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Stocked up on weapons, armor, gear and ammo and you
still cant get that mob down even though its as green as grass? Odds are you've
missed out on one of the best ways to get your skills up there - implants, yeah
baby! |
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Implants are those things that never seems to fit - those things that you
don't have enough treatment for or your stats are too low for.
In this guide we hope to present a few ways on how to make your life a lot easier
when dealing with implants.
Putting together the implants themselves require Nano Programming, a skill many
inhabitants on Rubi-Ka knows well. |
In order to make this guide somewhat easier to browse through, we have broken
it up into four different sections, namely these:
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Covering requirements, basic formulas, and some looks on how
implants function as what regards to abilities and skills.
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How to put together a working set of implants using Nano Nanny,
explaining cluster clashing,
changing requirements, and balancing out clusters.
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How to get your treatment up high enough to wear good implants
and not walk around with
implants the same level as yourself.
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Explaining how to squeeze into a lot higher implants than you
can with ordinary buffs, by use
of more implants.
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So read on and unveil all the mysteries of implants, what joy they can bring and
what to do to keep you from tearing your hair off your head in frustration because
you are missing a measly 2 treatment for that QL200 Head implant to get in!
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In the first section we are going to explain some basic formulas,
look at
how implants work and what ability and skill requirements enter into it as well
as looking into
how you can get those abilities high enough to implant your newly obtained set
of QL200's.
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Implant slots
There are three different slots in every implant, called Faded, Bright
and Shining. Every cluster has its own unique position in the implant layout
- for instance, a Shining Inner Fire cluster will only fit inside the Shining
slot of a Right Hand. Many skills also share the same designated slots,
so you won't get all the skills you wanted implanted to the max, but will in most
cases have to balance things out. A good example for this is the nano-skills Matter
Creation and Time & Space, where you would want
both skills to be high, but also of similar values. Since both the clusters for
these skills occupy pretty much the same slots, here is where balancing comes
into play. Balancing uses a very simple formula :
Faded + Bright = Shining
Since both the shining clusters - those giving the highest skill raise - occupies
the same shining spot of a head implant, we can simply use one Shining Matter
Creation, one Bright Time & Space, and one Faded Time & Space to achieve
the same boost to both skills.
Abilities and Skills differences
You may opt to raise base abilities in your implants as well as skills. The value
increase for base abilities are always a lot lower than the raise in pure skills.
This is for the balance of the game and would make people able to wear armor that
would be considered godlike at some levels.
Dribbling-down Effect
This too concerns abilities. As you might have noticed, hitting yourself with
an "Intelligence Boost" buff (general program)) will raise some skills
a bit. With a high intelligence, your int-based skills are raised slightly. The
same goes for implants, which is a good thing to remember as we will return to
this in a little while. Sometimes, all you need is maybe just 8 extra agility
or Sense and you will be able to fit your implant, simply because it raised treatment
by 1 or 2 ticks - this is especially true at lower levels.
Difference in Quality Levels
When you do shop for clusters, there are a couple of things you will need to keep
in mind. The most basic one is the 10% rule. If you are shopping for clusters
to go into a QL100 implant, make sure the quality level of the cluster
is no less than 10% of the implant.
Veteran builders are looking at this text and going "Haha! He's wrong - its
actually 14%" and yes, this is true. However I still advocate 10% simply
because of another fact you have to remember when you are making implants, or
indeed hiring the services of another player to compile them: If your skill is
high enough, the QL of the implant will get raised slightly. So if you are indeed
getting those QL77 clusters for your QL90 implant, and then combining
them, you will find that the first cluster when inserted, makes the QL90 implant
jump up to a QL91 implant, thus rendering your clusters too low to be combined
- money down the drain. The only exception to this rule is QL200 implants, since
these will never go beyond 200, so you can safely get QL172 clusters for all your
QL200 implants.
Implant requirements
Implants all requires two things - Leets and a Hacker Tool. No.
They require Treatment and a Base Ability. As far as Treatment
skill goes - max this on every level. We really really mean it. Never ever make
exceptions to this rule. Not even if Billybob is threatening you with a shotgun.
