Difference between revisions of "Implant"
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− | + | :'''The sections, "Assembling" and "Cleaning" have been moved to [[Implant Tradeskills]]''' | |
+ | An implant is a cybernetic device surgically inserted into part of a character's physical body, such as eyes, arms, hands, feet, and others, that augments their abilities. | ||
+ | |||
+ | 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 = | = General information = | ||
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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 | ||
− | development in Anarchy Online so do not be | + | development in Anarchy Online so do not be worried if the implant |
system seems a little complex at first! | system seems a little complex at first! | ||
− | Implants can be split up into | + | Implants can be split up into several categories: |
*'''Pre-built professional implants''' | *'''Pre-built professional implants''' | ||
:These are your perfect introduction into implants and are sold in the basic stores across Rubi-Ka. | :These are your perfect introduction into implants and are sold in the basic stores across Rubi-Ka. | ||
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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 | ||
+ | *'''Unique Implants''' | ||
+ | :Implant like devices that are implantable | ||
− | == | + | == Choosing 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. | 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. | ||
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− | == | + | == Profession Specific Implant Terminals == |
− | 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. | + | |
+ | :"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." | ||
− | + | Available only up to QL 100, everywhere; since the redevelopment of [[ICC HQ]], also QL 125 in its [[Fair Trade]] store only. | |
+ | From a player's perspective, these implants are one or both of two challenges; accepting their limited efficiencies, or, as is subtly urged by the above text, building better implants of their own. In a few cases, the preconstructed implants are excellent, and crafting custom ones is unnecessary. Even then, the mechanics of implants means that sometimes the reading between the lines a little might be necessary. Rifle, Shining cluster? Unlikely as a needed skill for professions other than Agent or maybe Soldier. But that is exactly what is required, with no exceptions, for an Eye implant that has the relatively easy to buff Agility as a requisite, and still has Nano and Casting skills or the (old, including Psychology which is now in Combat and Healing) Trade and Repair skills. | ||
− | + | While the implants are built to be geared for a specific profession, they are not profession locked. So beneficial implants may be freely mixed and matched out of any of the profession booths. Store implants only go part of the way to QL 200, and the player must find them as loot or mission rewards thereafter. Implants drop as loot from mobs throughout the game, but their bonuses are random, and they are much less likely than the terminal goods to be wholly beneficial. This leaves two routes: one is to blitz [[Mission]]s for specific implants, with only a little better chance of finding a combination that is suitable, and another is to take the looted implants, clean them out, and add new clusters to them, making exactly the right implants to suit your characters' needs. This is the strength of the implant system. It truly allows you to significantly increase the power of your profession. | |
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| 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. | | 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. | ||
− | The stationary clinics have an advantage over the portable ones: They place a unique | + | 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. |
+ | |||
+ | Add a full [[Omni-Med Suit]] at +78 Treatment for all the pieces (there is no head) and that is +178 already. Add a [[Stalker Helmet]] or a [[Physician's Cap]] for even more. [[Adventurer]]s' and [[Doctor]]s' treatment buffs are in the same nanoline; Adventurers can buff up to +60 with Robust Treatment and Doctors, to +80 with Superior First Aid. | ||
+ | |||
|[[Image:Sugeryclinic.jpg|right|250px]] | |[[Image:Sugeryclinic.jpg|right|250px]] | ||
|} | |} | ||
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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. | ||
+ | |||
+ | [http://auno.org/ao/imp.php Auno implant Designer] | ||
== Formulas == | == Formulas == | ||
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*The [[Abilities|ability]] requirement is 2x QL +4. | *The [[Abilities|ability]] requirement is 2x QL +4. | ||
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*'''Faded''' clusters must be at least 82% of the quality level of the implant | *'''Faded''' clusters must be at least 82% of the quality level of the implant | ||
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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! | ||
