Symbiant Recommendations
This article written by Kaelien on 12.12.2003

Brain Symbiant, Artillery Unit Aban
Brain Symbiant, Infantry Unit Aban
Brain Symbiant, Support Unit Aban

All 3 head implants add the same amount to nanoskills (+137 at ql 300). All of them also add +137 to treatment.

For ranged adventurers, if you really needed ranged init, I could see you using the Artillery Brain Symbiant. It adds +83 Ranged Init. at ql 300. Other than that, Artillery has the least mods. Support Unit is the very clear winner if you don't need Ranged Init desperately.

The mods that Infantry has that Support Unit doesn't are: (+137 Bow Attack, +137 Melee Energy, +83 Weapon Smithing). All of which totally worthless to Adventurers (Unless you need ws for an old crit scope). Support Unit however has (+69 Intelligence, +137 Nano Init, +69 Psychic, +83 Electrical Engineering, +56 Trap Disarm). The bonus to abilities alone makes this a very clear winner. The Nano Init tops it off.

Final Opinion:
Melee: Support Unit Brain
Ranged: Support Unit Brain (Unless you need 83 ranged init more than +69 Intell, +69 Psychic, +137 Nano Init.)


Chest Symbiant, Artillery Unit Aban
Chest Symbiant, Infantry Unit Aban
Chest Symbiant, Support Unit Aban

All 3 Chest implants add +69 Stam, +83 BM/MM/SI. This is almost a toss up implant choice. Artillery is clearly the worst option as it adds to MG/SMG, BreakingEntry in places where the other two have better things. In my opinion, Infantry is the best for both Melee and Ranged Adventurers. The amount it adds to body dev (+137)is more valuable than +42 to Psychic and the +56 Nano Init. Infantry also adds +28 to str, and +137 to Dimach.

Final Opinion:
Melee: Infantry Unit Chest
Ranged: Infantry Unit Chest


Ear Symbiant, Artillery Unit Aban
Ear Symbiant, Infantry Unit Aban
Ear Symbiant, Support Unit Aban

All 3 Ear Implants add +35 to NCU at ql 300 and +20 to PM. After that, Support Unit becomes the clear winner. Support and Infantry add 4% to xp mod as well. Support really takes over as best with +28 to intell/psychic. Infantry has +83 Conceal, Support does not.

Final Opinion:
Melee: Support Unit Ear
Ranged: Support Unit Ear


Feet Symbiant, Artillery Unit Aban
Feet Symbiant, Infantry Unit Aban
Feet Symbiant, Support Unit Aban

All 3 Feet symbiants add +42 to agi. The similarities end there. Infantry is the extreme cut and dry winner for both melee and ranged in my opinion. For melee, it adds +137 to melee init. The only advantage that the Artillery has over Infantry is that it adds 9% weapon range. But, you're giving up +15 AddAllOff and a 13 dmg shield. If you really need the weapon range, you could go with artillery, if not, Infantry is better.

Final Opinion:
Melee: Infantry Unit Feet
Ranged: Infantry Unit Feet (Unless you need 9% weapon range more than 15 AddAllOff and a +13 dmg shield)


Left Arm Symbiant, Artillery Unit Aban
Left Arm Symbiant, Infantry Unit Aban
Left Arm Symbiant, Support Unit Aban

Artillery is clearly the worst. It is the only one that neglects to give +171 AddAllDef. All 3 offer a +69 HealDelta, +42 Strength and +56 MM. Support Unit offers -3% nano cost and +15% nano range. Infantry offers +35 AddAllOff and +137 Brawl. In my opinion, -3% nano cost and 15% nano range isn't worth more than +137 Brawl and +35 AddAllOff to melee users.

Final Opinion:
Melee: Infantry Unit
Ranged: Support Unit (If you value +35 AddAllOff more than -3% nano cost/+15% nano range then choose Infantry)


Left Hand Symbiant, Artillery Unit Aban
Left Hand Symbiant, Infantry Unit Aban
Left Hand Symbiant, Support Unit Aban

The Left Hand Implant has always been a weak spot in implants, this is very true in symbiants as well. For Melee, if you're wanting more fast attack, the best is probably Artillery. If you don't have any use for Fast Attack (ie. Ranged), you'll want to go with Support Unit.

