Implant Tradeskills
- The sections, "Assembling" and "Cleaning" have been moved here from the Implant article
Building Implants, the cybernetic devices surgically inserted into part of a character's physical body to augment their abilities.
The implant system is highly customizable, allowing a very wide variety of skills and abilities depending on what nano clusters are added to the base implant.
As with all Tradeskills for gear, crafting the very best implants for the character level is beyond the capacity of a single character, unbuffed. However, there are cash resources, other players, and multiple other characters that can help.
Basic implants are the base component for a complete implant, and can hold three Clusters: one Shining, one Bright, and one Faded. All Skills are represented by one of each of the cluster types. A completed implant will take its name from only the highest one of the clusters that are installed. It will take its QL from the Basic implant, although the QL can be raised by QL Bumping. The QL of the finished implant will affect the stat required for wearing it, and the skill needed to add clusters. The value of the bonuses given when worn are determined by the cluster QL. A higher QL cluster can be added to a lower QL basic implant, but the bonuses will remain at the level of the basic implant.
Preconstructed implants are one or both of two challenges; accepting their limited efficiencies, or taking up the task of building better. In a few cases the preconstructed are exactly what is needed, and this is unnecessary. Even then, reading between the lines a little might be necessary. Rifle, Shining cluster? Rifle is an unlikely weapon for professions other than Agent or maybe Soldier. But that implant 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.
Formulas
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.
Wearing
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.
Adding clusters
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.
- 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. RK clusters bump at +100 NP for Faded and 100 more for each higher cluster type, where Jobe clusters require 100 higher than that.
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.
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 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.
Implants level 1-200 without a Jobe Cluster can be cleaned of its clusters and made into basic implant.
Required skills
- Breaking and Entering (BE)
- Nano Programming (NP)
Required Items and Tools
Component / Tool | *1 | Location | min. QL |
Implant Disassembly Clinic | R | Tradeskill Product of Shop ingredients | |
Implant | C | Loot, Shop | ~90% of the Clinic, max QL 200 |
Tradeskill Process
Refined Implant
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
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 |
Preconstructed Implants
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>
Cluster conflicts
For consideration when choosing clusters: 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.
- 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
Reference Links & Further Information
- Implant Designer on Auno.org
- AO Mainframe implant configuration.
- Nano Nanny Nano Cluster and Implant tool
- Famous Last Words: Demoder's search tool
- Muha's Guide to Implant Design and Construction
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
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.