Difference between revisions of "Implant"
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== Preconstructed Implant Vendors == | == Preconstructed Implant Vendors == | ||
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). | 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). | ||
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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. | 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. | ||
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Revision as of 04:23, 28 March 2017
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 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: 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! QL BumpingQL 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.
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.
Note: Some tradeskiller use QL bumping and cleaning to get the implant to exact level they want. 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 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> Reference Links & Further Information
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