Eyemutant Sinew Armor

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An excellent armor, Enforcer only, of only three pieces: gloves, arms, and boots; charcoal grey, similar in appearance to Bronto Armor. Its greatest strength is that, similarly to the Rollerrat Helmet, it can be upgraded to higher levels, across a greater range than any levelling armor. Since sleeves usually offer the least protection of any equipment of armor, and all of the pieces offer the same protection, the sleeves are a much greater armor option than the other pieces, and in most cases, superior to arm pieces of other armor sets. Even at level 200 (10 Bundles), one Eyemutant sleeve gives a "total" of 1900 ACs, with a Carbonum sleeve giving only 1850; at 240 (12 Bundles), each Eyemutant sleeve totals 2280; 23% more protection over all the ACs.

All the Eyemutant pieces add a bonus to a character's Fire- and Cold-typed damage, if any. Damage bonuses in AO only apply if the character is wielding an attack that does the same type of damage as the bonus. Icebreaker, a Dyna-only weapon also exclusive to Enforcers, is such a weapon, as are various To3W and Inner Sanctum drops.

Rings and other accessory armor items will often add a bonus to damage; such a bonus is rare for clothing-type armor like gloves and boots. Therefore, Eyemutant armor is especially valuable in this respect also.

Like many such oddities, however, it does have at least one major drawback. It has significant weaknesses to Cold- and Fire-typed damage. Its Strength requirement is quite a bit higher than the Agility requirement for Carb, at equal QLs, but the Stamina requirement is only a little higher than Carb's. The requirements for QL 240 are, unsurprisingly, higher than those for 200 Carbonum (as much as 63% higher) but the total protection is nearly 30% greater.

Materials for the armor come from, of course, Eye-mutants, but also Brontos. It matters not the QL of the Bronto Hide, so the lower the better really, saving higher QL pieces for Bronto Hide Armor. What sets the QL is the number of Eyemutant Sinews that are added to the armor, up to a maximum of twelve.

All three pieces (four if the pair of arms are counted individually) offer the same protection; many other sets tend to give less ACs on the boots and gloves.

Appearance and Features

Eyemutant Sinew Sleeves - 12 Bundles
Eyemutant Sinew Gloves - 12 Bundles
Eyemutant Sinew Boots - 12 Bundles
  • Description:
Eyemutant Sinew Armor can only be used by Enforcers.
  • Arms x2,
    Gloves,
    Boots,
    at QL 240
    (12 Bundles):
+To Fire Damage
+ To Cold Damage
48
48
   
Projectile AC
Radiation AC
Melee AC
Cold AC
1440
1440
1440
480   
Poison AC
Fire AC
Chemical AC
Energy AC
1440
480
1440
1440
  • Link:
Auno.org

At QL 200 (10 Bundles) compared to Carbonum Armor
equal/better/worse.

ProjectileAC: 1200
MeleeAC: 1200
EnergyAC: 1200
FireAC: 200
ColdAC: 200
RadiationAC: 1200
ChemicalAC: 1200
PoisonAC: 1200
Carbonum Total AC:
8310
Eyemutant Total AC:
7600


Production

All components and products of these processes are tradable. There are no tools; all components are consumed to make the final product. Rarely for tradeskills, an ability, Agility, is required

Required Ability and Skill


Components

Component *1 Location min. QL
Eyemutant Sinews C Drop from Eye-mutants
in RK
SPECIAL
(Fixed at 50)
XXX-Plumbo Beer Can C Good Time Party Mixer & Drinks Vendors
Fixed at 1
Patch of Bronto Hide C Drop from Brontos
Found in chests in Missions
Any QL
B.B.I. - Nano Enhanced B-12 Tanning Acid C General Shops
Pharmacy and Chemistry Components
Fixed at 10
*1 R = reuseable, C = consumed

Tradeskill Process

The combination of items in Anarchy Online works as follows:

Open the tradeskill window (Ctrl-t). Here you can place the Source (often a tool) in the left box, and the Target in the middle box. two items you want to combine. The resulting product item, or Result, if there is one, will be displayed in the right box. The number of possible combinations that can be made with any item as Source or Target, even if that number is zero, will be shown below the box. A detailed look on the Result item is possible with a simple shift-left-click on it. This examination can be performed upon items in storage packs. Until a combination is performed, the items remain in their storage packs, and do not move to main inventory if the Tradeskill window is closed. If there is no free inventory space before combining items, the item will end in the overflow window, even if items are consumed in the process, leaving an inventory space.

Provided no information on any of the ingredients is desired, the optimum way to combine items is: Bring both items to main inventory. Pick up the Source and hold the item graphic on the cursor over the Target. While holding down Shift, right click. The Result product and tool, if any, will return to inventory. A small number of recipes, e.g. Treatment Libraries, will consume items which are usually used as tools, e.g. Hacker Tools, and not consumed in other recipes. This will be shown in the Components section.

