An implant is a type of equipment. Each character can equip up to thirteen implants, one for each of the anatomically named slots: head, eyes, ears, chest, waist, legs, feet, and right and left arms, wrists, and hands.
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.
You can find the implant view on the third tab of your "Wear" window.
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.
- Regular implants
- These are the mainstay of the implant system. These can be built through tradeskills to fit the specific needs of your character
- Refined implants
- Implants above Quality Level 200 are known as refined implants and are harder to make and equip but offer the highest bonuses to skills
Preconstructed profession implants 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 Preconstructed, 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 preconstructed 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.
Preconstructed implant vendors Edit
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).
|Eye||Tutoring||Psycho Mod||Time & Space||Intelligence||Meta, Martial Artist|
|Tutoring||Comp Lit||Matter Creation||Intelligence||Nanotech|
|Tutoring||Sensory Imp||Time & Space||Intelligence||Fixer, Keeper|
|Tutoring||Intelligence||Time & Space||Intelligence||Engineer|
|Sensory Imp||Matter Creation||Psychic||Enforcer|
|Elec Eng||Psycho Mod||Time & Space||Intelligence||Bureaucrat|
|Rifle||Psycho Mod||Time & Space||Agi||Agent|
|Heavy Weapons||Matter Creation||Agi||Adventurer|
|Map Nav||Psycho Mod||Time & Space||Sen||Trader|
|Aimed Shot||Ranged Energy||Assault Rifle||Agility||Soldier|
|Head||Matter Creation||Nano Pool||Sense||Intelligence||Metaphysicist|
|First Aid||Dimach||Sense||Sen||Martial Artist|
|Matter Creation||Nano Pool||Psychic||Nanotech|
|Matter Creat||Nano Pool||Tutoring||Intelligence||Engin,Bureaucrat|
|Bio Metamorph||Nano Pool||Sense||Intelligence||Doctor|
|Sensory Imp||Ranged Init||Sense||Psychic||Agent|
|Bio Metamorph||Map Nav||Sense||Intelligence||Adventurer|
|Psycho Modifi||Ranged Init||Sense||Intelligence||Trader,Keeper|
|Ranged Energy||Ranged Init||Agility||Soldier|
|Ear||Tutoring||Intelligence||Intelligence||MP, Eng, Doc|
|Tutoring||Psycho Mod||Intelligence||Martial Artist|
|Concealment||Psycho Mod||Agility||Enforc, Sold|
|Right Arm||1h Blunt||Chemical AC||Radiation AC||Strength||MetaP|
|Strength||Physic. Init||Radiation AC||Strength||Martial Artist|
|MG / SMG||Chemical AC||Radiation AC||Agility||Fixer|
|1h Blunt||Brawling||Fast Attack||Strength||Enforcer|
|2h Blunt||Brawling||Fast Attack||Strength||Enforcer|
|Break & Enter||Chemical AC||Radiation AC||Agility||Doctor|
|Shotgun||Chemical AC||Mech Engin||Agility||Bureaucrat|
|Fling Shot||Swimming||Mech Engin||Agility||Agent|
|1H Edged||Brawling||Fast Attack||Agility||Adventurer|
|Shotgun||Chemical AC||Radiation AC||Agility||Trader|
|Assault Rifle||Swimming||Radiation AC||Agility||Soldier|
|Chest||Nano Pool||Matter Meta||Sensory Imp||Psychic||Metaphys/Nanotech|
|Dimach||Bio Metamorph||Sensory Imp||Psychic||Martial Art|
|Max Health||Matter Meta||Sensory Imp||Stamina||Advent/Fixer|
|Nano Pool||Bio Metamorph||NanoC Init||Psychic||Engineer|
|Max Health||Matter Meta||2H Blunt||Stamina||Enforcer|
