Implant Tradeskills

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The sections, "Assembling" and "Cleaning" have been moved here from the Implant article
Auno Implant Designer

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 superior 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.

Implants cannot be swapped in and out like armor/util/weapon items. They require a treatment clinic to install. Pictured is the old standing Surgery Clinics; the model has been changed. There are, as always, portable ones available

Formulas[edit]

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[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.
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

Adding clusters[edit]

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[edit]

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[edit]

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[edit]


Required Items and Tools[edit]

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
*1 R = reuseable, C = consumed

Tradeskill Process[edit]

Implant Disassembly Clinic + Head Implant: Treatment, Shiny = Basic Head Implant Skills: BE
NP
Implant Disassembly Clinic Implant Basic Implant 4.75 x QL
1 x QL


Refined Implant[edit]

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[edit]

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


Preconstructed Implants[edit]

Auno implant Designer


Skills by 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.

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 Locations by Skills[edit]

Now that you have, with implant creation, this complete control over what clusters go where, you also need to know it the other way around: know the locations by what skills are available at each. This is the information more laboriously acquired by going to the Auno implant designer and clicking on each cluster location to see what is available there. Since not all skills at locations are represented by the preconstructed implants, such as Shining Vehicle Air in the Eye, that list is not only more time consuming but leads to errors.

Eye Shining Bright Faded
Aimed Shot Chemistry Assault Rifle
Electrical Engineering Computer Literacy Bow
Map Navigation Grenade Concealment
Rifle Heavy Weapons Matter Creations
Tutoring Intelligence Multi Ranged
Vehicle Air Mechanical Engineering Pistol
Weapon Range Multi Melee Psychology
NanoC Init Sharp Object
Nano Programming Sneak Attack
Perception Time and Space
Pharmacological Technology Weapon Smithing
Psychological Modifications
Quantum Forcefield Technology
Ranged Energy
Sensory Improvement
Treatment
Vehicle Ground
Vehicle Water
Head Shining Bright Faded
Biological Metamorphosis Dimach Perception
Bow Special Attack Electrical Engineering Sense
Chemistry Map Navigation Trap Disarm
Computer Literacy Nano Pool Tutoring
Disease AC Ranged Init Vehicle Air
First Aid Weaponsmithing
Intelligence
Matter Creation
Matter Metamorphosis
Max Nano
Mechanical Engineering
Melee Energy
NanoC Init
Nano Programming
Nano Resist
Pharmalogical Technology
Psychic
Psychological Modifications
Psychology
Quantum Forcefield Technology
Ranged Energy
Sensory Improvement
Time and Space
Treatment
Vehicle Ground
Vehicle Water
Ear Shining Bright Faded
Exp Modifier Concealment Intelligence
NCU Memory Nano Cost Modifier Map Navigation
Perception Psychology Psychic
Tutoring Psychological Modifications
Vehicle Airborne Vehicle Ground
Vehicle Water
Right Arm Shining Bright Faded
1 Handed Blunt Brawling Fast Attack
1 Handed Edged Chemical AC Mechanical Engineering
2 Handed Blunt Defense Modifier Nano Range
2 Handed Edged Nano Delta Parry
Assault Rifle Offense Modifier Radiation AC
Bow Physical Init. Riposte
Break & Entry Swimming Weapon Range
Burst
Fling Shot
Full Auto
Grenade
Heavy Weapons
MG / SMG
Piercing
Shotgun
Strength
Chest Shining Bright Faded
Body Development Biological Metamorphosis 2 Hand Blunt
Dimach Projectile AC Adventuring
Energy AC Matter Metamorphosis Break & Entry
Max Health Psychic Poison/Disease AC
Melee AC MG / SMG
Nano Pool Max Nano
Sense Nano Init
Stamina Nano Interrupt %
Sensory Improvement
Skill Lock Modifier
Strength
Left Arm Shining Bright Faded
Brawling 2 Hand Blunt Chemical AC
Defense Modifier 2 Hand Edged Matter Metamorphosis
Nano Range Bow Nano Cost Modifier
Offense Modifier Break & Entry Physical Initiative
Piercing Swimming
Radiation AC
Strength
Right Wrist Shining Bright Faded
Nano Delta 1 Hand Blunt Bow Special Attack
Parry 1 Hand Edged Chemical Damage Modifier
Pistol Aimed Shot Energy Damage Modifier
Ranged Initiative Burst Fire Damage Modifier
Riposte Full Auto Fling Shot
Run Speed Multi Ranged Melee Damage Modifier
Sharp Object NCU Memory Melee Energy
Nano Resist Multi Melee
Rifle Poison Damage Modifier
Sneak Attack Projectile Damage Modifier
Radiation Damage Modifier
Waist Shining Bright Faded
Chemical AC Adventuring 2 Hand Edged
Cold AC Body Development Agility
Fire AC Duck Explosion Biological Metamorphosis
Nano Cost Modifier Max Health Brawling
Radiation AC Max Nano Dimach
Melee AC Dodge Ranged
Sense Energy AC
Evade Close Combat
Full Auto
Melee Init.
Nano Pool
Piercing
Projectile AC
Shotgun
Stamina
Left Wrist Shining Bright Faded
Right Hand Shining Bright Faded
Feet Shining Bright Faded
Left Hand Shining Bright Faded


Cluster conflicts[edit]

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.

Reference Links & Further Information[edit]

Article Sources[edit]

  • 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[edit]

Anarchyonline.com

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.