71, 91, 111, 131, 151, 171, 191, 211, 231, 251, 271, 291.
7 Up to +17. +1 every 18 2/3 QLs, rounded down, after QL 11:
1, 11, 30, 48, 67, 86, 104, 123, 142, 160, 179, 198, 216, 235, 254, 272, 291.
8 Up to +22. +1 every 14.238 (299/21 to be exact) QLs, rounded down, after QL 9. The breakpoints that are 15 QLs higher than the previous are 66, 123, and 194.
1, 9, 23, 37, 51, 66, 80, 94, 108, 123, 137, 151, 165, 179, 194, 208, 222, 236, 251, 265, 279, 293.
Miy's Melee Armor[edit]
Bonuses in addition to the common set bonuses
Gloves: Up to +17 Agility.7 Up to +16 Bow and Piercing.6 | |
Sleeves: Up to +16 1h Blunt and 1h Edged.6 | Legs: Up to +15 Sense.5 Up to +16 Martial Arts.6 |
Miy's Nano Armor[edit]
Bonuses in addition to the common set bonuses
Miy's Ranged Armor[edit]
Bonuses in addition to the common set bonuses
Miy's Scary Armor[edit]
Bonuses in addition to the common set bonuses
Sleeves: Up to +11 Intelligence.3 Up to +16 Perception.6 | |
Legs: Up to +15 Sense.5 | Boots: Up to +15 Stamina.5 |
Miy's Tank Armor[edit]
Bonuses in addition to the common set bonuses
Body: Up to +17 Strength.7 Up to +16 2h Blunt.6 | |
Gloves: Up to +16 2h Edged.6 | Sleeves: Up to +8 Melee Energy.1 |
Legs: Up to +16 Grenade and Heavy Weapons.6 | Boots: Up to +15 Stamina.5 |
Nova Dillon Armor[edit]
Helm-only bonus to Sensory Improvement with a max of +10: 1, 13, 35, 57, 79, 101, 123, 145, 167, 189.
All pieces have bonuses to all abilities, from +1 to a max of +4, and to the Melee combat skill Piercing, at QLs 1, 35, 101, and 167.
Not to be confused with Dillon Armor, most of which was removed from game. The Boots with their Int and Sta and Piercing bonuses are still ingame, and still dropped as of 2011-12, from Dyna Bosses; breakpoints QL 51 and 151.
Physician's Cap[edit]
Treatment, First Aid, and Pharmaceuticals:
+3 at QL15 (TL>=2,Psy>=45, Sta>=45). +4 at QL25 (TL>=2,Psy>=75, Sta>=75). +5 at QL45 (TL>=3,Psy>=135, Sta>=135). +6 at QL65 (TL>=3,Psy>=195, Sta>=195)
Sekutek Chilled Plasteel Armor[edit]
Bonuses to Agility, Intelligence and Strength up to +5: QLs 1, 26, 76, 126, 176.
Servants of Eight[edit]
+10 to Sense (helm) Stamina (body) and Agility (legs), and +20 Psychic (arm x2); +1 each 22nd level starting after QL 13: 35, 57, 79, 101, 123, 145, 167, 189. Level locked at ~ 90% of QL.
Shoulder Items[edit]
BBQ Shoulder Pillow[edit]
BBQ Shoulder Pillow +1 to Multi-ranged and Multi-melee per four levels, starting at level 4: 1, 4, 8, 12, etc. Maximum of +50 at QL 198. Two irregularities in the progression at 64-69 and 133-138, where it is five levels between bonuses.
Personalized Basic Robot Brain[edit]
Robot junk is the component of this tradeskill process which sets the QL of PBRBs, a shoulder item which adds Sense.
Up to +15: +1 every 16.6 levels rounded down, starting at level 10: 1, 10, 26, 43, 59, 76, 93, 109, 126, 142, 159, 176, 192.
Rings[edit]
Docaholic's Ring[edit]
Random mob loot with an intelligence requirement for equipping. Bonus to Treatment.
Up to +15. +1 every 21.357 (299/14 to be exact) QLs, rounded down, after QL 12.
Breakpoint QL (Required Intelligence) 1(1), 12(7), 34(18), 55(29), 76(39), 98(50), 119(61), 140(71), 162(82), 183(93), 204(103), 226(114), 247(125), 268(135), 290(146).
