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One of the most complex tradeskill tasks for the average tradeskiller is implant creation. There are so many clusters and variables that a neophyte can easily be overwhelmed. This guide will attempt to cover, in great detail, everything you need to know about implants (and probably a lot of stuff that you don't need to know, as well!).
Implants can modify pretty much every skill in the game. They generally require an ability and some amount of treatment to equip, with the help of a Surgery Clinic (portable or otherwise). There are 13 slots for implants:
Each implant can be fitted with up to three different clusters, each of a different grade: Shiny, Bright, and Faded.
Shiny clusters give the highest bonus and are the hardest to combine. The icons have three "dots" inside them.
Bright clusters are in the "middle" in terms of bonuses and difficulty to combine. They typically have 60% of the bonus of the Shiny cluster and have two "dots" in the icon.
Faded clusters have the lowest bonus (40% of the Shiny bonus) and are the easiest to combine. The icons have one "dot" in them.
Each individual skill/ability/bonus has a single Shiny, Bright, and Faded cluster, and thus, can be fitted to three slots in various different implants depending on the skill or ability. There is a fair amount of overlap between certain bonuses, and thus you will often have to choose between several equally viable options. Note that if an implant has an "empty" slot, this slot can be filled at any time with a cluster of the appropriate grade.
Basic Implants can be purchased in varying QLs from the Implant Booth at any general store:
- Basic General Stores have QLs 1, 5, 10, 15, and 20.
- Advanced General Stores have 20, 30, 50, 70, and 90.
- Superior General Stores have 70, 80, 90, 110, and 125.
The bonus that is received from an implant is based on the QL of the implant, rather than the QL of the clusters inserted. In other words, there is no point to inserting a QL 200 cluster in a lower implant, unless that was all that you had available; you won't get a higher bonus for using a higher cluster. It also means that the bonus listed in the cluster description is, by and large, worthless.
The basic implant combine is simple. Just combine together the Cluster you want with the implant you want in the tradeskill window:
Each skill and ability has one (and only one) cluster for each grade, and each cluster grade is in a different location. This means that you cannot have the same skill in two different grade slots in a single implant, although you can have three separate implants, each with a different grade of cluster for that skill. Having all three grades of a skill or ability implanted is often called "Triple Implanting" that skill or ability.
Note: Max Nano and Nano Pool both increase Max Nano, and can both be implanted in different grades in the same Head, Chest, or Waist implant.
This table lists the Nanoprogramming base multiplier and location for each cluster. To determine the Nanoprogramming requirement, you multiply the QL of the target implant by the base multiplier. If it is a Faded cluster, then you use this number (x1). If it is a Bright cluster, then you multiply the base number by x1.5. If it is a Shiny cluster, then you multiply the base number by x2.
|Cluster Name||Multiplier||Shiny (x2)||Bright (x1.5)||Faded (x1)|
|1h Blunt||1.8||Right Arm||Right Wrist||Right Hand|
|1h Edged||1.9||Right Arm||Right Wrist||Right Hand|
|2h Blunt||1.8||Right Arm||Left Arm||Chest|
|2h Edged||1.9||Right Arm||Left Arm||Waist|
|Aimed Shot||2.1||Eye||Right Wrist||Right Hand|
|Assault Rif||2.25||Right Arm||Right Hand||Eye|
|Bow||2.0||Right Arm||Left Arm||Eye|
|Bow Spc Att||2.0||Head||Right Hand||Right Wrist|
|Brawling||1.65||Left Arm||Right Arm||Waist|
|Break & Entry||2.0||Right Arm||Left Arm||Chest|
|Burst||2.1||Right Arm||Right Wrist||Right Hand|
|Chemical AC||2.0||Waist||Right Arm||Left Arm|
|Cold AC||2.0||Waist||Right Hand||Left Hand|