|Max Health||Matter Met||Max Nano||Stamina||Doctor|
|Nano Pool||Bio Metamorph||Sensory Imp||Psychic||Agent/Bcrat/Keep|
|Max Health||Projectile AC||Max Nano||Stamina||Soldier|
|Left Arm||Break & Enter||Matter Meta||Agility||Agent/Crat/Fix/MP|
|Brawling||Strength||Physic. Init||Strength||Martial Artist|
|Brawling||2H Blunt||Matter Meta||Strength||Enforcer|
|Right Wrist||Run Speed||1H Blunt||Multi Melee||Agility||Metaphysicist|
|Riposte||Nano Resist||Psychic||Martial Artist|
|Pistol||Nano Resist||Fling||Agility||Nano, Engin, Doc|
|Run Speed||Nano Resist||Multi Melee||Agility||Enforcer/Keeper|
|Run Speed||1H Blunt||Multi Melee||Agility||Enforcer|
|Ranged Init||Nano Resist||Fling Shot||Agility||Bureaucrat|
|Ranged Init||Rifle||Fling Shot||Agility||Agent|
|Parry||1H Edged||Multi Melee||Agility||Adventurer|
|Pistol||Multi Ranged||Fling Shot||Agility||Adventurer|
|Ranged Init||Burst||Fling Shot||Agility||Trader|
|Run Speed||Burst||Fling Shot||Agility||Soldier|
|Waist||Chem AC||Max Nano||Bio Metamo||Sense||Metaphys/Keeper|
|Rad AC||Max Health||Evade Close||Sense||Martial Artist|
|Max Nano||Bio Metamo||Psychic||Nano, Engineer|
|Fire AC||Max Health||Stamina||Stamina||Fixer|
|Cold AC||Max Health||Brawling||Stamina||Enforcer|
|Chem AC||Max Nano||Stamina||Sense||Doctor|
|Rad AC||Max Nano||Shotgun||Sense||Bureaucrat|
|Duck Explo||Bio Metamo||Agility||Agent|
|Chem AC||Max Nano||Shotgun||Sense||Trader|
|Cold AC||Max Health||Stamina||Stamina||Soldier|
|Left Wrist||Multi Melee||Run Speed||Nano Resist||Agility||Meta/Enforcer/Advent|
|Run Speed||Nano Resist||Agility||MA/NT/Fix/Doc/Sold/Keep|
|Multi Ranged||Run Speed||Nano Resist||Agility||Bureau, Trader|
|Right Hand||Time & Space||1H Blunt||Intelligence||Metaphysicist|
|Martial Arts||First Aid||Treatment||Agility||Martial Artist|
|Matter Creation||Comp Literacy||Intelligence||Nanotechnician|
|Time & Space||Burst||Intelligence||Fixer|
|Time & Space||Treatment||Intelligence||Engin/Bureau/Keeper|
|Matter Crea||1H Blunt||Intelligence||Enforcer|
|Matter Crea||Treatment||Intelligence||Enforcer, Doctor|
|Time & Space||Comp Lit||Intelligence||Agent|
|Fast Attack||1H Edged||Agility||Adventurer|
|Trap Disarm||Time & Space||Comp Lit||Agility||Trader|
|Agility||Evade Close||Max Health||Stamina||Martial Artist/Trader|
|Dodge Ranged||Evade Close||Body Dev||Agility||Nanotechnician|
|Dodge Ranged||Evade Close||Max Health||Agility||Enforc/Doctor/Keeper|
|Agility||Evade Close||Body Dev||Stamina||Bureaucrat|
|Agility||Melee Init||Max Health||Stamina||Adventurer|
|Dodge Ranged||Evade Close||Run speed||Agility||Fixer|
|Left Hand||Fire AC||First Aid||Stamina||MP/Doc/Bcrat/Trade/Sold|
|Fire AC||Martial Arts||Stamina||Martial Artist|
|Trap Disarm||First Aid||Agility||Nanotech/Fixer/Agent|
|Fast Attack||Fire AC||Cold AC||Agility||Enforcer|
|Fast Attack||Trap Disarm||First Aid||Agility||Adventurer, Keeper|
|Feet||Evade Close||Agility||Duck Explo||Agility||MP/Fix/Eng/Enf/Trade/Sol|
|Physical Initiative||Martial Arts||Duck Explosion||Agility||Martial Artist|
|Evade Close||Dodge Ranged||Duck Explo||Agility||Nano/Doctor/Bureaucrat|
|Melee Initiative||Agility||Duck Explosion||Agility||Adventurer/Keeper|
- 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.
