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:
- Pre-built professional implants
- These are your perfect introduction into implants and are sold in the basic stores across Rubi-Ka.
- These are the mainstay of the implant system. These can be built through tradeskills to fit the specific needs of your character
- Implants above Quality Level 200 are known as refined implants and are harder to make and equip but offer the highest bonuses to skills
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.
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
- "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."
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 this is unnecessary. Even then, reading between the lines a little might be necessary. Rifle, Shining cluster? Unlikely as a combat implant 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. 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. By far the most advantageous route is to make some implants to suit specific professions' needs. This is the strength of the implant system. It truly allows you to significantly increase the power of your character.
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.
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.
|
|
Requirements
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.
The base skill requirement for the implant will generally be:
(Quality Level x2) + 4
Every implant also requires treatment to install. The treatment requirement is at or close to:
Quality Level x 4.7
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.
Auno implant Designer
Formulas
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 ability requirement is 2x QL +4.
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
Basic Implants are sold in General Shops like Fair Trade at QLs 1, 5, 10, 15, 20, 35, 50, 70, 80, 90, 110, and 125. The same terminal, and Implant shops like the one in Broken Shores, will also sell random QLs with random clusters in, up to around the same QL, that can be cleaned with the Implant Disassembly Clinic, if those found in loot drops alone will not suffice. Certain classes of enemies have a markedly higher chance to drop clusters and/or implants; eg Snakes drop clusters. The right QL may be found more easily by employing Dyna Camps listings
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!
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.
QL Bumping
QL Bumping is the increasing of the QL of an implant by combing it with a cluster. The amount increased is dependent on the Implant QL, Cluster Type, and the Nano Programming skill of the tradeskiller.
Cluster |
QL Bump
|
Faded RK Cluster |
Raise 1 QL for every 100 Nano Programming above the required tradeskill requirement
|
Faded Jobe Cluster |
Raise 1 QL for every 200 Nano Programming above the required tradeskill requirement
|
Bright RK Cluster |
Raise 1 QL for every 200 Nano Programming above the required tradeskill requirement
|
Bright Jobe Cluster |
Raise 1 QL for every 300 Nano Programming above the required tradeskill requirement
|
Shining RK |
Raise 1 QL for every 300 Nano Programming above the required tradeskill requirement
|
Shining Jobe |
Raise 1 QL for every 400 Nano Programming above the required tradeskill requirement
|
For example, when creating an implant with a Bright RK cluster that requires 120 in Nano Programming skill and with a current skill level of 320 will result in the implant QL will being increased by one.
Limit per Implant QL
|
Implant QL |
Maximum QL Bump
|
1 to 49 |
will never bump
|
50 to 99 |
Maximum of 1 QL per cluster
|
100 to 149 |
Maximum of 2 QLs per cluster
|
150 to 199 |
Maximum of 3 QLs per cluster, to a maximum of QL 200
|
201 to 249 |
Maximum of 4 QLs per cluster
|
250 to 299 |
Maximum of 5 QLs per cluster, to a maximum of QL 300
|
Note: Some tradeskiller use QL bumping and cleaning to get the implant to exact level they want.
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 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
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, prior to the revamped ICC HQ in Patch 18.7, were the only players with access to a special cluster vendor. It was and is still located in the city of Jobe, but Jobe clusters are also sold in ICC now. Jobe clusters raise skills not otherwise covered by standard implants; skills like AddAllDef, AddAllOff, %XP gain, Damage Add, or nano cost reduction. All players have always been able to use implants with Jobe clusters in them, not just people who have access to the Shadowlands, but people who could not go to Jobe required 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 Force field Technology |
Shield AC, % Add. Dam., % Add. Nano Cost
|
Weapon Smithing |
RangeInc. Weapon
|
Breakpoints
Breakpoints for implant cluster bonuses can easily be found.
- 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 Implants
From the aforementioned Profession Specific Implant Terminals. 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).