|Comp Lit||2.0||Head||Eye||Right Hand|
|Elec Engi||2.0||Eye||Head||Right Hand|
|Fast Attack||1.9||Left Hand||Right Hand||Right Arm|
|Fire AC||2.0||Waist||Left Hand||Right Hand|
|First Aid||1.8||Head||Right Hand||Left Hand|
|Fling Shot||1.8||Right Arm||Right Hand||Right Wrist|
|Full Auto||2.25||Right Arm||Right Wrist||Waist|
|Grenade||1.9||Right Arm||Eye||Right Hand|
|Heavy Weapons||1.0||Right Arm||Eye||Right Hand|
|Martial Arts||2.5||Right Hand||Feet||Left Hand|
|Matter Crea||2.4||Head||Right Hand||Eye|
|Matt Metam||2.4||Head||Chest||Left Arm |
|Mech Engi||2.0||Head||Eye||Right Arm|
|Melee Energy||2.0||Head||Left Wrist||Right Wrist|
|MG/SMG||2.0||Right Arm||Right Hand||Chest|
|Multi Melee||2.25||Left Wrist||Eye||Right Wrist|
|Multi Ranged||2.0||Left Wrist||Right Wrist||Eye|
|Nano Progra||2.0||Head||Eye||Right Hand|
|Nano Resist||2.0||Head||Right Wrist||Left Wrist|
|Parry||2.1||Right Wrist||Left Wrist||Right Arm|
|Pharma Tech||2.0||Head||Eye||Right Hand|
|Physic Init||2.0||Feet||Right Arm||Left Arm|
|Piercing||1.6||Right Arm||Left Arm||Waist|
|Pistol||2.0||Right Wrist||Right Hand||Eye|
|Quantum FT||2.0||Head||Eye||Right Hand|
|Radiation AC||2.0||Waist||Left Arm||Right Arm|
|Ranged Energy||2.0||Head||Eye||Left Hand|
|Ranged Init||2.0||Right Wrist||Head||Right Hand|
|Rifle||2.25||Eye||Right Wrist||Left Wrist|
|Riposte||2.5||Right Wrist||Left Wrist||Right Arm|
|Run Speed||2.0||Right Wrist||Left Wrist||Leg|
|Sharp Object||1.25||Right Wrist||Right Hand||Eye|
|Shotgun||1.7||Right Arm||Right Hand||Waist|
|Sneak Attack||2.5||Feet||Right Wrist||Eye|
|Strength||2.25||Right Arm||Left Arm||Chest|
|Swimming||1.25||Leg||Right Arm||Left Arm|
|Time & Space||2.4||Head||Right Hand||Eye|
|Trap Disarm||1.8||Right Hand||Left Hand||Head|
Instead of manually calculating all the requirements needed to insert various clusters into implants, most people use a program or website to calculate everything. It saves a lot of time and effort (as well as headaches).
Some popular implant designers include:
- Auno's Implant Designer - Web-based, simple, profiles can be shared online. Sometimes inaccurate, although oddly enough, the Equipment Config option there (which shows implants) does not share the same inaccuracies.
- Nano Nanny - No longer supported, still a favorite among the community. Many features, somewhat inaccurate and has some typos in the database.
- Implant Helper - requires .Net, accurate.
When inserting a cluster into a basic or partially-filled implant, the QL of the cluster has be at least a minimum QL depending on the grade of the cluster:
- Shiny clusters need to be at least 86% (round down) of the implant's QL.
- Bright clusters need to be at least 84% (round down) of the implant's QL.
- Faded clusters need to be at least 82% (round down) of the implant's QL.
When shopping for clusters, keep in mind that you can shop in the trade departments of other faction's stores.
When creating an implant, often the QL of the implant will raise several points, improving in quality. This QL raising (also known as "bumping") is solely dependent on the Nanoprogramming skill of the tradeskiller versus the tradeskill requirement of the implant creation process. The QL of the cluster has no bearing on whether or not an implant will bump.
The requirements to bump an implant vary according to the grade of the cluster, with Faded being easiest to bump:
- For Faded RK clusters, every 100 Nanoprogramming above the tradeskill requirements of the combine will bump the implant by 1 QL. For Faded Jobe clusters, every 200 skill above the requirement will bump the implant by 1 QL.
- For Bright RK clusters, every 200 Nanoprogramming above the tradeskill requirements of the combine will bump the implant by 1 QL. For Bright Jobe clusters, every 300 skill above the requirement will bump the implant by 1 QL.
- For Shiny RK clusters, every 300 Nanoprogramming above the tradeskill requirements of the combine will bump the implant by 1 QL. For Shiny Jobe clusters, every 400 skill above the requirement will bump the implant by 1 QL.