− | + | Despite what the [[Arete Landing]] implant mission implies, with its mission failure for not adding clusters in a particular order, clusters can be added Faded then Shining then Bright, or Bright Faded Shining, or any order at all. Similarly, looted implants with missing clusters can be added to. | |
− | |||
− | + | === Implant Breakpoints === | |
− | + | [[Breakpoints]] for implant cluster bonuses can easily be found on implants QL 1-200. | |
− | + | *'''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. | |
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− | + | == Implant Tradeskills == | |
+ | {{main|Implant Tradeskills}} | ||
+ | Implants that already have clusters in them can be made into [[Clean Implant]]s ready to have new clusters added (using [[Implant Disassembly Clinic]] and [[Break and Entry]] skill). Clusters, bought or looted, can be added to Cleaned or bought Basic Implants, and if the crafter's [[Nano Programming]] skill is sufficiently high, the Implant level can be raised ([[Implant Tradeskills#QL Bumping|QL Bumping]]). Some tradeskillers use QL bumping and cleaning to get the implant to the exact level they want. | ||
+ | Above level 200, implants and clusters can only be gathered from missions and mob drops above level 200. These [[Implant Tradeskills#Refined Implants|Refined Implants]] cannot be combined with normal implant components and have higher multipliers for their ability and treatment requirements and a [[Title Level]] 5 or higher requirement. [[Implant Tradeskills#Jobe Clusters|Jobe Clusters]], sold in ICC and [[Jobe]] and dropped in RK missions, are Refined clusters that raise skills not otherwise covered by standard implants; skills like AddAllDef, AddAllOff, %XP gain, Damage Add, or nano cost reduction. They have the same additional requirements to wear as Refined Implants do. To add them to an implant requires an additional tradeskill such as Computer Literacy or Psychology. | ||
− | + | == Preconstructed Implants == | |
− | + | From the aforementioned [[#Profession Specific Implant Terminals|Profession Specific Implant Terminals]]. Once available only up to QL 100; now also up to 125, in the [[ICC HQ]] [[Fair Trade]] store only. Blank 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). | |
− | + | <div style="width: 100%; height: 550px; overflow-y: auto; padding: 0px"> | |
− | + | {|class=sortable border="0" width="100%" cellpadding="0" cellspacing="1" | |
− | + | |- class="sortbottom" BGCOLOR="#a87093" align="center"!style="padding:1ex" | |
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− | Blank 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). | ||
− | <div style="width: 100%; height: 550px; overflow-y: auto; padding: 0px"> | ||
− | {|class=sortable border="0" width="100%" cellpadding="0" cellspacing="1" | ||
− | |- class="sortbottom" BGCOLOR="#a87093" align="center"!style="padding:1ex" | ||
|- BGCOLOR="#a87093" | |- BGCOLOR="#a87093" | ||
| <font color= "white">Type </font> | | <font color= "white">Type </font> | ||
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|- BGCOLOR="#eee0f0" | |- BGCOLOR="#eee0f0" | ||
| | | | ||
− | | | + | | |
| Fire AC | | Fire AC | ||
+ | | Ranged Energy | ||
| Stamina | | Stamina | ||
| Soldier | | Soldier | ||
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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. | ||
− | + | [http://auno.org/ao/imp.php Auno implant Designer] | |
== Cluster Locations == | == Cluster Locations == | ||
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</div> | </div> | ||
<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> | ||
+ | |||
+ | == Considerations == | ||
+ | |||
+ | === Cluster conflicts === | ||
+ | The only weapon choices a froob has that do not conflict with Nanoskills in implants are [[Martial Arts]], [[One Handed Blunt]], [[One Handed Edged]] and [[Rifle]]. This is considered by some to be just awkward game design, part of the metagame, and that nothing can be done about it except to work around it. On the other hand, consider Nanoskills themselves. They are repeatedly in conflicting pairs: BM MM, PM SI, and MC TS, which all have at least one conflict, and all of them conflict in the Shining cluster. So it is likely to be intentional. Perhaps it is TOO awkward, but it does present a challenge. | ||
+ | |||
+ | * All Nanoskills conflict in the Head, the Shining cluster | ||
+ | * [[Two Handed Edged]] and [[Piercing]] lose Faded BM | ||
+ | * [[Two Handed Blunt]] loses Faded SI | ||
+ | * [[Bow]] loses Faded MC or TS | ||
+ | * [[Grenade]] and Heavy Weapons lose Bright PM or SI | ||
+ | * [[Melee Energy]] and [[Ranged Energy]] lose Shining cluster of any one nanoskill; even MM, which is safe from all other weapon skills | ||
+ | * [[MG/SMG]], [[Pistol]], Sharp Object and [[Shotgun]] lose Bright MC or TS. MG/SMG loses Faded SI also. Pistol and Sharp Object lose Faded MC or TS also. Shotgun loses Faded BM also | ||
+ | |||
+ | The nanoskill conflict itself presents an interesting point: there is definitely an advantage in skillsets that revolve around a less-conflicting pair of nanoskills, such as PM TS (Trader), MM MC (Shields) and BM SI (Martial Artist). | ||
+ | |||