IQ Ring[edit]
Random mob loot with an intelligence requirement for equipping. Bonus to XP Gain.
Up to +7. +1 every 33.17 (150/6 to be exact) QLs, rounded down, after QL 18.
Breakpoint QL (Required Intelligence) 1(1), 18(10), 51(26), 84(43), 118(60), 151(76), 184(93).
Ring of Presence[edit]
Dynaboss loot with a level requirement for equipping. Bonuses to Intelligence, Psychic, all nanos, First Aid, Treatment, Perception, Psychology, Tutoring, Nano Programming and Computer Literacy up to +4:
- Breakpoint QL (Required level) 1(1), 35(32), 101(91), 167(150)
Ring of Divine Teardrops[edit]
Shadowlands required. +10 Agility, +20 Sense at starting level of 100, +1 Agility and Sense each 20 levels after and including QL 110 to a maximum of +20 Agility, +30 Sense at QL 290.
Non-Armor wearables[edit]
Implant[edit]
Implant Clusters[edit]
Skills[edit]
Maximum advantage going to QL numbers ending in 9; almost as much for numbers ending in 3:
- Shiny clusters: Odd-numbered QLs.
- Bright clusters: Every QL number ending in 2, 5, or 9.
- Faded clusters: Every fifth QL, numbers ending in 3 or 8.
The QL number of most storebought implants (numbers ending in zero), is tied for second place with numbers ending in 4 as least efficient QL; the worst being numbers ending in 6.
Abilities[edit]
- Shiny clusters: QL is a number divisible by four, plus two, eg 6 or 114?
- Bright clusters: Every 6.5 QL?
- Faded clusters: Every 10th QL, numbers ending in 5?
HUD[edit]
Targeting Scope - Vision Enhancer[edit]
Not available below QL100. Base critical chance +1 at 100; 154 Perception required. At 112, +2; 194 Perception.
Thereafter, +1 every 23 Quality Levels with one exception, only 22 QL to 180
QL 135; +3; 276 Perception • • • QL 158; +4; 358 • • • QL 180; +5; 436 • • • QL 203; +6; 518 • • • QL 226; +7; 600 • • • QL 249; +8; 682
The maximum possible is QL 275 (found in a chest by a fixer with 10% added QL to loot (250x 1.10 = 275). This would be the minimum required to reach +9, with the next highest being QL 270 (249x 1.10); not enough to reach the undocumented and impossible-to-obtain breakpoint of 271 or 272. QL 275 would require 912 Perception.
Nano Targeting Helper[edit]
Damage add to Nano formulas in percent of damage, so it scales (caveat: some types of damage such as DoTs could conceivably be unaffected, or other restrictions[1]):
- At QL 1, +1% added to Nano damage, +1 roughly every 75 levels after 2% at QL 39; 3% at 114, 4% at 188, 5% at 263
- Nano range increase: 2 at 18, 3 at 51..10 at 284
Utilities[edit]
Treatment Libraries[edit]
Treatment Library gives Treatment and First Aid buffs.
Up to +18: +1 Treatment every 12.4375 levels rounded down, starting at level 8: 8, 20, 33, 45, 57, 70, 82, 95, 107 120, 132, 145, 157, 169, 182, 194.
Requirements values are for Computer Literacy, Treatment; in that order
QL | Bonus | Req CL, Tr | QL | Bonus | Req CL, Tr | QL | Bonus | Req CL, Tr | |||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 11, 13 | 8 | 3 | 39, 42 | 20 | 4 | 86, 93 | |||
33 | 5 | 138, 148 | 45 | 6 | 185, 198 | 57 | 7 | 233, 249 | |||
70 | 8 | 285, 303 | 82 | 9 | 332, 354 | 95 | 10 | 384, 408 | |||
107 | 11 | 431, 459 | 120 | 12 | 483, 514 | 132 | 13 | 530, 564 | |||
145 | 14 | 582, 619 | 157 | 15 | 630, 669 | 169 | 16 | 677, 720 | |||
182 | 17 | 774, 729 | 194 | 18 | 776, 825 |
Treatment and Pharmacy Library is for doctors only, gives Pharma Tech buff and more generous Treatment/First Aid buffs
Up to +36: +1 Treatment every 6 levels, starting at level 5.
