Difference between revisions of "Implant"
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= General information = | = General information = | ||
− | You can find the implant view on the third tab of your ''WEAR'' window. | + | <html><style type="text/css"><!-- |
+ | .armor {background-image:url("http://wiki.aodevs.com/images/guides/wearbg.png");} | ||
+ | #bodyContent a[href ^="http://"] {background:url();padding-right:0px;} | ||
+ | .gross {font-size:36px;} | ||
+ | div.tradeskill TD {text-align:center;padding: 0px 5px 0px | ||
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+ | 5px;background:#efefef;border-left: 1px solid gray;border-top: 1px solid | ||
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+ | gray;} | ||
+ | div.tradeskill TABLE {border-right: 1px solid gray;border-bottom: 1px solid | ||
+ | gray;} | ||
+ | --></style></html> | ||
+ | |||
+ | {|valign=right | ||
+ | | | ||
+ | {| border="0" cellpadding="4" class="armor" | ||
+ | | <aoicon>204613</aoicon>|| <aoicon>204647</aoicon> || | ||
+ | |- | ||
+ | | <aoicon>204651</aoicon> || <aoicon>204614</aoicon> || | ||
+ | |- | ||
+ | | || <aoicon>204650</aoicon> || <aoicon>204649</aoicon> | ||
+ | |- | ||
+ | | || <aoicon>189674</aoicon> | ||
+ | |- | ||
+ | | || <aoicon>101294</aoicon> | ||
+ | |} | ||
+ | You can find the implant view on the third tab of your ''WEAR'' window. It looks a little different to the background above, which is normally used for displaying armor. Pictured are some of the more exotic types of implants that can be found in AO; click on the icons to see their entry on Auno. | ||
Note: This is also one of the most flexible but complex parts of character | Note: This is also one of the most flexible but complex parts of character | ||
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*'''Refined Implants''' | *'''Refined Implants''' | ||
:Implants above Quality Level 200 are known as refined implants and are harder to make and equip but offer the highest bonuses to skills | :Implants above Quality Level 200 are known as refined implants and are harder to make and equip but offer the highest bonuses to skills | ||
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+ | == Building an Implant == | ||
+ | Basic implants are the base component for a complete implant, and do not confer any bonuses to your character at all. To start getting bonuses you need to find (or build) implants with 'nano clusters' installed in them. | ||
+ | |||
+ | It is these clusters that actually contain the bonuses, there are three levels of nano clusters, and each implant can have one of each type of cluster installed. The three types are Faded, Bright and Shining. All clusters can be found in each variety, and there is a cluster that relates to each and every skill available to your character. | ||
+ | |||
+ | A completed implant though will take its name from only one of the clusters that are installed, so it always pays to shift click implants to see what clusters they actually contain. | ||
+ | |||
+ | Like all other items in AO, both implants and clusters come in different Quality Levels. The QL of implants you find in missions or while hunting will effect the stat required for wearing the implant, the bonuses given when worn, and the skill needed to add clusters to the implant. | ||
Lets take a look at each type in turn, then we will explain how to equip them. | Lets take a look at each type in turn, then we will explain how to equip them. | ||
− | == Pre-built professional implants == | + | |
− | A great introduction to implants, these special implants can be found in basic | + | == Pre-built professional implants, and Loot == |
− | stores in the major cities on Rubi-ka. Located in a separate department within | + | A great introduction to implants, these special implants can be found in basic stores in the major cities on Rubi-ka. Located in a separate department within the basic shops you will find a vendor for each profession. These vendors sell pre-built, ready to install implants that are suitable for the profession. Note these may not be the most efficient implants that veteran player might build, but they serve as a good starting point until you are a little more comfortable with the implant system. |
− | the basic shops you will find a vendor for each profession. | ||
− | These vendors sell pre-built, ready to install implants that are suitable for the | ||
− | profession. Note these may not be the most efficient implants that veteran | ||
− | player might build, but they serve as a good starting point until you are a little | ||
− | more comfortable with the implant system. | ||
A common mistake used by new players when confronting the prebuilt implants is that while the implants are built to be geared for a specific profession, they are not profession locked. So you may freely mix and match beneficial implants for your character out of any of the profession booths. | A common mistake used by new players when confronting the prebuilt implants is that while the implants are built to be geared for a specific profession, they are not profession locked. So you may freely mix and match beneficial implants for your character out of any of the profession booths. | ||
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− | + | You can find some implants as general loot dropped from mobs throughout the game, but by far the most advantageous route is to make some implants to suit your specific character needs. This is the strength of the implant system. It truly allows you to significantly increase the power of your character. | |
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− | + | == Installing an Implant == | |
− | + | {| | |