Treatment can be upped by a number of ways really, we are only going to
list the buffs most common here and later on get down to crunching numbers for
this.
Doctors have three different buffs for treatment, a +10, a +35 and
a +80. These are not part of the doctor class's primary nanoline however,
and most doctors cannot cast the +80 until after level 110. In fact, some
consider it a complete waste, they don't get it until 180, choosing to go the way
of combat/PvP instead. Adventurers too also have a fairly high level nano that
adds +60.
Base Abilities are your Strength, Agility, Stamina, Intelligence,
Sense and Psychic. Since the 3 different races have different ease
or difficulty raising these, as well as their starting skill level, it might be
wise to try to keep within your class stats. However - you will find that some
of these abilities have virtually no boosts to raise them. For your convenience,
we compiled a short reference chart on how each kind of base ability can be raised
by program buffs.
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Strength
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+12 General
+20 Iron Circle (Doctor)
+25 Muscle Booster (MA, does not stack with Iron Circle)
+27 Essence of Behemoth (Enforcer)
+40 Prodigious strength (Enforcer, does not stack with Iron Circle or Muscle Boostler)
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Stamina
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+12 General
+20 Iron Circle (Doctor)
+27 Essence of Behemoth (Enforcer)
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Agility
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+12 General
+25 Feline Grace (Agent)
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Sense
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+12 General
+15 Enhanced Senses (Agent)
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Intelligence &
Psychic
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+12 General
+40 Odin's Eye (Meta-Phyicist, but high-level and self-only)
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There is a very nice formula as what regards to base ability requirements on implants,
and that formula is :
QL*2+4
Which means that a QL10 implant requires 24 for instance - and a QL100 implant
requires 204. Do remember however what we said earlier about implants getting
slightly higher when combined by someone with a great skill, thus increasing this
as well.
Changing requirements on implants
There is good news however - you can alter the requirements on some implants to
better suit you. For instance - if you have a Faded Computer Literacy cluster
in your right hand - you might find that this implant will require Intelligence
as its base. However - if you put a Shining Martial Arts cluster into the
same hand, you will find out that it now requires Agility. As a general
rule, each and every skill complies with a base ability, that will influence what
base ability the finished implant will require. Add in the strength of the cluster
and you get a good idea how it works. Inserting only a faded cluster of Computer
Literacy into an implant will make it require Intelligence, but add in a shining
Martial Arts and the implant becomes Agility required as the Martial Arts override
the Computer Literacy.
One thing you will find out here is that while strength is easily the most
buffable ability, its also the hardest one to changing requirements to, which
is why most people go with Agility or Stamina implants. This also
holds true to the majority of the "best" combat natured implants seemingly
use Agility or Stamina.
In some cases you might want to outweigh the choice of a high QL implant against
a lower QL implant using a slightly lower base ability if the skills inside the
implant are such that you desperately need them, a perfect example of this is
the ear-implant, which is really hard to play around with.
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Planning your implants is crucial. Going into the store thinking
"Ooh, I'll just grab some" never
works out. This is a very important aspect of the game and while we are not saying
you have to
know all the ins and outs of it, having some form of knowledge about it definitely
will make your
life a lot easier.
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Getting Nano Nanny
Ah yes. Definitely the best tool there is for planning whole implant setups. Nano
Nanny is a program available at
We recommend that you download this program as we will be using
it in our examples a lot. This program lets you pick the exact skills you want,
and automatically, via means of a priority-list, puts them into your cluster setup
as well as helping out with the possibility to change the requirements on your
implants. In short? You will want this.
Picking clusters in Nanonanny
As you see - after picking the skills you need by adding them to the right column
using the drop-menu and then clicking add, you are able to auto-assign them to
your setup. When picking the skills you want, we strongly recommend that you pick
the most vital ones only. Don't go "shopping" this early on adding loads
and loads of skills. Using a max of 5 skills is a good start really. We are going
to use a trader as an example. To follow us on this examples add these clusters
(in this order as well) to your priority-table.