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Eye
|
Tutoring
|
Psychological Modification
|
Time & Space Alteration
|
Intelligence
|
Metaphysicist, M Artist
|
|
Tutoring
|
Computer Literacy
|
Matter Creation
|
Intelligence
|
Nanotechnician
|
|
Tutoring
|
Sensory Improvement
|
Time & Space Alteration
|
Intelligence
|
Fixer, Keeper
|
|
Tutoring
|
Intelligence
|
Time & Space Alteration
|
Intelligence
|
Engineer
|
|
|
Sensory Improvement
|
Matter Creations
|
Psychic
|
Enforcer
|
|
|
Treatment
|
Matter Creation
|
Intelligence
|
Doctor
|
|
Electrical Engineering
|
Psychological Modifications
|
Time & Space Alteration
|
Intelligence
|
Bureaucrat
|
|
Rifle
|
Psychological Modifications
|
Time & Space
|
Agility
|
Agent
|
|
|
Heavy Weapons
|
Matter Creations
|
Agility
|
Adventurer
|
|
Map Navigation
|
Psychological Modifications
|
Time & Space Alteration
|
Sense
|
Trader
|
|
Aimed Shot
|
Ranged Energy
|
Assault Rifle
|
Agility
|
Soldier
|
Head
|
Matter Creation
|
Nano Pool
|
Sense
|
Intelligence
|
Metaphysicist
|
|
First Aid
|
Dimach
|
Sense
|
Sense
|
Martial Artist
|
|
Matter Creation
|
Nano Pool
|
|
Psychic
|
Nanotechnician
|
|
Psychic
|
Nano Pool
|
Tutoring
|
Intelligence
|
Fixer
|
|
Matter Creation
|
Nano Pool
|
Tutoring
|
Intelligence
|
Engineer,Bureaucrat
|
|
Biological Metamorphosis
|
|
Sense
|
Agility
|
Enforcer
|
|
Biological Metamorphosis
|
Nano Pool
|
Sense
|
Intelligence
|
Doctor
|
|
Sensory Improvement
|
Ranged Initiative
|
Sense
|
Psychic
|
Agent
|
|
Biological Metamorphosis
|
Map Navigation
|
Sense
|
Intelligence
|
Adventurer
|
|
Psychological Modifications
|
Ranged Initiative
|
Sense
|
Intelligence
|
Trader,Keeper
|
|
Ranged Energy
|
Ranged Initiative
|
|
Agility
|
Soldier
|
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Ear
|
|
Tutoring
|
Intelligence
|
Intelligence
|
MP, Engineer, Doctor
|
|
|
Tutoring
|
Psychological Modifications
|
Intelligence
|
Martial Artist
|
|
Perception
|
Tutoring
|
Intelligence
|
Sense
|
NT/Advent/Trader/Keeper
|
|
|
Tutoring
|
Psychic
|
Intelligence
|
Fixer
|
|
|
Concealment
|
Psychological Modifications
|
Agility
|
Enforcer, Soldier
|
|
|
Psychology
|
Psychological Modifications
|
Intelligence
|
Bureaucrat
|
|
Perception
|
Concealment
|
Psycho Mod
|
Sense
|
Agent
|
Right Arm
|
1Hand Blunt
|
Chemical AC
|
Radiation AC
|
Strength
|
MetaP
|
|
1Hand Blunt
|
Chemical AC
|
Radiation AC
|
Strength
|
Martial Art
|
|
Machine Guns & SMG
|
Chemical AC
|
Radiation AC
|
Agility
|
Fixer
|
|
1h Blunt
|
Brawling
|
Fast Attack
|
Strength
|
Enforcer
|
|
2h Blunt
|
Brawling
|
Fast Attack
|
Strength
|
Enforcer
|
|
Breaking & Entering
|
Chemical AC
|
Radiation AC
|
Agility
|
Doctor
|
|
Shotgun
|
Chemical AC
|
Mechanical Engineering
|
Agility
|
Bureaucrat
|
|
Fling Shot
|
Swimming
|
Mechanical Engineering
|
Agility
|
Agent
|
|
1Hand Edged
|
Brawling
|
Fast Attack
|
Agility
|
Adventurer
|
|
Shotgun
|
Chemical AC
