Difference between revisions of "Implant"

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*'''Shining''' clusters must be at least 85% of the quality level of the implant
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*'''Shining''' clusters must be at least 86% of the quality level of the implant
  
 
*'''Bright''' clusters must be at least 84% of the quality level of the implant
 
*'''Bright''' clusters must be at least 84% of the quality level of the implant

Revision as of 17:19, 15 February 2009

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.

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:

  • Pre-built professional implants
These are your perfect introduction into implants and are sold in the basic stores across Rubi-Ka.
  • Regular Implants
These are the mainstay of the implant system. These can be built through tradeskills to fit the specific needs of your character
  • 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

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 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.

Regular Implants

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.

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.

Requirements

Every implant has three stat requirements to wear. The higher the QL, the higher the requirements, but the higher the bonus as well. The two attributes that are set depend on the combination of clusters being installed. Every implant also requires treatment to install. The base skill requirement for the implant will generally be.

(Quality level x2) + 4

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

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:

BASIC IMPLANT + FADED CLUSTER + BRIGHT CLUSTER + SHINING CLUSTER

Now the rules of installing the clusters: Your Nano programming skill determines whether you can make the implant.

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


  • Shining clusters must be at least 86% of the quality level of the implant
  • Bright clusters must be at least 84% of the quality level of the implant
  • Faded clusters must be at least 82% of 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!

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. This tool can be used by anyone having the required B&E skill to do the cleaning; it's independent of equipping the tool, which is limited to fixers.

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 Given that different clusters can only be used in certain slots, think carefully about which areas your character really needs the boost in. 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 Implants

Above 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 Clusters

The Jobe Cluster Merchant

Those 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:

  • They always require an additional tradeskill to insert them into an implant, such as Computer Literacy or Psychology (see table below). The crafter's Nano programming skill still determines whether the implant rises in QL, however.
  • Implants with Jobe clusters in them have title level requirements and cannot be built lower than QL100. Except for QL100 implants, which require TL3 (level 50+), implants with Jobe clusters add a TL4 (level 100+) requirement.
  • The ability and Treatment requirements are higher than these of normal implants of the same QL.
  • Implants made with Jobe clusters cannot have their clusters removed or be 'cleaned' in any way.


Tradeskill Cluster
Computer Literacy Max NCU
Nano Programing RangeInc. NF
PharmaTech Heal Delta, Nano Delta (labeled Nano Regeneration)
Psychology Skill Time Lock Modifier, Nano Formula Interrupt Modifier, % Add All Off., % Add All Def., % Add Xp
Quantum Field Theory Shield AC, % Add. Dam., % Add. Nano Cost
Weapon Smithing RangeInc. Weapon

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.

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.

Sugeryclinic.jpg

Further Information

Sources

http://anarchyonline.com/content/downloads/media/pdf/guides/gameguide.pdf