Messing With Your Head
From UniWiki
Contents |
Class Information
This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.
General Information
Illustration link for class description on the Eve University forum: http://i757.photobucket.com/albums/xx216/ScoopIrish/messing_with_your_head_2951.jpg
There are many ways in which a capsuleer can improve themselves. In this class, you'll learn all the ways that you can develop the power of your mind, and use it to learn faster, fight better, make more ISK, win friends and achieve your ends for EVE domination.
- Course title: Messing with Your Head: Improving the Capsuleer Mind
- Duration: 60 - 90 minutes, depending on how much Q&A we have during the class
- Location: Docked up safely in a station
Class contents:
- Capsuleer, know thyself: Attribute remapping
- Rewiring your brain: Intro to implants
- Attribute Enhancers
- Skill Hardwiring
- Body swapping: Using jump clones effectively
- Jump clones vs. med clones
- Jump clone travel
- Jump clones as implant storage
- Better living through chemistry: Intro to booster drugs
- Q&A
Student requirements:
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
- Access to the Class.E-UNI in-game chat channel
Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.
Notes for the Teacher
Required materials:
- Access to this incredibly clear and well-formulated syllabus
- Access to Mumble and the Class.E-UNI channel
- Access to the in-game Class.E-UNI chat
- Have EveMon installed on your computer to reference for questions or walk-through.
- The following reference resources are also helpful:
- General guide to implants: http://wiki.eveuniversity.org/Implants
- Guide to skill hardwiring implants by ship functions: http://www.eve-odessa.com/alti/info/imps.html
- Guide to hardwiring implants, including pirate faction sets: http://www.eve-wiki.net/index.php?title=Implant
- Breakdown of hardwiring implants by affected skill and slot: http://www.eve-wiki.net/index.php?title=Hardwiring
Class Contents
Introduction
Welcome to this class about Messing With Your Head: How to Improve the Capsuleer Mind!
This course is designed primarily for new players in EVE. Over the hour or so, we shall explore all of the ways that you can improve your character's inherent attributes, so that they can learn faster, fight harder, make more ISK, be more popular and do more stuff with greater success in the game.
In summary, we are going to cover all the ways that you can "mess with your head" to adjust your attributes, at an introductory level:
- Neural remaps
- Implants
- Clones
- Booster drugs
(Instructor should then introduce himself or herself - covering relevant experience level and background.)
We have a few ground rules for this class:
- This class will be mostly lecture, followed by questions. There is no practical exercise in this class.
- Please put your Mumble settings on "Push to Talk" if you have not already done so.
- Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. At the end of my lecture, we'll open Mumble for any further questions or general discussion.
- You should be docked up safely in a station, or somewhere relatively safe, for this class.
- While I know a lot about the topics that we will cover in this class, I am certainly not the ultimate expert on any of them. So, if you have any helpful links or short comments, feel free to post them in the Class.E-UNI chat channel as we proceed. I'm sure our fellow participants will find those useful.
Everyone ready? OK, then - let's begin....
First, you might find the syllabus for this class to be a useful reference, later on. Here is the link on the Eve University wiki: http://wiki.eveuniversity.org/Messing_With_Your_Head
Capsuleer, know thyself: Attributes and Neural Remapping
- Every character in EVE has five attributes:
- Intelligence - the speed at which you process information
- Memory - how well you remember information
- Charisma - the degree to which you influence others
- Perception - your ability to understand the situation around you
- Willpower - the amount of stamina you have to reach a goal
- You can find your attribute scores on your character sheet in the Attributes section.
- Attributes determine the speed at which a character can train skills. The rate at which you learn a particular skill is set by one primary and one secondary attribute. The formula for the speed of skill training (in points per minute) is:
( SkillPointsNeeded - CurrentSkillPoints ) / ( PrimaryAttribute + ( SecondaryAttribute / 2 ) )
- The important thing to understand is that your score for a skill's primary attribute will affect training time twice as much as your score for a secondary attribute.