Time & Space
Psychological Modifications
Sensory Improvement and Modifications
Max Health
You should now have Nano Nanny present you with the image to the right.
Cluster Clashing!
As you can see, two of our clusters are clashing after you hit the "Auto
assign" button. This is normal for clusters, like we mentioned earlier,
especially when it comes to tradeskills. The clusters clashing are always marked
with a red circle-arrow and an exclamation mark. In our case, we have two clashes
- one in shining head, and one in bright eye positions. By clicking on the respective
positions you can select the cluster you prefer from the list. |
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Balancing out the skills
This is where the Faded+Bright=Shining formula really will help you a lot.
The optimum goal here is of course to balance all these out. For traders, this
means you will want to balance out Time & Space, Psy Mod and Sense Imp. So
lets do that. Right now we have all three clusters for Time & Space - which
we of course wont need then, so lets drop the shining cluster in the head there
and replace it with a Psy Mod cluster. Now we have all three of the Psy Mod clusters
in, and only one Sense Imp. We haven't touched the bright eye yet, so lets do that
now. Change the bright eye cluster to Sense Imp instead. What we have now is this:
Faded + Shining Psy Mod
Faded + Bright Sense Imp
Faded + Bright Timespace
Now - we have one faded too many for it all to be "balanced out" - the
faded Psy Mod. Here's a good tip if you really want to twink your nanoskills up
that extra bit - use a Faded Genious cluster in your ear, it will
up all of your nanoskills by a small amounts, so by doing this, we have effectively
balanced out our skills.
When you are balancing out skills like this - remember to take buffs into account
as well. For weapon-users in particular, this is very important. Soldiers, for
instance, using a gun that requires 400 Assault Rifle and 300 Fullauto might want
to consider there are special buffs for Assault Rifle, but none for Fullauto,
so using a shining Fullauto-cluster instead of the Assault Rifle one, can actually
get that extra big gun on you.
Selecting Requirements
Selecting and checking requirements we do by clicking on the "Build"
tab, bringing up the build-section of Nano Nanny. We only really need to concern
ourselves with the lower right part, where it says "Important Attributes".
Lets say that for our trader, we want to use Stamina and Agility
for our implants, so we check those two attributes and then click the Build
button.
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This instantly transfers us to the Results-page where we can see the increase
in skills from our implants. Personally, I don't use this page, since it has been
known to produce the wrong stats from time to time. We'll make haste into the
next Result-tab, the Requirements.
By clicking on the various headlines, you can sort your clusters by requirements,
or by implants, or even by type ( faded, bright, shining).
My personal favourite is "Implant" really, although some prefer it to
be by its "Secondary Skill".
As you can see - our setup is mostly agility and stamina already,
except for two very naughty implants that will have to be spanked later on, the
ear and eye. But hold on! We still have one more tab to check out! The Results
- Suggestions tab. As you can see here, to change the requirements on our
ear we need to add a Bright Sneaking cluster, and for the eye, we can opt to either
put in a Shining Rifle cluster or a Shining Aimed Shot cluster.
Both options would be perfectly valid. so return to the Layout tab, add
those clusters to your setup, and then go into your Build-tab and click
" Build" again - voilá! One set of Agility / Stamina
implants. Checking and rechecking like this is never wrong. Please feel free to
test a bit with Nano Nanny until you get comfortable with it.
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Getting treatment up there |
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Like mentioned earlier, treatment is one of the most
crucial skills in AO, regardless of which profession you are, simply because of
the requirements on implants. Needless to say, you will
need to have NCU's for buffs, as well as some luck, skills, and possibly
friends to help you out
when you try to squeeze into implants.
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Buffs
Like mentioned before, docs have wonderful buffs for this. The + 80 buff
is really something else. Add the + 20 general expertise buff, and the + 100
you get from the Surgery Clinic and you have + 200 already. Since dribbledown
on Treatment is based on Intelligence, Sense and Agility,
its never a bad thing to hit yourself with those three boosts as well. Possibly
even Feline Grace and Enhanced senses.