+ | With [[Shadowlands]] Symbiants, conflicts are reduced if not removed. Symbiants have many of the skills possible in an implant, all at the same time. Up to the equivalent of 5 Shining, 8 Bright and 8 Faded, or more. Therefore the skills that would be lost at an implant location, are instead clustered at a location. | ||
== 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 | ||
− | + | * [https://forums.anarchy-online.com/showthread.php?475485-Muha-s-guide-to-Implant-Design-and-Construction-V1-0 Muha's Guide to Implant Design and Construction] | |
=== Article Sources === | === Article Sources === | ||
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*Cluster location list from AO-Universe | *Cluster location list from AO-Universe | ||
− | == | + | == Popular Culture == |
− | + | Cyberpunk revolves around cybernetic augmentation like no other theme, despite its themes being many and well developed. Two of the more famous examples and their relation to AO and its implants: | |
+ | William Gibson, most famous for ''Neuromancer'' also wrote ''Johnny Mnemonic''. Only the film has the cyborg nemesis, a human so heavily implanted he is half robot. But in both versions, the courier's package is data, carried in implants in his brain, and his bodyguard and opponents are cybernetically enhanced. | ||
+ | In the Wachowski Brothers' ''The Matrix'', humans are kept, by their robotic overlords, in a constant dream state; every aspect of their world is fed to their brains through an implanted connection in the back of their skulls. The Matrix' dusters and shades and Agents are easy to spot. But AO has more in common with the Matrix' cyberpunk and post-apocalyptic predecessors in its depiction of a fight for free will against ''human'' tyranny, while the Matrix and cyberpunk put much more emphasis on the role of humans and human consciousness in a world increasingly filled with the manmade. | ||
+ | |||
+ | == External Links == | ||
+ | |||
+ | * [https://ao.tinkeringidiot.com/tinkerplants/ Tinkerplants] Design Implants based on skills and attribute requirement. (web-based) | ||
+ | * [https://ao-ladderer.github.io/ AO Ladderer] Web based version of the [https://github.com/davghouse/AOLadderer AO Ladder tool]. It generate implant steps to equip Implants. (web-based) | ||
+ | |||
+ | == See Also == | ||
+ | * [[Implant Tradeskills]] | ||
+ | * [[Sanctified Remains]] | ||
+ | * [http://anarchyonline.com/content/downloads/media/pdf/guides/gameguide.pdf Anarchyonline.com] | ||
+ | * [https://forums.anarchy-online.com/showthread.php?525818-Dredd-s-Step-by-Step-Guide-to-Low-Level-Twinking Twinking] | ||
+ | * [https://forums.funcom.com/t/guide-how-to-make-xan-alpha-symbiants/109047 Xan Symbiants] | ||
+ | |||
+ | [[Category:Classic]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||
− | [[Category: | + | [[Category:Services]] |
− |
Latest revision as of 16:34, 27 February 2024
- The sections, "Assembling" and "Cleaning" have been moved to Implant Tradeskills
An implant is a cybernetic device surgically inserted into part of a character's physical body, such as eyes, arms, hands, feet, and others, that augments their abilities.
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[edit]
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 worried if the implant system seems a little complex at first! Implants can be split up into several categories:
Choosing an Implant[edit]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.
Profession Specific Implant Terminals[edit]
Available only up to QL 100, everywhere; since the redevelopment of ICC HQ, also QL 125 in its Fair Trade store only. From a player's perspective, these implants are one or both of two challenges; accepting their limited efficiencies, or, as is subtly urged by the above text, building better implants of their own. In a few cases, the preconstructed implants are excellent, and crafting custom ones is unnecessary. Even then, the mechanics of implants means that sometimes the reading between the lines a little might be necessary. Rifle, Shining cluster? Unlikely as a needed skill for professions other than Agent or maybe Soldier. But that is exactly what is required, with no exceptions, for an Eye implant that has the relatively easy to buff Agility as a requisite, and still has Nano and Casting skills or the (old, including Psychology which is now in Combat and Healing) Trade and Repair skills. While the implants are built to be geared for a specific profession, they are not profession locked. So beneficial implants may be freely mixed and matched out of any of the profession booths. Store implants only go part of the way to QL 200, and the player must find them as loot or mission rewards thereafter. Implants drop as loot from mobs throughout the game, but their bonuses are random, and they are much less likely than the terminal goods to be wholly beneficial. This leaves two routes: one is to blitz Missions for specific implants, with only a little better chance of finding a combination that is suitable, and another is to take the looted implants, clean them out, and add new clusters to them, making exactly the right implants to suit your characters' needs. This is the strength of the implant system. It truly allows you to significantly increase the power of your profession.