− | + | | Implants cannot be swapped in and out like armor/util/weapon items. They require a treatment clinic to install. Treatment clinics come in two variants: Portable clinics, which are normally used to make a number of treatment buffing devices, available in basic/advanced/superior stores and the stationary ones; they can be found in basic, advanced and superior shops as well as in the city backyards and some selected specialist implant shops. To use a clinic you have to right click it. | |
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− | == Requirements == | + | The stationary clinics have an advantage over the portable ones: They place a unique treatment buff (+100) on the character and instant heal HP + nano by 1000. In return you have to pay a small fee for this service (300 credits).The timeout on the treatment buff and implant unlock is 5 minutes or until you zone. |
+ | |[[Image:Sugeryclinic.jpg|right|250px]] | ||
+ | |} | ||
+ | |||
+ | === Requirements === | ||
Every implant has an [[Abilities|ability]] requirement and a [[Treatment]] requirement to wear. The higher the QL, the higher the requirements, but the higher the bonus as well. The ability type depends on the combination of clusters being installed. <br> | Every implant has an [[Abilities|ability]] requirement and a [[Treatment]] requirement to wear. The higher the QL, the higher the requirements, but the higher the bonus as well. The ability type depends on the combination of clusters being installed. <br> | ||
The base skill requirement for the implant will generally be: <br> | The base skill requirement for the implant will generally be: <br> | ||
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Quality Level comes into play in a much more significant manner when it comes to making Implants yourself. Making Implants is actually fairly easy, but there are a few important points to remember that might help avoid frustration or wasted time. | Quality Level comes into play in a much more significant manner when it comes to making Implants yourself. Making Implants is actually fairly easy, but there are a few important points to remember that might help avoid frustration or wasted time. | ||
− | == Assembling Implants == | + | == Formulas == |
− | To make an Implant you need between two and four parts: You will always need the basic implant of the type you want to make (head, | + | |
− | feet etc). These can be purchased from the basic augmentation terminals in the tradeskill sections of most shops or in any shop that has one. | + | There are some unusual variations before level 10, but otherwise, the following formulas apply: |
+ | |||
+ | *[[Treatment]] skill varies between just over 5x QL at QL 2 to just over 4.75x QL at 200. The formula QL x 4.7 +11 is good for many high QLs of implants. | ||
+ | |||
+ | A cluster of a particular skill type has a particular multiplier for use in these formulas. The list of multipliers is in the 'Cluster Locations' chart elsewhere on this page. Multipliers are under the 'X' heading. | ||
+ | |||
+ | *Implanting Shiny cluster : 2 x Multiplier x QL = Nanoprogramming skill required | ||
+ | *Implanting Bright cluster: 1.5 x Multiplier x QL = Nanoprogramming skill required | ||
+ | *Implanting Faded cluster : 1 x Multiplier x QL = Nanoprogramming skill required | ||
+ | |||
+ | *The [[Abilities|ability]] requirement is 2x QL +4. | ||
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+ | |||
+ | == Assembling Implants == | ||
+ | To make an Implant you need between two and four parts: You will always need the basic implant of the type you want to make (head, | ||
+ | feet etc). These can be purchased from the basic augmentation terminals in the tradeskill sections of most shops or in any shop that has one. | ||
Then you will need the clusters that you want to install, remember that you are allowed one of each type in any given implant, so you can have one bright, one shining and one faded cluster. So the ' recipe' for an implant is: | Then you will need the clusters that you want to install, remember that you are allowed one of each type in any given implant, so you can have one bright, one shining and one faded cluster. So the ' recipe' for an implant is: | ||
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You can install a cluster into an implant of lower quality level BUT the bonus given by the completed implant will be lowered to that appropriate to the QL of the original basic implant used. This is a potential major loss of credits, so be careful, install a QL100 cluster (and the shining ones are the most expensive) into a QL10 implant and you will get a QL 10 bonus from your nice shiny QL100 cluster! | You can install a cluster into an implant of lower quality level BUT the bonus given by the completed implant will be lowered to that appropriate to the QL of the original basic implant used. This is a potential major loss of credits, so be careful, install a QL100 cluster (and the shining ones are the most expensive) into a QL10 implant and you will get a QL 10 bonus from your nice shiny QL100 cluster! | ||
+ | == Cleaning Implants == | ||
As long as the implant is not a refined implant or contains Jobe clusters, already installed clusters can be removed using an [[Implant Disassembly Clinic]]. Equipping the tool is limited to the fixer profession but any profession can use it if they have sufficient [[Spying#Break & Entry|Break & Entry]] skill to do the cleaning. | As long as the implant is not a refined implant or contains Jobe clusters, already installed clusters can be removed using an [[Implant Disassembly Clinic]]. Equipping the tool is limited to the fixer profession but any profession can use it if they have sufficient [[Spying#Break & Entry|Break & Entry]] skill to do the cleaning. | ||
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− | + | == Breakpoints == | |
− | + | [[Breakpoints]] for implant cluster bonuses can easily be found. | |