Clothes
Ah yes. The medisuit. A complete Omni-Med Suit adds 78 to treatment (remember
to wear both sleeves) and complementing it (if you can) with a Biomech helmet
for additional +5 treatment isn't too bad either (+10 for a QL200 one, but you
will need a ton of PSY and STA for that one). The only drawback here is that you
will look like something out of a lampshop. The very same goes for the Biomech
cloak as that also gives you yet a slight boost, although doesnt make you look
like a walking lamp.
Weapons
There is a very nifty little rifle in the game, frequently used for this sort
of thing, and its called OT-Windchaser M06 Quartz. Its quite rare, existing
only between QL22-25 but it adds a very nice + 10 boost to treatment.
For soldiers, or others with a will to spend IP into Fullauto, Assault Rifle and
aimed shot, there is the MTI G-70 Talmo, existing between QL65-74.
Requirements are higher, but if you already spent IP into the required skills,
this might be a better choice, as it adds 10 just as the Quartz gun does.
If you are really stretched on cash, or cant get hold of these guns, you might
want to get a trader to go shop in the special Trader only store and pick you
up a bottle of Doctor - Sugarfree Rum. It only adds 1 to treatment, but
sometimes, thats all it takes, and it has no reqs to wield really, so its very
IP non-expensive, and its sugarfree too, so it doesnt rot your teeth.
Items
There are various items that can be used to buff your treatment up a bit, most
of these items are items that buff agility, or intelligence however and as a result
of dribbledown effects, you get a slight increase in treatment. These items range
from the Personal
Robotic Brain, to the Virral
Triumvirate Egg. All items wearable in your "free" slots buffing
Sense, Intelligence or Agility can be used to up your treatment
somewhat. One thing that is important to know is that pure Treatment-buff items
are usually a lot better than using ability-buff items.
And of course, you haven't forgotten about the newly introduced Treatment
Laboratories already have you? If so, please read our guide on how to make
one of those.
Note that there are also some profession specific items that can boost treatment
(example, the dissasembly clinic for Fixers or Agents in disguise, the Medical
Epaulet or Pharmacy Clinics that only doctors can use and so on). This guide will
only touch on non-profession specific items though.
So with that in mind, lets see how much we are getting treatment up by without
resorting to implanting low QL surgery cluster into the setup..
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Buffs
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+80 doctor
+20 general
+5 (or so) from ability boosts buffs, feline grace and enhanced senses
+100 Stationary Treatment Clinic effects
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Clothes
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+78 Omni-Med suit
+8-20 Biomech cloak and helmet
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Weapons
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+10 Quartz rifle
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Items
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+10 Treatment Lab
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Grand total
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+311-323
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Not half-bad if I might say. Of course, holding all those buffs will make it hard
for you if you don't have the proper NCU, but then again, if you are level 25 there
are always fixers ready to show off their new and highly sought after NCU boost
skills, for a little donation to their...uhm...trust fund.
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Implanting Implants to Implant Implants |
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Sounds complicated? Its not really as bad as that. In this part,
we are going to explain to you
the wonders of using implants to implant other implants.
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Ok, so now we have enough treatment to implant half of Rubi-Ka. How do we actually
get that trader of ours into the QL200's we want to at level 1, because your base
abilities are too low? This is how... no, I'm sorry, I'm lying, that sort of thing
just cant be done unless you are using some new form of mathematics involving
black holes and creative use of zeroes. However - we will introduce to you the
marvel of implanting for the sake of implanting! Welcome to the world of twinks...
The Ability Implants
Ability implants can be a great way to get enough abilities to implant other implants.
The key to this if making as many implants dependant on one ability as possible.
I would recommend Agility. Yes. Its not the most buffable ability there
is, but with the right ability implants, it is really not too hard. The key to
implanting is to make implants that are buffing one or two abilities, and relying
on a third implant, or buffs, to get these on. To not get too lateral here and
try to explain things way ahead, lets take an example.
We need a goal. Lets say we want a level 15 character into QL50
implants. Sounds impossible? Far from it! Cheap? Far from it!