Regular implants Edit
You can find some implants as general loot dropped from mobs throughout the game, but by far the most advantageous route is to make some implants to suit your specific character needs. This is the strength of the implant system. It truly allows you to significantly increase the power of your character.
Although it is easier to install new clusters than remove them, the implant never becomes completely static, its makeup set in stone; it is completely customizable. As long as there are spaces to fill in an implant, new clusters can be added to it. Implants can also be cleaned, meaning that the existing clusters can be removed for new ones to be installed. Shadowlands Jobe implants cannot be cleaned.
Assembling 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 shiny, bright, and faded. 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.
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 obtained as loot.
Then you will need one to three clusters that you want to install. An implant can contain no more than one shiny, one bright, and one faded cluster.
Your nano programming skill determines whether you can make the implant.
Feedback messages in your chat window or tradeskill interface will tell you how much nano programming skill is required.
In addition, the clusters must have a minimum quality level relative to the implant's quality level.
- Shiny clusters must be at least 86% of the quality level of the implant, rounded down.
- Bright clusters must be at least 84% of the quality level of the implant, rounded down.
- Faded clusters must be at least 82% of the quality level of the implant, rounded down.
For example, if the implant is level 100, the faded cluster you want to install must be at least quality level 82 to install.
It is possible to 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. For example, installing a QL100 cluster into a QL10 implant will reduce its bonus to that of a QL10 cluster.
Cluster locations and skill requirements for assembling Edit
Quality Level, or QL, 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.
There is only one valid cluster location / implant type for each grade of skill cluster. There are online implant calculators; 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.
|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|
|Duck-Exp||2.0||Leg||Waist||Feet||Elec Engi||2.0||Eye||Head||R Hand|
|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|
|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|
|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|
|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|
|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|
|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|
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. This tool can be used by anyone having the required B&E skill to do the cleaning; it's independent of equipping the tool, which is limited to fixers.
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.
Normal (cluster) implants are an important part of character improvement due to their twinking properties:
- Implants are not level locked.
- Implants require only treatment skill and an ability at the time they are equipped, both of which are relatively easy to buff.
- Implants receive no penalty for overequipping when the treatment and ability buffs expire.
- Most implant clusters improve a character's skills or abilities, allowing even higher quality items to be equipped.
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 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 not be put into a normal implant nor can a normal cluster be put in a refined implant).
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
Those 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.
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).
- 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 cleaned in any way.
|Required Tradeskill||Jobe Cluster Skills|
|Computer Literacy||Max NCU|
|Nano Programing||RangeInc. NF (labled as % Add.Rad. Dam.)|
|Psychology||Skill Time Lock Mod., Nano Formula Interrupt Mod., % Add All Off., % Add All Def., % Add Xp|
|Quantum Field Theory||Shield AC, % Add. Dam., Energy Damage Add, % Add. Nano Cost|
|Weapon Smithing||RangeInc. Weapon (labled as % Add.Rad. Dam.)|
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, i.e. move the PC between one zone and another. There is a similar five minute wait between when combat ends and when implants can be installed at a clinic facility.
Skill requirements when implanting Edit
Every implant has two skill requirements to wear; a character ability that varies according to the clusters used, and treatment skill. The higher the Quality Level, the higher the requirements, but the higher the bonus as well. The formulas for determining the requirements are listed elsewhere on this page.
A cluster of a particular skill type has a particular multiplier for use in these formulas. The list of multipliers is in the chart elsewhere on this page.
There are some unusual variations before level 10, but otherwise, the following formulas apply:
- The exact formula for the treatment skill is TRUNC(4.723717064 x QL + 6.767295257)
- 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 skill requirement is 2x QL +4.
- Much of the information in the introduction came from AnarchyOnline.com  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
- ↑ The information for this chart was retrieved from: David "Tale" Lawrence, although it can be found elsewhere
- ↑ Auno Implant Designer
- ↑ Implant Skill Cluster Locations & Multipliers data from AO-Universe
- ↑ Anarchy Online official site