|
Radiation AC
|
Agility
|
Trader
|
|
Assault Rifle
|
Swimming
|
Radiation AC
|
Agility
|
Soldier
|
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Chest
|
Nano Pool
|
Matter Meta
|
Sensory Improvement
|
Psychic
|
Metaphysicist, Nanotech
|
|
Dimach
|
Biological Metamorphosis
|
Sensory Improvement
|
Psychic
|
Martial Art
|
|
Max Health
|
Matter Metamorphosis
|
Sensory Improvement
|
Stamina
|
Advent/Fixer
|
|
Nano Pool
|
Biological Metamorphosis
|
Nano Execution Initiative
|
Psychic
|
Engineer
|
|
Max Health
|
Matter Metamorphosis
|
2Hand Blunt
|
Stamina
|
Enforcer
|
|
Max Health
|
Matter Metamorphosis
|
Max Nano
|
Stamina
|
Doctor
|
|
Nano Pool
|
Biological Metamorphosis
|
Sensory Improvement
|
Psychic
|
Agent/Bcrat/Keep
|
|
Stamina
|
Matter Metamorphosis
|
Strength
|
Stamina
|
Trader
|
|
Max Health
|
Projectile AC
|
Max Nano
|
Stamina
|
Soldier
|
Left Arm
|
|
Breaking & Entering
|
Matter Metamorphosis
|
Agility
|
Agent, Bureau, Fixer, MP
|
|
Brawling
|
Strength
|
Physical Initiative
|
Strength
|
Martial Artist
|
|
|
|
Matter Metamorphosis
|
Intelligence
|
Engineer, Nanotechnician
|
|
Brawling
|
2Hand Blunt
|
Matter Metamorphosis
|
Strength
|
Enforcer
|
|
|
Strength
|
Matter Metamorphosis
|
Stamina
|
Doctor, Trader, Soldier
|
|
Brawling
|
Strength
|
Matter Metamorphosis
|
Strength
|
Adventurer
|
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Right Wrist
|
Run Speed
|
1Hand Blunt
|
Multiple Melee Weapons
|
Agility
|
Enforcer, Metaphysicist
|
|
Riposte
|
Nano Resist
|
|
Psychic
|
Martial Artist
|
|
Pistol
|
Nano Resist
|
Fling
|
Agility
|
Nanotech, Engineer, Doc
|
|
Run Speed
|
Burst
|
|
Stamina
|
Fixer
|
|
Parry
|
|
|
Agility
|
Keeper
|
|
Run Speed
|
1Hand Blunt
|
Multiple Melee Weapons
|
Agility
|
Enforcer
|
|
Ranged Initiative
|
Nano Resistance
|
Fling Shot
|
Agility
|
Bureaucrat
|
|
Ranged Init
|
Rifle
|
Fling Shot
|
Agility
|
Agent
|
|
Parry
|
1Hand Edged
|
Multiple Melee Weapons
|
Agility
|
Adventurer
|
|
Pistol
|
Multiple Ranged Weapons
|
Fling Shot
|
Agility
|
Adventurer
|
|
Ranged Init
|
Burst
|
Fling Shot
|
Agility
|
Trader
|
|
Run Speed
|
Burst
|
Fling Shot
|
Agility
|
Soldier
|
Waist
|
Chem AC
|
Sense
|
Agility
|
Sense
|
Adventurer
|
|
|
|
Brawling
|
Sense
|
Adventurer
|
|
|
Duck Explosion
|
Bio Metamorphosis
|
Agility
|
Agent
|
|
Rad AC
|
Max Nano
|
Shotgun
|
Sense
|
Bureaucrat
|
|
Chem AC
|
Max Nano
|
Stamina
|
Sense
|
Doctor
|
|
Cold AC
|
Max Health
|
Brawling
|
Stamina
|
Enforcer
|
|
|
Max Nano
|
Bio Metamorphosis
|
Psychic
|
Engineer, Nanotech
|
|
Fire AC
|
Max Health
|
Stamina
|
Stamina
|
Fixer
|
|
Rad AC
|
Max Health
|
Evade Close Combat
|
Sense
|
Martial Artist
|
|
Chem AC
|
Max Nano
|
Bio Metamorphosis
|
Sense
|
Metaphysicist, Keeper
|
|
Cold AC
|
Max Health
|
Stamina
|
Stamina
|
Soldier
|
|
Chem AC
|
Max Nano
|
Shotgun
|
Sense
|
Trader
|
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Left Wrist