Lets say we make all our implants based on agility. In order for us to
get agility as high as possible, we decide to implant it, for the sake
of getting the agility-based implants on. Also - we don't want the agility
buffing implants to be QL50, because that might be a bit bothersome to get on,
and we would need yet another set of implants. We'll keep it simple, and
use QL30 implants for the agility-buffing implants. The first thing
we would do is to create three implants for agility - Shining, Bright,
Faded. These three implants consists of this setup (as checked with Nano
Nanny, and tested in-game)
Waist : Bright Life , Faded Agility
Leg : Shining Agility , Bright Stamina , Faded Max Health
Feet : Bright Agility , Faded Ducking
Now. As you probably see if you enter these into Nano Nanny, they are stamina
based. To get stamina up to 64 (which is the requirement for QL30 implants) you
will need for the level 14 character to get an essence, or an Iron Circle
buff. This step isn't too hard. This will add quite a lot of Agility to
our character.
The next step would now be to get our QL50 implants in. These would require 110
Agility at most (since QL's are raised, some of the implants after creating
them turned out to be QL53). By getting a Feline Grace buff from
a friendly agent, as well as the regular boost, we are now at approximately
110 agility, slightly higher actually by a point or so.
This procedure shows how you can insert high quality implants into your frail
body and not having to worry about updating them every so often. The procedure
itself requires some lateral thinking, but after you get the hang of it, you will
be able to think more than just these two steps ahead.
By doing this, in the exact same way and with the exact same agility implants
as described here, we took the liberty of testing this theory in-game, and this
is the result of the trader we ended up with (not counting the waist, leg, feet
mind you):
At level 1 we had QL 10 implants in
At level 14 we had QL53 implants in
At level 32 we had QL93 implants in
At level 50 we had QL115 implants in
This is where we stopped levelling the character as we were starting to feel he
was demonically posessed walking around chanting about implants and buffs and
acting generally insane. Mind you - this is only one way of implanting implants
to implant, and it DOES mean you will have to make some sacrifices - you will
have to be prepared to use only the most important buffs for your profession,
focusing around a pretty tight amount of skills. For our trader - we chose to
go with Martial Art skills and plunder/divest nanos. The rest of
the skills range we put aside, in order for all the implants to become agility
based.
Implanting missing treatment
Of course, by implanting one thing, like the ability buffing implants before,
makes you lose some skills in other areas. The same goes for implanting treatment.
There might be times when you are missing a lot of treatment, especially at higher
levels, and implanting Surgery-implants as a means to buff this, will be pretty
much the only way to raise your treatment by the extra 40 points missing. However
- if you have been looking at where the Treatment clusters are located,
you will find they are all located in the same positions as some really crucial
skills. Excepting the faded right hand cluster, more about that in the next paragraph.
Its perfectly possible, even recommended, that you implant a shining and
bright Treatment combination to get your implants on, but you will
have to realize that since you have to take those off in order to implant your
head and eye implant again, you will not be able to get into all your high implants.
We recommend that if you are trying to get into QL200 implants or so, that you
consider letting your head and eye implant be somewhat lower, maybe as low as
170, all depending on which level you decide to implant them on.
The one cluster you should never omit
Oh, yes.. there is one of these, believe us. The faded treatment in your right
hand you will need to have in there, no matter what really. It will help you further
down the lines when inserting implants.
Agility is my friend
I admit it - I'm an agility freak, so sue me. Agility is easily one of the easiest
ways of implanting what you want. Agility is by far the most friendly implant-base
since nearly all implants can be made into agility. If agility isn't your choice,
I would recommend Stamina as the next best thing.
Final word
There is no substitute for experience. No guide can ever cover all the ins and
outs of implants, and to really get down and dirty yourself, implants will be
hard at first - No doubt about it. Everything will be made more and more clear
by every implant you make, so have fun out there, test yourself, and remember
- you don't have to squeeze into QL200 implants at level 1 to have a good time
out there (wait atleast until level 100 =)
Last updated 19. February 2003
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