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− | + | *'''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. | ||
+ | |||
== Preconstructed Implant Vendors == | == Preconstructed Implant Vendors == | ||
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*Current in-game Keeper store implants differ from the information that can commonly be found online.<!-- <ref> (link no longer exists, and <ref> format does not work on this wiki for some reason) The information for this chart was retrieved from: [http://www.dd.org/~tale/ David "Tale" Lawrence], although it can be found elsewhere </ref> --> The chart above reflects the corrected information. | *Current in-game Keeper store implants differ from the information that can commonly be found online.<!-- <ref> (link no longer exists, and <ref> format does not work on this wiki for some reason) The information for this chart was retrieved from: [http://www.dd.org/~tale/ David "Tale" Lawrence], although it can be found elsewhere </ref> --> The chart above reflects the corrected information. | ||
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<ref> [http://www.ao-universe.com/main.php?site=knowledge&link=&id=338 Implant Skill Cluster Locations & Multipliers] data from AO-Universe</ref> | <ref> [http://www.ao-universe.com/main.php?site=knowledge&link=&id=338 Implant Skill Cluster Locations & Multipliers] data from AO-Universe</ref> | ||
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== Reference Links & Further Information == | == Reference Links & Further Information == | ||
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* [http://nanonanny.timezulu.com.au/ Nano Nanny] Nano Cluster and Implant tool | * [http://nanonanny.timezulu.com.au/ Nano Nanny] Nano Cluster and Implant tool | ||
* [http://flw.nu/portal/?page=tools_premadeimps Famous Last Words]: Demoder's search tool | * [http://flw.nu/portal/?page=tools_premadeimps Famous Last Words]: Demoder's search tool | ||
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=== Article Sources === | === Article Sources === | ||
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*Kiosk information from various sources, credited in citation | *Kiosk information from various sources, credited in citation | ||
*Cluster location list from AO-Universe | *Cluster location list from AO-Universe | ||
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== Sources == | == Sources == | ||
[http://anarchyonline.com/content/downloads/media/pdf/guides/gameguide.pdf Anarchyonline.com] | [http://anarchyonline.com/content/downloads/media/pdf/guides/gameguide.pdf Anarchyonline.com] | ||
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[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Tradeskills]] | [[Category:Tradeskills]] | ||
[[Category:Classic]] | [[Category:Classic]] |
Revision as of 03:01, 23 March 2010
A implant is a sort of cybernetic device that replaces or augments part of a character's physical body, such as eyes, arms, hands, feet, and others. Implants are one of the key features in Anarchy Online and allow tremendous boosts to beneficial skills that allow characters to equip gear that might be far beyond their normal level of use. The implant system is also highly customizable, allowing a very wide variety of latitude in what skills and abilities can be enhanced depending on what nano clusters are added to the base implant.
General information
You can find the implant view on the third tab of your WEAR window. It looks a little different to the background above, which is normally used for displaying armor. Pictured are some of the more exotic types of implants that can be found in AO; click on the icons to see their entry on Auno. Note: This is also one of the most flexible but complex parts of character development in Anarchy Online so do not be too worried if the whole implant system seems a little complex at first! Implants can be split up into three broad categories:
Building an ImplantBasic implants are the base component for a complete implant, and do not confer any bonuses to your character at all. To start getting bonuses you need to find (or build) implants with 'nano clusters' installed in them. It is these clusters that actually contain the bonuses, there are three levels of nano clusters, and each implant can have one of each type of cluster installed. The three types are Faded, Bright and Shining. All clusters can be found in each variety, and there is a cluster that relates to each and every skill available to your character. A completed implant though will take its name from only one of the clusters that are installed, so it always pays to shift click implants to see what clusters they actually contain. Like all other items in AO, both implants and clusters come in different Quality Levels. The QL of implants you find in missions or while hunting will effect the stat required for wearing the implant, the bonuses given when worn, and the skill needed to add clusters to the implant. Lets take a look at each type in turn, then we will explain how to equip them.
Pre-built professional implants, and LootA great introduction to implants, these special implants can be found in basic stores in the major cities on Rubi-ka. Located in a separate department within the basic shops you will find a vendor for each profession. These vendors sell pre-built, ready to install implants that are suitable for the profession. Note these may not be the most efficient implants that veteran player might build, but they serve as a good starting point until you are a little more comfortable with the implant system. A common mistake used by new players when confronting the prebuilt implants is that while the implants are built to be geared for a specific profession, they are not profession locked. So you may freely mix and match beneficial implants for your character out of any of the profession booths.