- Different types of skills are associated with specific primary and secondary attributes:
| Group | Attributes (Primary, Secondary) |
|---|---|
| Corp Management | Memory, Charisma |
| Drones | Memory, Perception |
| Electronics | Intelligence, Memory |
| Engineering | Intelligence, Memory |
| Gunnery | Perception, Willpower |
| Industry | Memory, Intelligence |
| Leadership | Willpower, Charisma / Charisma, Willpower |
| Mechanic | Intelligence, Memory |
| Missiles | Perception, Willpower |
| Navigation | Intelligence, Perception |
| Planet Management | Intelligence, Memory / Charisma, Intelligence |
| Science | All except Perception |
| Social | Charisma, Intelligence |
| Spaceship Command | Perception, Willpower / Willpower, Perception |
| Subsystems | Intelligence, Memory |
| Trade | Willpower, Charisma/Charisma, Memory |
- Neural Remapping
- You can optimize the speed of your skill training by adjusting your attributes - this is done through neural remapping.
- There are 2 types of remap. 'normal' remaps and 'bonus' remaps. A normal remap is granted once a year, 365 days after you used you used your last normal remap. Bonus remaps can be used at any time but you have a limited supply. If you have both normal and bonus remaps available then the normal will be used first.
- You get a normal remap and 2 bonus remaps after you first establish a character, for 3 total remaps.
- Note: when CCP discontinued Learning skills, they gave all current players a free remap. CCP also allowed players to choose a remap as their 2011 christmas gift.
- To conduct a neural remap, start your EVE client, and select your Character Sheet on the NeoCom. Then select the Attributes window. This window will show your current Attribute scores, and also tell you if a remap is available - if you do have one available, you'll see a button that says "Remap Now". If you do not have a remap available, you'll see the date of your last remap, and a button that says "Attributes Overview". By clicking the "Remap Now" button, you will be given the Attribute remapping screen. Click "Save Changes" to confirm your remap, or "Cancel" if you decide not to remap at this time.
- Each attribute starts with 17 base points. You can add up to 5 more points with various implants. You also have an additional 19 points that you can allocate between the five attributes - up to a maximum of 10 additional points for any individual attribute. This means that any given attribute can have a maximum value of 32 if the best implants available are used, and if you are willing to severely limit the values of your remaining attributes.
- The default distribution of attribute points for a new character is 20 to all attributes except Charisma, which gets 19 - not including any improvement from Attribute Enhancer implants.
- Here are some guidelines for allocating points to your attributes:
- Memory and Intelligence are very important for industrialists, and for training essential ship fitting and tanking skills, as well as drone skills.
- Perception and Willpower are very important for combat pilots, since they help you train ship command, gunnery, missile and other more advanced ship piloting skills.
- Charisma is important for traders and mission-runners, and anyone who's training their Leadership skills for fleet command.
- Given these factors, most new pilots begin with high attribute scores for Memory and Intelligence initially, to focus training on essential fitting and tanking skills. They then use their first remap to emphasize Perception and Willpower, to focus training on advanced ship command and combat skills. They can then use future remaps to establish a more balanced distribution, depending on future training and career plans.
- The most efficient way to plan your neural remaps is to use EveMon's "Optimize Attributes" feature. Establish a training plan of at least one year in length, then click on the "Optimize Attributes" option on the plan menu. By selecting optimization for the first year of your plan, it will provide recommendations that reduce your plan's overall training time. It will even show the amount of time that the remap will save over your current attribute settings.
Rewiring your brain: Intro to implants
Most implants do not have their effect penalized when stacked on top of modules that affect the same statistic. The exception is the Snake series of implants, which had the penalty added to prevent large speeds from being obtained.
- What are implants?
- Implants are advanced devices that you can plug into your character's brain to boost skills and attributes. You have ten slots available in your head for implants. Implants do not fit in any slot, however. Slots 1-5 are designated for Attribute Enhancers, and slots 6-10 are for Skill Hardwirings. Each implant only works in specific individual slot locations.
- Implants are similar to a ship's rigs such that they are irretrievable enhancements. They cannot be removed without destroying them. You can think of implants as rigs for your brain. For this reason, pilots should consider the mix of implants in their ten available slots very carefully before plugging them in to their heads.