QL | Bonus | Req's | QL | Bonus | Req's | QL | Bonus | Req's | QL | Bonus | Req's | QL | Bonus | Req's | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 11, 13 | 5 | 4 | 27, 30 | 11 | 5 | 51, 55 | 17 | 6 | 74, 80 | 23 | 7 | 98, 106 | |||||
29 | 8 | 122, 131 | 35 | 9 | 146, 156 | 41 | 10 | 170, 181 | 47 | 11 | 193, 206 | 53 | 12 | 217, 232 | |||||
59 | 13 | , | 65 | 14 | , | 71 | 15 | , | 77 | 16 | , | 83 | 17 | , | |||||
89 | 18 | 95 | 19 | 101 | 20 | 107 | 21 | 113 | 22 | ||||||||||
119 | 23 | 125 | 24 | 131 | 25 | 137 | 26 | 143 | 27 | ||||||||||
149 | 28 | 155 | 29 | 161 | 30 | 167 | 31 | 173 | 32 | ||||||||||
179 | 33 | 185 | 34 | 191 | 35 | 197 | 36 |
Implant Disassembly Clinic can be used for implant disassembly by any profession, but can only be worn by Fixers and Agents using False Profession.
Compared to a regular/pharmacy library this one gives no First Aid bonus, worse treatment bonus up for QLs 1-58, equal 59-79, better 80+, but much lower requirements. The maximum +20 at QL 195 is reached at about the same CL as a QL 107 Treatment Library with +11, & the Treatment requirement is equal to the CL req., where on the TL it is higher.
Up to +20: +1 Treatment every ~10.474 levels rounded down, starting at level 7: 7, 17, 28, 38, 49, 5, 70, 80, 91, 101, 111, 122, 132, 143, 153, 164, 174, 185, 195.
For this table, the single "Req's" value is for both Computer Literacy and Treatment, as those requirements are the same at every QL of the Clinic
QL | Bonus | Req's | QL | Bonus | Req's | QL | Bonus | Req's | QL | Bonus | Req's | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | 7 | 7 | 2 | 23 | 17 | 3 | 46 | 28 | 4 | 72 | ||||
38 | 5 | 96 | 49 | 6 | 121 | 59 | 7 | 145 | 70 | 8 | 171 | ||||
80 | 9 | 194 | 91 | 10 | 220 | 101 | 11 | 243 | 111 | 12 | 267 | ||||
122 | 13 | 132 | 14 | 143 | 15 | 153 | 16 | ||||||||
164 | 17 | 174 | 18 | 185 | 19 | 195 | 20 |
Deck items[edit]
Both types and most varieties of NCU belts and deck units require Computer Literacy (CL) to equip
Note that both Carbonum and Newcomers Armor also add NCU
Hardcore CPU Upgrade[edit]
Hardcore CPU Upgrade
-1 Nano cost at QL 40, the lowest, up to -15 at 195. Highest QL 200. Breakpoints every 11.5 QLs, expressed as +11, +12, +11...etc. 46, 57, 69, 80, 92, 103, 115, 126, 138, 149, 161, 172, 184, 195. See Infused Hardcore CPU Upgrade recipe
NCU Belt[edit]
NCU belts have a very large distance between breakpoints
- 3 Slots...QL 30.....CL 76
- 4 Slots...QL 60.....CL 161
- 5 Slots...QL 100....CL 251
- 6 Slots...QL 160....CL 351 (Belt Component Platform 6K-X)
NCU Memory[edit]
- Ring of the Nucleus Basalis: The nucleus basalis is a real-life part of the brain. +1 NCU at level 1, although it drops higher. Maximum +20 NCU at L77. 1, then 4, 8, 12, etc, every four levels until it gets its final +1 NCU at 77 instead of 80.
All NCU Memory between QLs 57 and 124 is redundant to Dark Memories and Memory Loops that drop from Lien the Memorystalker in Temple of Three Winds. Other QLs near those lower and upper limits can be as useful, but those are the breakpoints that have lower than 145 CL requirement and more than 33 NCU, respectively. And since these really require the six-slot belt to be much superior, the true successor to the Temple gear starts at 351 Computer Literacy: six × QL 132 memory, for 222 total.
