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Author Topic: INFO : Symbiants  (Read 14237 times)
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herodotus2
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« on: October 20, 2003, 10:40:42 AM »

Symbiants, as far as I am aware, cannot be made. They are quite common drop's from pocketboss's, but may also be looted elsewhere.

A typical symbiant can be broken down into component parts. For example : Moronic Left Arm Symbiant, Artillery Unit Aban

The first bit "Moronic" determines the quality of the Symbiant. i.e. Moronic would be QL5

Here is a complete list of names and QL levels.  

QL 300 Intelligent
QL 290 Conscious
QL 280 Alert
QL 270 Congnizant
QL 260 Vital
QL 250 Excited
QL 240 Effective
QL 230 Vigorous
QL 220 Persisting
QL 210 Living
QL 200 Growing
QL 190 Enduring
QL 180 Awakened
QL 170 Active  
QL 160 Working
QL 150 Surviving
QL 140 Running
QL 130 Residing
QL 120 Prevailing
QL 110 Operative
QL 100 Breathing
QL 90 Vibrating
QL 80 Moving
QL 70 Animated
QL 60 Lulled
QL 50 Dispirited
QL 40 Sluggish
QL 30 Sleeping
QL 25 Neglectful
QL 20 Lethargic
QL 15 Inattentive
QL 10 Ignorant
QL 5 Moronic
QL 1 Unconscious

Next is obviously its location "left arm", then there is the 'unit' name. Everything in Shadowlands is broken up into 5 groups ( or units )

Infantry Unit,
Support Unit,
Extermination Unit,
Control Unit, and the
Artillery Unit

You profession can be long to one or more of these Units, but not all five. For example as an Adventurer I belong to the Infantry, Support and Artillery Units.

Artillery Unit : Trader, Adventurer, Agent, Soldier, Fixer
Infantry Unit : Adventurer, Enforcer, MA, Keeper
Support Unit : Trader, Adventurer, Meta-Physicist, MA, Keeper, Doctor, Fixer
Extermination Unit : NT, Bureaucrat, Meta-Physicist
Control Unit : Trader, Bureaucrat, Meta-Physicist, Engineer

There for I can use Symbiants that belong to either of those groups.

So for example I can tell that a Moronic Left Arm Symbiant, Artillery Unit Aban is a QL5 implant that an Adventurer could use.
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« on: October 20, 2003, 10:40:42 AM »

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herodotus2
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« Reply #1 on: October 22, 2003, 06:07:23 AM »

Complete Symbiant Modifiers for all implants for the Artillery, Infantry, and Support Units.

CLICK HERE

Modifiers marked as bold are the symbiants I would use for a Atrox Pistol Wielding Adventurer
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Nige
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« Reply #2 on: October 23, 2003, 04:34:41 PM »

Wow that is a great spreadsheet and.... I really want a brain symbiant.

anyone seen one drop yet? I just saw arms.
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« Reply #2 on: October 23, 2003, 04:34:41 PM »

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noahsdove
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« Reply #3 on: October 23, 2003, 07:21:48 PM »

I have a ql 85 brain that adds +61 to all nanoskills, complit and a few others its nice at level 200
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Snowbunneh
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« Reply #4 on: October 24, 2003, 01:52:38 AM »

Just so show their true power, this is how much a full ql 300 artillery would add.