- One significant advantage to implants is that their bonuses apply to any ship that you fly. Also, most implants do not have their effect penalized when stacked on top of modules that affect the same statistic. One exception is the Snake series of implants, which has a penalty added to prevent excessively large speeds from being obtained. (Source: http://www.eve-wiki.net/index.php?title=Stacking_penalty#Implants.2C_Skills.2C_and_Boosters)
- To use low-level implants, you need at least Cybernetics trained to Level 1, which itself requires Level 3 in Science. The more powerful and expensive implants require higher levels of training in Cybernetics, and often cost large amounts of ISK, but they give you incrementally higher improvements in your abilities.
- There are also some unique "named" implants, which are generally only available through special missions or as rare dropped loot from wrecks. One example of this is Akemon's Modified "Noble" ZET5000, which fits in Slot 10 and provides an 8% increase to armor hit points, and is only available as a reward in an Amarr low-sec COSMOS mission.
- Mindlink implants provide special bonuses for combat and mining fleets.
- Finally, there are sets of faction implants which each focus on a particular group of capabilities. When you have an entire set of implants installed, those implants work together to provide extraordinary abilities to the pilot that carries them. However, these implant sets are usually extremely expensive, costing billions of ISK.
- Attribute Enhancer Implants
- These implants increase the value of your character attributes, and thereby improve your skill training speeds. They get progressively more difficult to find and more expensive as they increase in attribute improvement.
- Each attribute enhancement implant comes in seven levels
- Limited - +1 improvement, Cybernetics I and Science III required to fit
- Limited - Beta - +2 improvement, Cybernetics I and Science III required
- Basic - +3 improvement, Cybernetics I and Science III required
- Standard - +4, Cybernetics IV and Science III required
- Improved - +5, Cybernetics V and Science III required
- In previous releases of EVE, some very rare Advanced +6, and Elite +7 attribute enhancement implants could be found in a few very difficult missions and complexes, but these have been discontinued. This means that +5 enhancers are now the best one can find.
- Attribute enhancement implants are installed into slots 1-5:
- Slot 1: Ocular Filters - improves Perception attribute
- Slot 2: Memory Augmentation - improves Memory attribute
- Slot 3: Neural Boost - improves Willpower attribute
- Slot 4: Cybernetic Subprocessor - improves Intelligence attribute
- Slot 5: Social Adaptation Chip - improves Charisma attribute
- Skill Hardwiring Implants
- While Attribute Enhancers are fairly straightforward, Skill Hardwiring implants are more complex and challenging to master. Different manufacturers specialize in various skill hardwiring implants, and generally in at least three levels of improvement each. While different kinds of skill hardwiring implants must be fitted into designated slots in positions 6-10, different manufacturers offer implants affecting the same skills across most of these slots. This means that pilots can optimize their implant bonuses by mixing them intelligently.
- Both EveMon and Eve Fitting Tool (EFT) are invaluable tools for understanding the kinds of implants available, and for seeing their effects on pilot performance. However, EveMon organizes skill hardwiring implants by the slots into which they fit, and EFT organizes them by broad skill categories. You really need both to understand the optimum configuration of the best implants for your particular goals.
- A helpful guide to looking at skill hardwiring implants is provided by the ALTernative Innovations corporation (ALTI), which sorts them by effects on key ship components: http://www.eve-odessa.com/alti/info/imps.html
- Another helpful guide for hardwiring implants, sorted by both affected skills and slots: http://wiki.eveonline.com/en/wiki/Skill_Hardwiring
- Mindlinks
- Mindlinks all fit into Slot 10, and they provide bonuses to fleet members if the owner of the mindlink is in a fleet leadership position (fleet commander, wing commander, squad commander).
- Mindlinks provide a 50% increase to the command bonus of associated Link modules, and replaces warfare or foreman skill bonuses with a fixed 15% bonus.
- Warfare Mindlinks: to fit these, you need these skills: Cybernetics V, Leadership I, the warfare type skill to level V (Armored, Info, Siege, or Skirmish), and the corresponding warfare type specialist skill to level V. These mindlinks are useful if you are going to be leading PvP combat fleets.