QL Bumping is limited by the QL of the implant being created:
- QL 1 to 49 implants will never bump
- QL 50 to 99 implants will bump a maximum of 1 QL per cluster
- QL 100 to 149 implants will bump a maximum of 2 QLs per cluster
- QL 150 to 199 implants will bump a maximum of 3 QLs per cluster, to a maximum of QL 200
- QL 201 to 249 implants will bump a maximum of 4 QLs per cluster
- QL 250 to 299 implants will bump a maximum of 5 QLs per cluster, to a maximum of QL 300
Jobe clusters are special clusters that are occasionally found in missions and were also sold in Jobe by a special vendor, now available on RK in ICC. Despite the Shadowlands-related name, Jobe clusters are usable by froobs. Aside from the usual Nanoprogramming skill needed to implant the cluster, they also require another tradeskill, depending on the type of cluster:
- Shiny clusters take x6.25 skill of the implant's QL to combine.
- Bright clusters take x4.75 skill of the implant's QL to combine.
- Faded clusters take x3.25 skill of the implant's QL to combine.
|Cluster Name||Skill||Shiny (x6.25)||Bright (x4.75)||Faded (x3.25)|
|% Add All Def*||Psychology||Left Arm||Right Arm||Feet|
|% Add All Off*||Psychology||Left Arm||Right Arm||Feet|
|% Add Damage**||Quantum FT||Right Hand||Left Wrist||Right Wrist|
|% Add XP||Psychology||Ear||Feet||Leg|
|Heal Delta||Pharma Tech||Left Arm||Feet||Leg|
|Max NCU||Computer Literacy||Ear||Right Wrist||Leg|
|Nano Delta***||Pharma Tech||Right Wrist||Right Arm||Feet|
|Nano Point Cost||Quantum FT||Waist||Ear||Left Arm|
|NF Interrupt||Psychology||Leg||Left Hand||Chest|
|RangeInc NF||Nanoprogramming||Left Arm||Left Hand||Right Arm|
|RangeInc Weapon||Weaponsmithing||Eye||Feet||Right Arm|
|Shield Chem/Cold/Melee/Poison AC||Quantum FT||Left Hand||Feet||Left Wrist|
|Shield Energy/Fire/Proj/Rad AC||Quantum FT||Left Wrist||Left Hand||Leg|
|Skill Time Lock Modifier||Psychology||Leg||Left Hand||Chest|
*Add All Defense/Offense adds a fixed value, not a percentage
** All % Add Damage adds a fixed value, not a percentage. There is a cluster for every damage type except Cold.
*** Nano Delta clusters appear as "A Shining/Bright/Faded NanoCluster of Nano Regeneration" and do not have a "Jobe" tag. Also, Nano Delta clusters have lower skill requirements to install, requiring x5.25 for Shiny and x4 for Bright and 2.75x for Faded. Nano Delta clusters are the only clusters that can be rolled on missions and can come in QLs that are unusable due to being too low for a QL 99/100 implant.
Jobe clusters cannot be inserted into implants below QL 99. They can be inserted in QL 99 implants only if the result will be bumped to QL 100. If you receive a message to state that the combine is not possible, you need to increase your nano programming skill enough to ensure that the bump to QL 100 can happen. Without this the combine will fail.
QL 100 implants with a Jobe cluster are locked to title level 3. QL 101+ Jobe clusters are locked to title level 4, with higher title level locks for refined implants. Also, implants with Jobe clusters have higher requirements in both ability and treatment than implants that do not have Jobe clusters. Finally, implants with Jobe clusters cannot be cleaned by an Implant Disassembly Clinic.
Note that Refined Jobe clusters (above QL 200) are not shop-buyable and thus can ONLY be found as random mission loot. This makes several Refined Jobe clusters very rare and valuable.
Implants above QL 200 are called "Refined" implants. These implants scale linearly above QL 200, although the ability and treatment requirements are on a much higher scale. Refined implants usable by froobs and follow some special rules. Refined Implants can only be combined with refined clusters (clusters above QL 200) and are title level locked at TL5 for 201 to 250 and TL6 for 251-300. They cannot be cleaned. Basic Refined implants and refined non-Jobe clusters can be blitzed on missions, and they are common drops from Primus camp mobs. Refined Jobe clusters are only found as rare mission drops (with the exception of Nano Delta, which can be rolled). Fully-made Refined implants occasionally drop as chest loot in high QL missions, as well.
Implants can be cleaned by using an Implant Disassembly Clinic. This process requires x4.75 in Breaking and Entering and x1 in Nanoprogramming skills of the implant's QL. This process removes ALL clusters (you cannot selectively remove just one or two), and gives you a basic implant of the same QL. Many people commonly blitz already-filled ("dirty") implants above QL 125 and have them cleaned afterwards. Refined and Jobe-cluster modified implants cannot be cleaned.
Written by Hahnsoo
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