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 worried if the implant
system seems a little complex at first!
Implants can be split up into several 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
- Implant like devices that are implantable
Choosing an Implant[edit]
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[edit]
- "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."
Available only up to QL 100, everywhere; since the redevelopment of ICC HQ, also QL 125 in its Fair Trade store only.
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, the preconstructed implants are excellent, and crafting custom ones is unnecessary. Even then, the mechanics of implants means that sometimes the reading between the lines a little might be necessary. Rifle, Shining cluster? Unlikely as a needed skill 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. Store implants only go part of the way to QL 200, and the player must find them as loot or mission rewards thereafter. 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. This leaves two routes: one is to blitz Missions for specific implants, with only a little better chance of finding a combination that is suitable, and another is to take the looted implants, clean them out, and add new clusters to them, making exactly the right implants to suit your characters' needs. This is the strength of the implant system. It truly allows you to significantly increase the power of your profession.
Installing an Implant[edit]
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. Adventurers' and Doctors' treatment buffs are in the same nanoline; Adventurers can buff up to +60 with Robust Treatment and Doctors, to +80 with Superior First Aid.
|
|
Requirements[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
Formulas[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.
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.
Implant Tradeskills[edit]
Implants that already have clusters in them can be made into Clean Implants ready to have new clusters added (using Implant Disassembly Clinic and Break and Entry skill). Clusters, bought or looted, can be added to Cleaned or bought Basic Implants, and if the crafter's Nano Programming skill is sufficiently high, the Implant level can be raised (QL Bumping). Some tradeskillers use QL bumping and cleaning to get the implant to the exact level they want.
Above level 200, implants and clusters can only be gathered from missions and mob drops above level 200. These Refined Implants cannot be combined with normal implant components and have higher multipliers for their ability and treatment requirements and a Title Level 5 or higher requirement. Jobe Clusters, sold in ICC and Jobe and dropped in RK missions, are Refined clusters that raise skills not otherwise covered by standard implants; skills like AddAllDef, AddAllOff, %XP gain, Damage Add, or nano cost reduction. They have the same additional requirements to wear as Refined Implants do. To add them to an implant requires an additional tradeskill such as Computer Literacy or Psychology.
Preconstructed Implants[edit]
From the aforementioned Profession Specific Implant Terminals. Once available only up to QL 100; now also up to 125, in the ICC HQ Fair Trade store only. 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[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>
Considerations[edit]
Cluster conflicts[edit]
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 repeatedly 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.
- All Nanoskills conflict in the Head, the Shining cluster
- 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
The nanoskill conflict itself presents an interesting point: there is definitely an advantage in skillsets that revolve around a less-conflicting pair of nanoskills, such as PM TS (Trader), MM MC (Shields) and BM SI (Martial Artist).
With Shadowlands Symbiants, conflicts are reduced if not removed. Symbiants have many of the skills possible in an implant, all at the same time. Up to the equivalent of 5 Shining, 8 Bright and 8 Faded, or more. Therefore the skills that would be lost at an implant location, are instead clustered at a location.
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
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.
See Also[edit]
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