- NCU units bonuses start off very slowly, rapidly accelerate six NCU in seven levels (42-50), and then level off to a slow but variable rate of 17 NCU in 72 levels. Thereafter, the rate is predictable and almost doubles, with a sequence of + 1 NCU over two levels, followed by +1 over three levels (+2 NCU every 5 levels), repeating up to level 199; a total of 31 NCU in 77 levels. Equip requirements are slightly above 4 CL per level.
"2 - 3 NCU" Memory. Up to QL 10.
Quality Level | NCU Bonus | Computer Literacy |
---|---|---|
1 | 2 | 6 |
6 | 3 | 14 |
"4-7 NCU Memory" From 11 to 29.
Note that 7 NCU is not afforded until QL 33.
Quality Level | NCU Bonus | Computer Literacy |
---|---|---|
16 | 4 | 29 |
23 | 5 | 42 |
28 | 6 | 53 |
"8 - 15 NCU Memory" From 30 to 44.
Quality Level | NCU Bonus | Computer Literacy | Quality Level | NCU Bonus | Computer Literacy |
---|---|---|---|---|---|
33 | 7 | 64 | 38 | 8 | 73 |
41 | 9 | 84 | 42 | 10 | 88 |
44 | 11 | 96 |
"16 - 31 NCU Memory" From 45 to 84
Quality Level | NCU Bonus | Computer Literacy | Quality Level | NCU Bonus | Computer Literacy |
---|---|---|---|---|---|
45 | 12 | 101 | 61 | 19 | 146 |
46 | 13 | 105 | 66 | 20 | 157 |
47 | 14 | 109 | 70 | 21 | 166 |
49 | 15 | 117 | 75 | 22 | 178 |
50 | 16 | 121 | 79 | 23 | 187 |
53 | 17 | 128 | 83 | 24 | 196 |
57 | 18 | 137 |
"32 - 63 NCU Memory" From 85 to 159
Quality Level | NCU Bonus | Computer Literacy | Quality Level | NCU Bonus | Computer Literacy |
---|---|---|---|---|---|
88 | 25 | 207 | 132 | 37 | 351 |
92 | 26 | 216 | 134 | 38 | 362 |
96 | 27 | 225 | 137 | 39 | 380 |
101 | 28 | 237 | 139 | 40 | 392 |
105 | 29 | 246 | 142 | 41 | 409 |
110 | 30 | 257 | 144 | 42 | 421 |
114 | 31 | 266 | 147 | 43 | 439 |
118 | 32 | 275 | 149 | 44 | 450 |
122 | 33 | 292 | 152 | 45 | 468 |
124 | 34 | 304 | 154 | 46 | 480 |
127 | 35 | 321 | 157 | 47 | 497 |
129 | 36 | 333 | 159 | 48 | 509 |
"64 NCU Memory"
The maximum NCU available is 64, which is not available until QL 199.
Quality Level | NCU Bonus | Computer Literacy | Quality Level | NCU Bonus | Computer Literacy |
---|---|---|---|---|---|
162 | 49 | 527 | 182 | 57 | 644 |
164 | 50 | 539 | 184 | 58 | 656 |
167 | 51 | 556 | 187 | 59 | 673 |
169 | 52 | 568 | 189 | 60 | 685 |
172 | 53 | 586 | 192 | 61 | 703 |
174 | 54 | 598 | 194 | 62 | 715 |
177 | 55 | 615 | 197 | 63 | 732 |
179 | 56 | 627 | 199 | 64 | 744 |
For NCU above 64 (or with additional bonuses), there are a few Froob-usable NCU chips:
- Morphing Memory, levelling between 1-64 NCU, drops in Subway, also has Psychic requirement and adds a small Nano Resist bonus. Other than 3 memory at QL7 instead of 6, it appears to follow the normal memory progression, starting at level 1 with +2 NCU; +1 QL at 7, 16, 23, 28, 33, 38, 41, 44, 45, 46, 47, 49, 50, 53, , , , , , , ,. 289 Psychic is required to equip Morphing Memory at +27 NCU-higher than Dark Memories, and 373 Psychic at +34 NCU-higher than Memory Loop.