|
Multi Melee
|
Run Speed
|
Nano Resistance
|
Agility
|
Metaphys/Enforcer/Adventurer
|
|
|
Run Speed
|
Nano Resist
|
Agility
|
MA/NT/Fixer/Doc/Sold/Keeper
|
|
|
|
Nano Resist
|
Psychic
|
Engineer
|
|
Multi Ranged
|
Run Speed
|
Nano Resistance
|
Agility
|
Bureau, Trader
|
|
|
Run Speed
|
Rifle
|
Agility
|
Agent
|
|
|
Run Speed
|
|
Psychic
|
Keeper
|
Right Hand
|
|
Time & Space Alteration
|
1Hand Blunt
|
Intelligence
|
Metaphysicist
|
|
Martial Arts
|
First Aid
|
Treatment
|
Agility
|
Martial Artist
|
|
|
Matter Creation
|
Computer Literacy
|
Intelligence
|
Nanotechnician
|
|
|
Time & Space Alteration
|
Burst
|
Intelligence
|
Fixer
|
|
|
Time & Space Alteration
|
Treatment
|
Intelligence
|
Engin/Bureau/Keeper
|
|
|
Matter Creation
|
1Hand Blunt
|
Intelligence
|
Enforcer
|
|
|
Matter Creation
|
Treatment
|
Intelligence
|
Enforcer, Doctor
|
|
|
Time & Space Alteration
|
Computer Literacy
|
Intelligence
|
Agent
|
|
|
Fast Attack
|
1Hand Edged
|
Agility
|
Adventurer
|
|
Trap Disarmament
|
Pistol
|
Burst
|
Agility
|
Adventurer
|
|
Trap Disarmament
|
Time & Space Alteration
|
Computer Literacy
|
Agility
|
Trader
|
|
|
Assault Rifle
|
Burst
|
Agility
|
Soldier
|
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Leg
|
Agility
|
Stamina
|
Run Speed
|
Stamina
|
Metaphysicist
|
|
Agility
|
Evade Close Combat
|
Max Health
|
Stamina
|
Martial Artist, Trader
|
|
Dodge Ranged
|
Evade Close Combat
|
Body Development
|
Agility
|
Nanotechnician
|
|
Agility
|
Evade Close Combat
|
|
Agility
|
Engineer/Agent
|
|
Dodge Ranged
|
Evade Close Combat
|
Max Health
|
Agility
|
Enforcer, Doctor, Keeper
|
|
Agility
|
Evade Close
|
Body Development
|
Stamina
|
Bureaucrat
|
|
Agility
|
Melee Initiative
|
Max Health
|
Stamina
|
Adventurer
|
|
Agility
|
Stamina
|
Max Health
|
Stamina
|
Soldier
|
Left Hand
|
|
Fire AC
|
First Aid
|
Stamina
|
MP/Doc/Bcrat/Trade
|
|
|
Fire AC
|
Martial Arts
|
Stamina
|
Martial Artist
|
|
|
Trap Disarm
|
First Aid
|
Agility
|
Nanotech/Fixer/Agent
|
|
|
|
First Aid
|
Sense
|
Engineer
|
|
Fast Attack
|
Fire AC
|
Cold AC
|
Agility
|
Enforcer
|
|
Fast Attack
|
Trap Disarm
|
First Aid
|
Agility
|
Adventurer, Keeper
|
|
|
Fire AC
|
Ranged Energy
|
Stamina
|
Soldier
|
Type
|
Shining
|
Bright
|
Faded
|
Ability
|
Prof.Kiosk
|
Feet
|
Evade Close Combat
|
Agility
|
Duck Explosion
|
Agility
|
MP/Fix/Eng/Enf/Trade/Sol
|
|
Physical Initiative
|
Martial Arts
|
Duck Explosion
|
Agility
|
Martial Artist
|
|
Evade Close Combat
|
Dodge Ranged
|
Duck Explosion
|
Agility
|
Nano/Doctor/Bureaucrat
|
|
Concealment
|
Agility
|
Duck Explosion
|
Agility
|
Agent
|
|
Melee Initiative
|
Agility
|
Duck Explosion
|
Agility
|
Adventurer/Keeper
|
Notes
- Duplicate entries for one profession's kiosk stock, e.g. Adventurer Waist and Enforcer Right Hand implants, are correct. Alternate products are sold at those kiosks, two different implants for the same body location.