Installing an Implant[edit]
Requirements[edit]Every 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. Formulas[edit]There 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.
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! Despite what the Arete Landing implant mission implies, with its mission failure for not adding clusters in a particular order, clusters can be added Faded then Shining then Bright, or Bright Faded Shining, or any order at all. Similarly, looted implants with missing clusters can be added to. Implant Breakpoints[edit]Breakpoints for implant cluster bonuses can easily be found on implants QL 1-200.
Implant Tradeskills[edit]Implants that already have clusters in them can be made into Clean Implants ready to have new clusters added (using Implant Disassembly Clinic and Break and Entry skill). Clusters, bought or looted, can be added to Cleaned or bought Basic Implants, and if the crafter's Nano Programming skill is sufficiently high, the Implant level can be raised (QL Bumping). Some tradeskillers use QL bumping and cleaning to get the implant to the exact level they want. Above level 200, implants and clusters can only be gathered from missions and mob drops above level 200. These Refined Implants cannot be combined with normal implant components and have higher multipliers for their ability and treatment requirements and a Title Level 5 or higher requirement. Jobe Clusters, sold in ICC and Jobe and dropped in RK missions, are Refined clusters that raise skills not otherwise covered by standard implants; skills like AddAllDef, AddAllOff, %XP gain, Damage Add, or nano cost reduction. They have the same additional requirements to wear as Refined Implants do. To add them to an implant requires an additional tradeskill such as Computer Literacy or Psychology. Preconstructed Implants[edit]From the aforementioned Profession Specific Implant Terminals. Once available only up to QL 100; now also up to 125, in the ICC HQ Fair Trade store only. Blank 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 Locations[edit]There is only one valid cluster location / implant type for each grade of skill cluster. There are online implant calculatorsAuno Implant Designer; 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> Considerations[edit]Cluster conflicts[edit]The only weapon choices a froob has that do not conflict with Nanoskills in implants are Martial Arts, One Handed Blunt, One Handed Edged and Rifle. This is considered by some to be just awkward game design, part of the metagame, and that nothing can be done about it except to work around it. On the other hand, consider Nanoskills themselves. They are repeatedly in conflicting pairs: BM MM, PM SI, and MC TS, which all have at least one conflict, and all of them conflict in the Shining cluster. So it is likely to be intentional. Perhaps it is TOO awkward, but it does present a challenge.
The nanoskill conflict itself presents an interesting point: there is definitely an advantage in skillsets that revolve around a less-conflicting pair of nanoskills, such as PM TS (Trader), MM MC (Shields) and BM SI (Martial Artist). With Shadowlands Symbiants, conflicts are reduced if not removed. Symbiants have many of the skills possible in an implant, all at the same time. Up to the equivalent of 5 Shining, 8 Bright and 8 Faded, or more. Therefore the skills that would be lost at an implant location, are instead clustered at a location. Reference Links & Further Information[edit]
Article Sources[edit]
Popular Culture[edit]Cyberpunk revolves around cybernetic augmentation like no other theme, despite its themes being many and well developed. Two of the more famous examples and their relation to AO and its implants: William Gibson, most famous for Neuromancer also wrote Johnny Mnemonic. Only the film has the cyborg nemesis, a human so heavily implanted he is half robot. But in both versions, the courier's package is data, carried in implants in his brain, and his bodyguard and opponents are cybernetically enhanced. In the Wachowski Brothers' The Matrix, humans are kept, by their robotic overlords, in a constant dream state; every aspect of their world is fed to their brains through an implanted connection in the back of their skulls. The Matrix' dusters and shades and Agents are easy to spot. But AO has more in common with the Matrix' cyberpunk and post-apocalyptic predecessors in its depiction of a fight for free will against human tyranny, while the Matrix and cyberpunk put much more emphasis on the role of humans and human consciousness in a world increasingly filled with the manmade. External Links[edit]
See Also[edit] |