- Accelerated NCU Memory, between 1-64 NCU, tradeskilled, also has Intelligence requirement and adds a small NanoC. Init bonus: 1 and +1 each: 45, 68, 103, 140, and a max of +6 at 180
- Mnemonic Fragment [NODROP], +70 NCU, drops in Inner Sanctum
- Standard Juggernaut Nano Containment Module, clan only, +72 NCU, drop from Juggernauts in Lush Fields that patrol (if they are not stuck in terrain) from east to west on the road in the south
- Spirit Infused Yuttos Modified NCU, up to +125 NCU, from SL and expensive to buy, but usable without SL expansion
Weapons[edit]
See also Buff Weapons for weapons organized by effect, and weapons not seen here
Some of these weapons with bonuses to attributes and skills are now available separately at the "ICC Special Weapons" kiosks and are no longer sold with the normal weapons.
Breakpoint QL, Weapon name, +bonus, (requirements)
1 YES Support 1010 +5 Sense (SMG)
10 Concrete Cushion +8 Str and Sta
36 Sito-Tech Model 00 +10 SMG & Assault Rifle (Assault rifle 140 Smg 93 Burst 116 Full auto 140)
38 Kalo-BBI Model 57 psy 6 (rifle)
38 O.E.T. Co. Chic Urban Sniper +14 Shotgun (right or left hand)
50 Kalo-BBI Model 58 12 psy (rifle)
62 M150 N.A. Booster Edition +16 rifle (rifle with burst and full auto)
70 Vektor ND LIZARD Shotgun +15 psychic (shotgun)
72 Manex STR 77 Shagma Edition, 12 to int and MM (assault rifle)
80 Vektor V.21.30 Flechette Rifle +15 stamina & assault rifle (assault rifle)
84 Krutt Assault 219 Fandango, +12 to int and stamina (assault rifle)
84 Kalinkalov Mz-99 Canary +18 Psychological Modifications (assault rifle)
90 BBI AS-90 Tussock +14 Sense (assault rifle)
92 Kalo-BBI Model 59 +20 psy (rifle)
93 Enhanced Polearm 2h Edged +15
99 S.A. Secure Home Defender +20 perception (shotgun)
100 HSR Arms N.M. +25 Stamina
100 MTI 99 Rebel Match Pistol +24 Perception
101 Professional MTI Aleph 99 +15 Stamina
110 MTI SW500 Lux +20 Pistol, +10 Perception
120 V-three Breathing Space, +10 int, melee energy
120 OT M50bbk Shotgun Percep +25
121 MTI SL70 013309a +15 Int rifle
121 MTI SL70R06 Razorback Rifle, +15 int
121 Polizziotto M203 Druid, +20 Sense, SI, Perception
150 OT M50bhq Shotgun, +30 Perc
150 V-four Breathing Space, +20 int, melee energy
158 HSR Arms F-59 Beholder +42 Perception. AR/Burst/AimS
160 Excellent Concrete Cushion +20 Str and Sta
160 Freedom Arms Super 90 Queen, +30 Sense (Pistol, Ranged energy, Burst, Fling shot, Full auto)
180 MTI SW500 Geyser +30 pistol
184 Krutt Assault 219 Waltzing Queen, Special int, comp lit
Multiple breakpoints[edit]
Weapons with more than two variations of bonuses in their progression
Pepper Pistol (Left Hand)[edit]
No QL can be rolled as mission reward; found in mission chests; mostly team missions
1 Cheap Soft Pepper Pistol +2. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation
51 Worn Soft Pepper Pistol +14 MM, BM, and MC
101 Soft Pepper Pistol +18
151 Shining Soft Pepper Pistol +24. Surpasses the +20 MM and BM of a 99 Galahad Inc T70 Tsuyoshi
194 Majestic Soft Pepper Pistol +28 MM, BM, and MC
Pillow with Important Stripes (Left Hand)[edit]
Mission Reward
1 Tear-soaked Pillow with Important Stripes +2. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation
51 Pillow with Important Stripes +15. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation
101 Soft Pillow with Important Stripes +20. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation
151 Perfumed Pillow with Important Stripes +25. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation
194 Love-Filled Pillow with Important Stripes +30. Matter Metamorphosis, Biological Metamorphosis, and Matter Creation
O E T pistol[edit]
1 Second-Hand Old English Trading Co. (pistol, fling) +5 Intelligence
70 O.E.T. Co. Pelastio +10 Int
90 O.E.T. Co. Pelastio V2 +15 Int
100 O.E.T. Co. Jess +20 Int and Psychic
160 90 O.E.T. Co. Pelastio V3, +20 int +25 psychic
200 O.E.T. Co. Maharanee +25 Int and Psychic
Tsakachumi[edit]
1 Tsakachumi PTO-HV Counter-Sniper Rifle +4 Agility
40 Tsakachumi PTO-HV.2 Counter-Sniper Rifle +20 Agility
80 Tsakachumi PTO-HV3a Counter-Sniper Rifle +25 Agility +20 Rifle
MTI G-70[edit]
20 MTI G-70 Zaman (assault rifle) +5 Assault rifle
65 MTI G-70 Talmo +8 Biological Metamorphosis, +10 Treatment, +15 First Aid
75 MTI G-70 Nibong Kula +15 Assault rifle
MTI Aleph 99[edit]
SMG and Burst required, Right Hand only. QL 1, 21, 41, 81, 101, 151: Each +3 more Stamina bonus, to +18.