- Current in-game Keeper store implants differ from the information that can commonly be found online. The chart above reflects the corrected information.
Auno implant Designer
Cluster Locations
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.
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
|
|
|
|
|
1h Blunt
|
1.8
|
Right Arm
|
R Wrist
|
R Hand
|
1h Edged
|
1.9
|
R Arm
|
R Wrist
|
R Hand
|
2h Blunt
|
1.8
|
R Arm
|
L Arm
|
Chest
|
2h Edged
|
1.9
|
R Arm
|
L Arm
|
Waist
|
Adventuring
|
1.5
|
Leg
|
Waist
|
Chest
|
Agility
|
2.25
|
Leg
|
Feet
|
Waist
|
Aimed Shot
|
2.1
|
Eye
|
R Wrist
|
R Hand
|
Assault Rif
|
2.25
|
R Arm
|
R Hand
|
Eye
|
Bio Metamo
|
2.4
|
Head
|
Chest
|
Waist
|
Body Dev
|
2.0
|
Chest
|
Waist
|
Leg
|
Bow
|
2.0
|
R Arm
|
L Arm
|
Eye
|
Bow Spc Att
|
2.0
|
Head
|
R Hand
|
R Wrist
|
Brawling
|
1.65
|
L Arm
|
R Arm
|
Waist
|
Break & Entry
|
2.0
|
R Arm
|
L Arm
|
Chest
|
Burst
|
2.1
|
Right Arm
|
R Wrist
|
R Hand
|
Chemical AC
|
2.0
|
Waist
|
R Arm
|
L Arm
|
Chemistry
|
2.0
|
Head
|
Eye
|
R Hand
|
Cold AC
|
2.0
|
Waist
|
R Hand
|
L Hand
|
Comp Lit
|
2.0
|
Head
|
Eye
|
R Hand
|
Concealment
|
1.8
|
Feet
|
Ear
|
Eye
|
Dimach
|
2.25
|
Chest
|
Head
|
Waist
|
Disease AC
|
1.75
|
Head
|
Leg
|
Chest
|
Dodge-Rng
|
2.0
|
Leg
|
Feet
|
Waist
|
Duck-Exp
|
2.0
|
Leg
|
Waist
|
Feet
|
Elec Engi
|
2.0
|
Eye
|
Head
|
R Hand
|
Energy AC
|
2.25
|
Chest
|
Leg
|
Waist
|
Evade-ClsC
|
2.0
|
Feet
|
Leg
|
Waist
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
Fast Attack
|
1.9
|
L Hand
|
R Hand
|
Right Arm
|
Fire AC
|
2.0
|
Waist
|
Left Hand
|
R Hand
|
First Aid
|
1.8
|
Head
|
R Hand
|
L Hand
|
Fling Shot
|
1.8
|
R Arm
|
R Hand
|
R Wrist
|
Full Auto
|
2.25
|
R Arm
|
R Wrist
|
Waist
|
Grenade
|
1.9
|
R Arm
|
Eye
|
R Hand
|
Heavy Weapons
|
1.0
|
R Arm
|
Eye
|
R Hand
|
Imp/Proj AC
|
2.25
|
Leg
|
Chest
|
Waist
|
Intelligence
|
2.25
|
Head
|
Eye
|
Ear
|
Map Nav
|
1.25
|
Eye
|
Head
|
Ear
|
Martial Arts
|
2.5
|
R Hand
|
Feet
|
Left Hand
|
Matter Crea
|
2.4
|
Head
|
R Hand
|
Eye
|
Matter Meta
|
2.4
|
Head
|
Chest
|
L Arm
|
Max Health
|
2.5
|
Chest
|
Waist
|
Leg
|
Max Nano
|
2.5
|
Head
|
Waist
|
Chest
|
Mech Engi
|
2.0
|
Head
|
Eye
|
R Arm
|
Melee Energy
|
2.0
|
Head
|
L Wrist
|
R Wrist
|
Melee Init
|
2.0
|
Feet
|
Leg
|
Waist
|
Melee AC
|
2.25
|
Chest
|
Waist
|
Leg
|
MG/SMG
|
2.0
|
R Arm
|
R Hand
|
Chest
|
Multi Melee
|
2.25
|
Left Wrist