- Armored Warfare Mindlink
- Information Warfare Mindlink
- Siege Warfare Mindlink
- Skirmish Warfare Mindlink
- Mining Foreman Mindlink: 50% increase to the command bonus of Mining Foreman Link modules, replaces mining foreman skill bonus with fixed 15% mining yield bonus. To fit this mindlink, you need these Cybernetics V, Leadership I, Mining Foreman V, and Mining Director V. This is a fantastic implant to get if you are going to be flying an Orca (or later, a Rorqual) and leading mining fleets.
- Faction Implant Sets
- Many factions, especially the five pirate factions, offer sets of powerful attribute enhancer implants, which:
- fit into slots 1-5, and are called Alpha, Beta, Delta, Gamma and Epsilon
- are rated in two grades (low and regular) - though some are only available as low-grade sets
- increase attributes by either +2 (low-grade) or +3 (regular grade)
- increase a specific ship-handling skill
- can be used individually for some good bonuses, but when used in combination as a full set, their bonuses have a secondary multiplicative effect
- All faction implant sets also have a related hardwire implant (slot 6 'Omega') that does not do anything by itself but provides a very big boost to all five slot 1-5 faction implants.
- The low-grade sets require Cybernetics 4 while the regular sets require Cybernetics 5. You can mix low-grade and regular implants with lower bonuses coming from the low-grade versions.
- A complete table of faction implant sets, organized by bonus type, can be found here: http://wiki.eveuniversity.org/Implants#Advanced_Attribute_Enhancer_Reference
- The most sought-after faction implant sets come from the five major pirate factions. To give you an idea of how powerful pirate faction implants can be, when a full set (Alpha to Epsilon in slots 1-5, plus Omega in slot 6) are installed, the total cumulative bonus of each set is as follows:
- Crystal (Guristas set): increases shield boost amount +53.63%
- Halo (Angel Cartel set): reduces signature radius -20.7%
- Slave (Sansha set): increases armor hit points +53.63%
- Snake (Serpentis set): increases velocity +53.63%
- Talisman (Blood Raider set): reduce duration of modules requiring Energy Emission Skill -38.12%
- For more info about how pirate implant bonuses are calculated: http://www.eve-wiki.net/index.php?title=Implant#Pirate_Faction_implants
- Faction set implants can be found in exploration sites, received as a reward for some faction storyline missions, or purchased in major trade hubs, although they are very expensive. A full set of pirate faction implants purchased in the market can easily cost over 2 billion ISK.
- Other faction implant sets that work similarly to the pirate faction sets include:
- Grail - enhances radar sensor strength
- Jackal - enhances ladar sensor strength
- Spur - enhances magnetometric sensor strength
- Talon - enhances gravimetric sensor strength
- Virtue - enhances probe scan strength (low-grade set only)
- Centurion - enhances EWAR module optimal range (low-grade set only)
- Harvest - enhances mining laser range (low-grade set only)
- Nomad - enhances ship agility (low-grade set only)
- Edge - reduces booster drug negative side effects (low-grade set only)
- Many factions, especially the five pirate factions, offer sets of powerful attribute enhancer implants, which:
Body swapping: Using clones effectively
- Capsuleers are not tied to a single body. In EVE, the inner workings of the brain are so well understood that they can be scanned with extreme precision, and then copied into another brain in a different body, where the capsuleer can be revived with his or her memories and experience intact. This mind-moving technology provides capsuleers with two important capabilities: medical clones and jump clones. These are similar, but very different, uses of the same technology.
- Medical clones
- When a capsuleer's death is imminent, his or her pod scans their brain and makes a copy of the contents of the pilot's mind. It then transmits this copy through the interstellar network to a specially reserved clone of the capsuleer. This clone body is called a "medical clone", and is where you end up whenever your pod is destroyed.