Sleeves

Sinew Preparation

XXX-Plumbo Beer Can + Long Eyemutant Sinews = Long Eyemutant Sinews - Preserved Skills: 225 Chemistry
XXX-Plumbo Beer Can Long Eyemutant Sinews Long Eyemutant Sinews - Preserved -


Tanning the Hides
The process is identical to that for Bronto Hide Armor

B.B.I. - Nano Enhanced B-12 Tanning Acid + Patch of Soft Bronto Hide = Patch of Soft Bronto Hide - Tanned Skills: Chemistry
and Agility
B.B.I. - Nano Enhanced B-12 Tanning Acid Patch of Soft Bronto Hide Patch of Soft Bronto Hide - Tanned QL x 4.5 and 2.5


Combine Sinew and Hide

Long Eyemutant Sinews - Preserved + Patch of Soft Bronto Hide - Tanned = Eyemutant Sinew Sleeves - 1 Bundle Skills: Chemistry
Long Eyemutant Sinews - Preserved Patch of Soft Bronto Hide - Tanned Eyemutant Sinew Sleeves - 1 Bundle 6.25 x New QL
(in this case, 20)

Add Sinew Bundles

Long Eyemutant Sinews - Preserved + Eyemutant Sinew Sleeves - 1 Bundle = Eyemutant Sinew Sleeves - 2 Bundles Skills: Chemistry
Long Eyemutant Sinews - Preserved Eyemutant Sinew Sleeves - 1 Bundle Eyemutant Sinew Sleeves - 2 Bundles 6.25 x New QL
(in this case, 40)

Repeat this step for as many Bundles as you have or want to add. Each bundle added increases the QL by 20, and the strength and requirements of the armor accordingly. A maximum of 12 bundles can be added, requiring 6.25 x 240, the maximum QL, for a total of 1500 Chemistry


Gloves

Sinew Preparation

XXX-Plumbo Beer Can + Short Eyemutant Sinews = Short Eyemutant Sinews - Preserved Skills: None?
XXX-Plumbo Beer Can Short Eyemutant Sinews Short Eyemutant Sinews - Preserved -


Tanning the Hides
The process is identical to that for Bronto Hide Armor

B.B.I. - Nano Enhanced B-12 Tanning Acid + Small Patch of Soft Bronto Hide = Small Patch of Soft Bronto Hide - Tanned Skills: Chemistry
and Agility
B.B.I. - Nano Enhanced B-12 Tanning Acid Small Patch of Soft Bronto Hide Small Patch of Soft Bronto Hide - Tanned QL x 4.5 and 2.5


Combine Sinew and Hide

Short Eyemutant Sinews - Preserved + Small Patch of Soft Bronto Hide - Tanned = Eyemutant Sinew Gloves - 1 Bundle Skills: Chemistry
Short Eyemutant Sinews - Preserved Small Patch of Soft Bronto Hide - Tanned Eyemutant Sinew Gloves - 1 Bundle 6.25 x New QL
(in this case, 20)

Add Sinew Bundles

Short Eyemutant Sinews - Preserved + Eyemutant Sinew Gloves - 1 Bundle = Eyemutant Sinew Gloves - 2 Bundles Skills: Chemistry
Short Eyemutant Sinews - Preserved Eyemutant Sinew Gloves - 1 Bundle Eyemutant Sinew Gloves - 2 Bundles 6.25 x New QL
(in this case, 40)

Repeat this step for as many Bundles as you have or want to add. Each bundle added increases the QL by 20, and the strength and requirements of the armor accordingly. A maximum of 12 bundles can be added, requiring 6.25 x 240, the maximum QL, for a total of 1500 Chemistry

Boots

Sinew Preparation

XXX-Plumbo Beer Can + Eyemutant Sinews = Eyemutant Sinews - Preserved Skills: None?
XXX-Plumbo Beer Can Eyemutant Sinews Eyemutant Sinews - Preserved -

Tanning the Hides
The process is identical to that for Bronto Hide Armor

B.B.I. - Nano Enhanced B-12 Tanning Acid + Patch of Hard Bronto Hide = Patch of Hard Bronto Hide - Tanned Skills: Chemistry
and Agility
B.B.I. - Nano Enhanced B-12 Tanning Acid Patch of Hard Bronto Hide Patch of Hard Bronto Hide - Tanned QL x 4.5 and 2.5


Combine Sinew and Hide

Eyemutant Sinews - Preserved + Patch of Hard Bronto Hide - Tanned = Eyemutant Sinew Boots - 1 Bundle Skills: Chemistry
Eyemutant Sinews - Preserved Patch of Hard Bronto Hide - Tanned Eyemutant Sinew Boots - 1 Bundle 6.25 x New QL
(in this case, 20)

Add Sinew Bundles

Eyemutant Sinews - Preserved + Eyemutant Sinew Boots - 1 Bundle = Eyemutant Sinew Boots - 2 Bundles Skills: Chemistry
Eyemutant Sinews - Preserved Eyemutant Sinew Boots - 1 Bundle Eyemutant Sinew Boots - 2 Bundles 6.25 x New QL
(in this case, 20)

Repeat the step 'Combine Sinew and Hide' for as many Bundles as you have or want to add. Each bundle added increases the QL by 20, and the strength and requirements of the armor accordingly. A maximum of 12 bundles can be added, requiring 6.25 x 240, the maximum QL, for a total of 1500 Chemistry


Pro 'n' Con

+ Very strong armor overall
+ Carbonum and others are a maximum of QL 200; Eyemutant goes up to QL 240
+ Bonus to the damage of Cold- or Fire-typed weapons
+ QL of Bronto Hide and Sinews does not matter, so they can be got from the lowest Eyemutants and Brontos around
+ No tools required; ingredients are all storebought or as easy to obtain as any tradeskill drops (the only exception being Monster Parts for Flesh Hood)

- Weak against Cold and Fire
- Character must wield Cold- or Fire-typed weapons to gain the bonus
- Extremely high requirements for tradeskilling: 1500 Chemistry for the QL 240

See Also

External Links

Armor & Production: Eyemutant Sinew Armor at Arcanum