|
Eye
|
R Wrist
|
Multi Ranged
|
2.0
|
L Wrist
|
R Wrist
|
Eye
|
NanoC Init
|
2.0
|
Head
|
Eye
|
Chest
|
Nano Pool
|
3.0
|
Chest
|
Head
|
Waist
|
Nano Progra
|
2.0
|
Head
|
Eye
|
R Hand
|
Nano Resist
|
2.0
|
Head
|
R Wrist
|
L Wrist
|
Parry
|
2.1
|
R Wrist
|
L Wrist
|
R Arm
|
Perception
|
2.0
|
Ear
|
Eye
|
Head
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
Pharma Tech
|
2.0
|
Head
|
Eye
|
R Hand
|
Physic Init
|
2.0
|
Feet
|
R Arm
|
L Arm
|
Piercing
|
1.6
|
R Arm
|
L Arm
|
Waist
|
Pistol
|
2.0
|
R Wrist
|
R Hand
|
Eye
|
Psychic
|
2.25
|
Head
|
Chest
|
Ear
|
Psycho Modi
|
2.4
|
Head
|
Eye
|
Ear
|
Psychology
|
2.0
|
Head
|
Ear
|
Eye
|
Quantum FT
|
2.0
|
Head
|
Eye
|
R Hand
|
Radiation AC
|
2.0
|
Waist
|
L Arm
|
R Arm
|
Ranged Energy
|
2.0
|
Head
|
Eye
|
L Hand
|
Ranged Init
|
2.0
|
R Wrist
|
Head
|
R Hand
|
Rifle
|
2.25
|
Eye
|
R Wrist
|
L Wrist
|
Riposte
|
2.5
|
R Wrist
|
L Wrist
|
R Arm
|
Run Speed
|
2.0
|
R Wrist
|
L Wrist
|
Leg
|
Sense
|
2.25
|
Chest
|
Waist
|
Head
|
Sensory Imp
|
2.20
|
Head
|
Eye
|
Chest
|
Sharp Object
|
1.25
|
R Wrist
|
R Hand
|
Eye
|
Shotgun
|
1.7
|
R Arm
|
R Hand
|
Waist
|
Sneak Attack
|
2.5
|
Feet
|
R Wrist
|
Eye
|
Stamina
|
2.25
|
Chest
|
Leg
|
Waist
|
Strength
|
2.25
|
R Arm
|
L Arm
|
Chest
|
Swimming
|
1.25
|
Leg
|
R Arm
|
L Arm
|
Time & Space
|
2.4
|
Head
|
R Hand
|
Eye
|
Trap Disarm
|
1.8
|
R Hand
|
L Hand
|
Head
|
Treatment
|
2.15
|
Head
|
Eye
|
R Hand
|
Tutoring
|
1.3
|
Eye
|
Ear
|
Head
|
Vehicle Air
|
1.0
|
Eye
|
Ear
|
Head
|
Vehicle Ground
|
1.5
|
Head
|
Eye
|
Ear
|
Vehicle Water
|
1.2
|
Head
|
Eye
|
Ear
|
Weaponsmithing
|
2.0
|
R Hand
|
Head
|
Eye
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
Skill
|
X
|
Shiny
|
Bright
|
Faded
|
<ref> 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 uniformly 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 non-conflicting pair of nanoskills, such as PM TS (Trader), MM MC (Shields) and BM SI (Martial Artist).
Reference Links & Further Information
Article Sources
- Much of the information in the introduction came from AnarchyOnline.com <ref> Anarchy Online official site </ref> This information is no longer retrievable from the previously listed location.
- Kiosk information from various sources, credited in citation
- Cluster location list from AO-Universe
Sources
Anarchyonline.com
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.
|