Installing an Implant
RequirementsEvery implant has an ability requirement and a Treatment requirement to wear. The higher the QL, the higher the requirements, but the higher the bonus as well. The ability type depends on the combination of clusters being installed. Quality Level comes into play in a much more significant manner when it comes to making Implants yourself. Making Implants is actually fairly easy, but there are a few important points to remember that might help avoid frustration or wasted time. FormulasThere are some unusual variations before level 10, but otherwise, the following formulas apply:
A cluster of a particular skill type has a particular multiplier for use in these formulas. The list of multipliers is in the 'Cluster Locations' chart elsewhere on this page. Multipliers are under the 'X' heading.
Assembling ImplantsTo make an Implant you need between two and four parts: You will always need the basic implant of the type you want to make (head, feet etc). These can be purchased from the basic augmentation terminals in the tradeskill sections of most shops or in any shop that has one. Then you will need the clusters that you want to install, remember that you are allowed one of each type in any given implant, so you can have one bright, one shining and one faded cluster. So the ' recipe' for an implant is: BASIC IMPLANT + FADED CLUSTER + BRIGHT CLUSTER + SHINING CLUSTER Now the rules of installing the clusters: Feedback messages in your chat window or tradeskill interface will tell you what Nano programming skill is required. Be aware of the quality level of clusters you are trying to install. A general guide is that the cluster should be around the same level of the implant you are trying to install it in. The different cluster types (shinning, bright and faded) have slightly different rules regarding the quality level of the cluster against the quality level of the implant.
As an example if the implant is level 100 the faded cluster you want to install must be at least quality level 82 to install. The game always rounds down when making that calculation. You can install a cluster into an implant of lower quality level BUT the bonus given by the completed implant will be lowered to that appropriate to the QL of the original basic implant used. This is a potential major loss of credits, so be careful, install a QL100 cluster (and the shining ones are the most expensive) into a QL10 implant and you will get a QL 10 bonus from your nice shiny QL100 cluster! Cleaning ImplantsAs long as the implant is not a refined implant or contains Jobe clusters, already installed clusters can be removed using an Implant Disassembly Clinic. Equipping the tool is limited to the fixer profession but any profession can use it if they have sufficient Break & Entry skill to do the cleaning. The cleaning process removes all installed clusters, changing the implant back to a basic implant; the once installed clusters are not recovered and will be lost. Try and build implants relevant to your character If you have a goal to your implant building (i.e. raising ACs, equipping a higher QL weapon or using certain items) then the end results will be all the more enjoyable. Refined ImplantsAbove level 200 implants and clusters come in a variety called refined. These implants (and their clusters, including the refined Jobe clusters) can only be gathered from missions and mob drops above level 200. Refined implants from missions only range up to ql 250 (note: as mission reward, inside the missions (filled) refined implants can be found up to QL300), for higher ql implants many people travel to the Ace Camp in Eastern Foul Plains, or Ace Caves in Milky Way. Refined implant components cannot be combined with normal implant components. (i.e. a refined cluster can only be put into a refined implant nor can normal clusters be put in refined implants). Refined implants have, similar to normal implants with Jobe clusters, a TL requirement, which starts at TL5 (level 150+) and changes to higher TLs with higher QL levels. Also, they have much higher ability and treatment requirements compared to theoretically upscaled normal implants; there are a lot of differences in the exact numbers between various implant cluster layouts, though. Jobe ClustersThose with the Shadowlands expansion have access to a special cluster vendor located in the city of Jobe. This vendor sells clusters that raise skills not otherwise covered by standard implants like AddAllDef, AddAllOff, %XP gain, Damage Add, or nano cost reduction. For a bonus, anybody can use implants with Jobe clusters in them, not just people who have access to the Shadowlands, but people who cannot go to Jobe will require other people to buy their clusters for them. Another way to get hold of Jobe clusters are RK missions, where these are dropped randomly by mobs [?] or as part of the chest loot. Nano Delta clusters can also be rolled as a mission reward...but they cannot be bought in Jobe. There are several major differences to note when using Jobe clusters:
BreakpointsBreakpoints for implant cluster bonuses can easily be found.
Preconstructed Implant VendorsBlank spaces on the chart signify empty cluster slots. Implants with two clusters, or one, cost less than implants with three clusters. Characters with the required Nanoprogramming skill can add a cluster to a vacant position in an implant (See Assembling Implants section).
Notes
Cluster LocationsThere is only one valid cluster location / implant type for each grade of skill cluster. There are online implant calculators<ref>Auno Implant Designer</ref>; a very valuable resource, and in the absence of a formula online, crucial for determining the character Ability (str, etc) required to implant. The chart shows the only, mandatory, locations of skill clusters, and the multipliers used in determining the required Nanoprogramming skill to add them to empty implants. Knowing the the location of particular skill clusters that are crucial to a PC's development at the start, and adding other clusters around them, is a fast and effective strategy to use with the calculators.
<ref> Implant Skill Cluster Locations & Multipliers data from AO-Universe</ref>
Reference Links & Further Information
Article Sources
Sources |