    AddAllDef   103
    AddAllOff   71
    Adventuring   137
    Agility   169
    AimedShot   276
    AssaultRifle   276
    BiologicalMetamorphosis   276
    Bow   139
    BowSpecialAttack   276
    BreakingEntry   56
    Burst   139
    ChemicalAC   683
    ChemicalDamageModifier   37
    ColdAC   802
    ComputerLiteracy   276
    Concealment   220
    DodgeRanged   276
    DuckExp   276
    ElectricalEngineering   137
    EnergyAC   1093
    EnergyDamageModifier   19
    EvadeClsC   276
    FastAttack   137
    FireAC   1367
    FireDamageModifier   37
    FirstAid   56
    FlingShot   276
    FullAuto   276
    Grenade   276
    HealDelta   69
    HeavyWeapons   276
    MapNavigation   56
    MaterialCreation   276
    MaterialMetamorphosis   276
    MaxHealth   1093
    MaxNCU   50
    MG/SMG   276
    MultiRanged   276
    NanoRange   6%
    Perception   56
    Pistol   276
    PoisonAC   410
    PoisonDamageModifier   37
    ProjectileAC   1093
    ProjectileDamageModifier   37
    PsychologicalModification   276
    Psychology   56
    RadiationAC   683
    RadiationDamageModifier   37
    RangedEnergy   276
    RangedInit.   276
    Rifle   276
    RunSpeed   276
    Sense   69
    SensoryImprovement   276
    SharpObject   276
    ShieldFireAC   13
    ShieldMeleeAC   21
    ShieldProjectileAC   13
    Shotgun   276
    SkillLockModifier   -7
    SneakAttack   220
    SpaceTime   276
    Stamina   97
    Strength   70
    Swimming   56
    Treatment   276
    Tutoring   83
    WeaponRange   30%
    WeaponSmithing   137
    XPModifier   2%


Im disapointed in the XPModifier, should add more as you can reach 7% with normal imps.

Also max hp is disapointing, us with heart of tara + cyborg waist + leg body dev is going to loose hp.

The max skill in imps have been increased from 208 to 276, again, a bit disapointing, taken into account that +208 was given to us when we needed to reach 800ish nano skills (artillery classes) for our best nanos, 838 for sol, where we now need to reach 1400+.

Increasing our requirements for nanos by 75% but only increasing implants with 32%. Some skills, such as tutoring, isnt really needed in small amounts, either you need it or not (imo) and is a bit disapointing to only see 83 of it, as you will need to change imps if you need them.

Shield is also a bad factor, as some of us chose directly not to have shield buffs for pulling larger mobs.

The good things are that we now get +276 to all our sklls + nano skills, giving us far more +points then before, adding in total 17310 points, 44% and -7%, where normal imps would give you 2080 points.

A good increase by 832%.
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Hoopspro
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« Reply #5 on: January 11, 2004, 04:37:31 PM »

The problem is that it's impossible to get on ql 300 symbiants with the current equipment, unless someone can prove me wrong...

I figure that as a Solitus, I'll be able to get 240 at the most. I may be able to twink on 250, but I doubt it.
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delerium
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Re:
« Reply #6 on: January 11, 2004, 06:41:59 PM »

Quote from: "Hoopspro"
I figure that as a Solitus, I'll be able to get 240 at the most. I may be able to twink on 250, but I doubt it.

I got a 230 Brain in at 211 witout any big hassles. Dind't even have to get treatment transfer(+60 treat) and olny had 2 perk points in first aid. That's another 130 tratment right there, so 250 should be easily doable on other spots when you max out level/stats/treatment etc.
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herodotus2
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« Reply #7 on: January 12, 2004, 05:02:44 AM »

I think hoopspro has some very valid points. Alot of the symbiants that enforcers and adventurers use require one of the following base abilities Sense, Pyshic, or Intelligence combined with Strength and Stamina.

Now as an enforcer you have most likely to have chosen Atrox as your breed template. Like myself I am an Atrox adventurer.

The other day I managed to equip a 220 brain ( 716 Intelligence ) at level 208.

My concern is the higher level symbiants will be a struggle to equip as an Atrox. Already I am trying to get into QL 240 implants that require 781 in 3 base abilities and as an Atrox it is simply impossible. I am still 60 points short in Sense after some SERIOUS twinking. At an increase of 10 points in base abilities p/level ( Atrox have Sense, Pyshic and Intelligence as deep blue skills, i.e. these raise only 10 points rather than 20 like green base abilities. )  thats another 6 levels.

In short I won't be able to equip QL 240 implants until level 215. As an Atrox I have no hope at all of equipping QL 300 symbiants at lvl 220.

I believe this will become more of an issue as people start using symbiants. I doubt treatment will be the issue, but one of the base abilities. For an Atrox Sense, Pyshic or Intelligence. Already I have nearly 800 in Stamina, Strength and Agility, but my dark blue skills barely pass 560. ( At the time of writing I am level 209 )
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