Anarchy Online Knowledge Base

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.

Implant types[]

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[]

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[]

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 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
Treatment Matter Creation Intelligence Doctor
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
Psychic Nano Pool Tutoring Intelligence Fixer
Matter Creat Nano Pool Tutoring Intelligence Engin,Bureaucrat
Bio Metamorph Sense Agility Enforcer
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
Type Shining Bright Faded Ability Prof.Kiosk
Ear Tutoring Intelligence Intelligence MP, Eng, Doc
Tutoring Psycho Mod Intelligence Martial Artist
Perception Tutoring Intelligence Sense NT/Adv/Trader/Keep
Tutoring Psychic Intelligence Fixer
Concealment Psycho Mod Agility Enforc, Sold
Psychology Psycho Mod Intelligence Bureaucrat
Perception Concealment Psycho Mod Sense Agent
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
Type Shining Bright Faded Ability Prof.Kiosk
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
Stamina Matter Met Strength Stamina Trader
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
Matter Meta Intelligence Engineer/Nano
Brawling 2H Blunt Matter Meta Strength Enforcer
Strength Matter Meta Stamina Doc/Trader/Soldier
Brawling Strength Matter Meta Strength Adventurer
Type Shining Bright Faded Ability Prof.Kiosk
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 Burst Stamina Fixer
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
Brawling Strength Adventurer
Chem AC Sense Agility Sense Adventurer
Chem AC Max Nano Shotgun Sense Trader
Cold AC Max Health Stamina Stamina Soldier
Type Shining Bright Faded Ability Prof.Kiosk
Left Wrist Multi Melee Run Speed Nano Resist Agility Meta/Enforcer/Advent
Run Speed Nano Resist Agility MA/NT/Fix/Doc/Sold/Keep
Nano Resist Psychic Engineer
Multi Ranged Run Speed Nano Resist Agility Bureau, Trader
Run Speed Rifle Agility Agent
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 Pistol Burst Agility Adventurer
Trap Disarm Time & Space Comp Lit Agility Trader
Assault Rifle Burst Agility Soldier
Type Shining Bright Faded Ability Prof.Kiosk
Leg Agility Stamina Run Speed Stamina Metaphysicist
Agility Evade Close Max Health Stamina Martial Artist/Trader
Dodge Ranged Evade Close Body Dev Agility Nanotechnician
Agility Evade Close Agility Engineer/Agent
Dodge Ranged Evade Close Max Health Agility Enforc/Doctor/Keeper
Agility Evade Close Body Dev Stamina Bureaucrat
Agility Melee Init Max Health Stamina Adventurer
Agility Stamina Max Health Stamina Soldier
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
First Aid Sense Engineer
Fast Attack Fire AC Cold AC Agility Enforcer
Fast Attack Trap Disarm First Aid Agility Adventurer, Keeper
Type Shining Bright Faded Ability Prof.Kiosk
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
Concealment Agility Duck Explosion Agility Agent
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.[1] The chart above reflects the corrected information.

Regular implants[]

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[]

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[]

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[2]; 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


Cleaning implants[]

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[]

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[]

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.)
PharmaTech Heal Delta
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[]

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[]

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 [4] 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
  1. The information for this chart was retrieved from: David "Tale" Lawrence, although it can be found elsewhere
  2. Auno Implant Designer
  3. Implant Skill Cluster Locations & Multipliers data from AO-Universe
  4. Anarchy Online official site

External links[]