- 200 Elite MTI Aleph 99 +27 Stamina
OT M500[edit]
50 OT M500 SWAT Ludo . Assault Rifle Snipe. Stamina
115 OT M500 SWAT Pioneer +14 Str, +18 Stamina
180 OT M500 SWAT Monster +12 Agility, +14 Str, +18 Stamina
Windchaser[edit]
22 OT-Windchaser M06 Quartz (rifle) +10 Treatment(all OT-Windchaser M0 weapons have some sort of bonus, but this is the most sought after)
26 OT-Windchaser M06 Hematite +8 Agility +15 Rifle
38 OT-Windchaser M06 Emerald +10 Sense & Perception & Psychology
41 OT-Windchaser M06 Mother of Pearl +10 int, +3 NCU
50 OT-Windchaser M06 Ruby +10 Psy, +4 NCU, +12 Aimed Shot
170 OT-Windchaser M06 Diamond +30 Traps +20 Aimed Shot
ICC Arms[edit]
30 ICC Arms 2Q2C Gun Bag (rifle) +10 Sense
80 ICC Arms 2Q2C (u) Gun Bag +20 Sense +10 Psychic
145 ICC Arms 2Q2N-8 Gun Bag, +30 Sense +20 Psychic +35 Perception
Galahad Inc T70[edit]
33 Galahad Inc T70 Myre (Full Auto, Burst, Pistol) +14 Pistol. Multi-ranged 206 req
44 Galahad Inc T70 Beyer +20 Computer Literacy and QFT. 44 missions available to Character Level 25, 34, 37, 40, 44, 49, 52, 55, 56, 59, 63, 64.
77 Galahad Inc T70 Zig Zag +20 Sense
99 Galahad Inc T70 Tsuyoshi +20 MM BM
111 Galahad Inc T70 Beardsley 25 Psychic 25 PM
153 Galahad Inc T70 Priscilla, +20 Matter Creations
200 Galahad Inc T70 Khan, +30 Matter Creations, Time and Space, Mechanical Engineering
O E T rifle[edit]
45 O.E.T. Co. Type 77a Min Min (rifle,shotgun) +8 psychic
75 O.E.T. Co. Type 77a Mikado +12 Strength
135 O.E.T. Co. Type 77a Lovemaker, +20 Sense & Perception
95 and 188 +Evades
BBI Minami[edit]
50 BBI Minami-90 Scent of Female Ant +4 MM & BM
80 BBI Minami-90 Slide on Rusted Lid +8 MM & BM
115 BBI Minami-90 Light Spring Dance +12 BM & MM
160 BBI Minami-90 Sticky Love Rain, +16 MM & BM, +12 Sense
186 BBI Minami-90 Muddy Intestines, +20 MM & BM, +16 Sense
Atlas Bern CV[edit]
55 Atlas Bern C.V. Dominator (pistol, burst, fling) +5 Pistol. Multi-ranged 98 req
70 Atlas Bern C.V. Vanilla +10 Pistol. Multi-ranged 112
82 Atlas Bern C.V. Vanilla Dream +10 Pistol +15 Psychic
100 Atlas Bern C.V. Sarcastic +15 Pistol, Psychic, and Sense. Multi-ranged 275 req
Links[edit]
- 64 NCU Memory at Auno
- Interpolation Tables at Kimi's Anarchy Online Resources
See Also[edit]
- Buff Armor
- Buff Weapons
- Level Parameters - search the page with Ctrl-F to find character levels that can run missions for specific QLs of items