- Your medical clone is basically a back-up body, reserved safely as a refuge for your mind in case your pod is destroyed. You purchase medical clones at any station that has medical facilities, and you can move your medical clone to other stations. To do so, click on the Medical Services button in Station Services at the station where your medical clone is located, and click "Change Station". You'll be given a list of suitable stations to which you can move your med clone.
- Medical clones are rated by the amount of skill points that they can preserve. If you are podded, and you are transported into a medical clone that has a lower skill point capacity than you currently possess, you will lose skill points to the capacity of your medical clone. In short, you will forget some of your skills, and will have to re-learn them. If your medical clone is insufficient, you will lose 20% of the difference between your current skill point total and the clone limit. You will lose points on the most difficult to learn skills first. This is a very bad thing. Therefore, you should make sure that your medical clone is always kept upgraded so that you will never lose any skill points in case you are podded.
- Higher capacity medical clones are incrementally more expensive. The lowest rated medical clone is Alpha, which can preserve up to 900,000 skill points and which costs nothing. The highest rated is Omega, which can preserve 450 million skill points and which costs 150 million ISK. To purchase an upgraded medical clone, click on the Medical Services button in Station Services at the station where your medical clone is located, and click "Upgrade Clone". You'll be given a list of rated medical clones and the cost in ISK for each.
- Jump clones
- Capsuleers can also transport their mind to other clone bodies on their own volition. These clones are called "jump clones" and are distinctly different from medical clones. They are called "jump clones" because the capsuleer is deliberately moving the contents of their mind from one body to another - they are "jumping" into another body.
- Jump clones are not stored in the same location - you can use the interstellar network to transmit your mind's content to a clone in another location. Therefore, jump clones allow instantaneous transport of your mind to another part of the EVE galaxy. As long as you have a designated jump clone at a station, and you have not "jumped" in the last 24 hours, you can move there. You can jump a maximum of once every 24 hours.
- What's needed to get a Jump Clone?
- Infomorph Psychology - allows one jump clone per level trained
- 100,000 ISK jump clone installation fee for each clone
- Personal Standings of 8.00 or higher, or Average Corp standings of 8.00 or higher.
- Eve University members, however, are fortunate in that they can benefit from the UNI's existing high standings with two corporations, Wiyrkomi Peace Corps and Khanid Innovation, to purchase jump clones immediately. Use this guide to take advantage of the UNI's jump clone benefit: http://wiki.eveuniversity.org/Jump_Clones
- Common questions about Jump Clones:
- Can a JC be lost? Yes, if you jump from a station that already has one of your inactive jump clones stored there - basically, make sure you only have one jump clone per station, to be safe. NOTE: the game will give you a warning message before your jump if there is a danger of leaving two jump clones in the same location.
- What if I get podded? You will wake up in your medical clone with no implants. You never wake up in a jump clone, and you will still have the same number of inactive jump clones. However, if your jump clone had implants installed when you were podded, you will lose those implants.
- Differences between Jump Clones and Medical Clones
- Everyone always has a medical clone - you can have only one med clone, but you can have multiple jump clones
- Medical clones never hold implants, while each jump clone preserves the implants installed in it
- Jump Clones as Implant Storage
- You can keep separate sets of implants in various jump clones, and then jump to whatever clone you need for different purposes.
- For example, a training clone might include a full rack of Improved (+5) attribute enhancement implants (or better). This is the clone that you will spend the most time in during peacetime to maximize the speed of your skill training. It might also include additional skill hardwiring implants for peacetime activity (PvE, mining, trade, industry) are also helpful, depending on how you most like to make ISK.
- You might also have a Mission runner clone: PvE means active tanks that can be sustained over a long period, so you want implants that enhance this ability.