Final Opinion:
Melee: Artillery Unit Left Hand
Ranged: Support Unit Left Hand


Left Wrist Symbiant, Artillery Unit Aban
Left Wrist Symbiant, Infantry Unit Aban
Left Wrist Symbiant, Support Unit Aban

IF you're ranged, Artillery will probably be the best option due to it's +MultiRanged. For Melee, it's a decision between +56 Nano Resist and (+21dmg shield, +83 Riposte, +137 Multi Melee). However, melee advents have never had much trouble with not enough multi-wield. As for myself, Nano Resist will probably win.
Final Opinion:
Melee: Support Unit Left Wrist (Choose Infantry if you value 21dmg shield, +137 MultiMelee, +83 Riposte more than +56 Nano Resist)
Ranged: Artillery Unit Left Wrist (ONLY if you need the +137 Multi Ranged)


Ocular Symbiant, Artillery Unit Aban
Ocular Symbiant, Infantry Unit Aban
Ocular Symbiant, Support Unit Aban

For the Melee Advent, you might want to get the Infantry Unit Eye because of the Sneak Attack. You're really giving up a lot though (+42 Intell and +83 Nano init as well as +56 conceal to be specific) The same thing is true for Ranged Advents with the Artillery Eye. You're giving up the Intell and Nano Init. for +56 pistol and a few other things. As a side note: Apparently the only symbiant that wasn't screwed up requirements wise was the artillery ocular symbiant. Thus, the 15.0 version is the current live unlike every other symbiant.
Final Opinion:
Melee: Infantry Unit Eye
Ranged: Artillery Unit Eye


Right Arm Symbiant, Artillery Unit Aban
Right Arm Symbiant, Infantry Unit Aban
Right Arm Symbiant, Support Unit Aban

Infantry is the only valid option for 1he users. Artillery seems better for ranged users.
Final Opinion:
Melee: Infantry Unit Right Arm
Ranged: Artillery Unit Right Arm


Right Hand Symbiant, Artillery Unit Aban
Right Hand Symbiant, Infantry Unit Aban
Right Hand Symbiant, Support Unit Aban

Artillery is geared towards Ranged users and is what they'll be wanting to use. Infantry is for melee users as it adds to 1he.

Final Opinion:
Melee: Infantry Unit Right Hand
Ranged: Artillery Unit Right Hand


Right Wrist Symbiant, Artillery Unit Aban
Right Wrist Symbiant, Infantry Unit Aban
Right Wrist Symbiant, Support Unit Aban

Like the right hand, Artillery is geared towards ranged users and Infantry towards melee users. Support Unit adds NCU, but really isn't worth losing Attack Rating for.

Final Opinion:
Melee: Infantry Unit Right Wrist
Ranged: Artillery Unit Right Wrist


Thigh Symbiant, Artillery Unit Aban
Thigh Symbiant, Infantry Unit Aban
Thigh Symbiant, Support Unit Aban

This one is sort of a toss up between Artillery and Infantry. The main reason for this is that Artillery buffs Agi by +69. If it weren't for that, it would be cut and dry Infantry. I'm still going to have to recommend Infantry over Artillery because of a few things. Infantry adds +83 to melee init, +42 to stamina, +56 to body dev. To me, that seems nicer for both melee and ranged advents.

Final Opinion:
Melee: Infantry Unit Thigh
Ranged: Infantry Unit Thigh


Waist Symbiant, Artillery Unit Aban
Waist Symbiant, Infantry Unit Aban
Waist Symbiant, Support Unit Aban

As much as I enjoy -% nano cost, I think that for melee at least, the stats are strongly in favor of the Infantry Unit. That +83 body dev translates into quite a bit more hp. Even for ranged i'd probably recommend Infantry unless you really needed that full auto.

Final Opinion:
Melee: Infantry Unit Waist
Ranged: Infantry Unit Waist


Special Thanks to Glarawyn for allowing me to loosely base the format of this guide on her post. All of the decriptions about every symbiant were written by Kaelien.