- For improving capacitor performance:
- Slot 6: Inherent Implants 'Squire' CR2/4/8 to reduce cap recharge time -1%/-3%/-5%
- Slot 8: Inherent Implants 'Squire' CC2/4/8 to increase capacitor capacity 1%/3%/5%
- For shield tankers:
- Slot 6: Zainou 'Gnome' KUA500/1000/2000 to reduce shield upgrade module power needs -1%/-3%/-5%
- Slot 7: Zainou 'Gnome' KVA500/1000/2000 to enhance shield capacity 1%/3%/5%
- Slot 9: Zainou 'Gnome' KYA500/1000/2000 to improve shield recharge rate -1%/-3%/-5%
- For armor tankers:
- Slot 6: Inherent Implants 'Noble' ZET10/100/1000 to reduce armor & hull repair systems duration -1%/-3%/-5%
- Slot 9: Inherent Implants 'Noble' ZET40/400/4000 to increase armor repair system amount +1%/+3%/+5%
- For improving capacitor performance:
- PvP clones: your mix of implants will depend on your style of combat, and the inherent bonuses of the kinds of ships that you pilot. In general, ships fitted for PvP will include the most effective weapons and strongest buffer tank you can mount. For example, if you are an armor tanker, you might include:
- Slots 1-6: a full Slave set to boost your armor buffer tank hit points
- Slot 8: Inherent Implants 'Noble' ZET30/300/3000 to increase hull hit points +1%/+3%/+5%
- Slot 10: Inherent Implants 'Noble' ZET50/500/5000 to further increase armor hit points +1%/+3%/+5%
- Depending on your style of play, you could develop many other jump clone configurations: tackling, sniping, blaster combat, missile combat, drone combat, logistics, exploration, mining, R+D, production, fleet leadership, or others. Since your supply of jump clones is always limited by your Infomorph Psychology skill, you should plan your use of implants and clones very carefully. Use EveMon and EFT to try various configurations of implants in your jump clone before installing them.
- Handy jump clone implant planning worksheet: https://spreadsheets.google.com/ccc?key=0AqFOAAjo_1MYdEtHcWUtNTNfOHNXZDc0VmhYTVlyZ3c&hl=en&authkey=CPLM1bYJ or http://bit.ly/dU7aXl
Better living through chemistry: Intro to booster drugs
- Booster drugs improve particular abilities for a short while, lasting between 30 minutes and 1 hour depending on the pilot's Biology skill level. In effect, booster drugs act like a temporary implant, but they do so with potential negative side effects. Each level of Biology skill provides a 20% Bonus to booster drug duration - so, at Biology 1, a booster drug user would be under the influence for 36 minutes, and at Biology 5, their booster drug effects would last an hour.
- Summary guide to boosters: http://wiki.eveonline.com/en/wiki/Combat_Boosters
- There are eight types of booster drugs:
| Booster Name | Boosted Attribute | Booster Slot | Potential Side Effects |
|---|---|---|---|
| Blue Pill | Shield boosting amount | 1 | Shield capacity, Turret optimal range, Explosion velocity, Capacitor capacity |
| Exile | Armor repair amount | 1 | Armor hitpoint, Turret tracking, Missile explosion cloud, Capacitor capacity |
| Mindflood | Capcitor capacity | 1 | Armor repair amount, Turret optimal range, Missile explosion cloud |
| X-Instinct | Signature radius | 1 | Armor hitpoint, Shield capacity, Turret falloff, Missile velocity |
| Drop | Tracking speed | 2 | Armor repair amount, Shield capacity, Turret falloff, Velocity |
| Frentix | Optimal range | 2 | Armor hitpoint, Turret tracking, Velocity |
| Sooth Sayer | Falloff range | 2 | Armor repair amount, Shield capacity, Turret optimal range, Velocity |
| Crash | Missile explosion radius | 3 | Armor hitpoint, Missile velocity, Velocity |
- Note that only one booster drug can only be used in one of three designated "slots" (similar to an implant) at a time. Therefore, you could take one Blue Pill (slot 1) and one Drop (slot 2), but not Blue Pill and Exile (both slot 1) at the same time.
- Each combat booster drug comes in four levels of strength: synth, standard, improved and strong. Only the Synth level of boosters is legal in Empire space - and it produces a 3% improvement in the affected benefits. The stronger versions, with higher bonuses - Standard (10%), Improved (15%), and Strong (20%) - are illegal to transport in Empire and expensive.
- For example, the Mindflood booster will temporarily increase a pilot's ability to manage ship energy, resulting in an effective capacitor capacity increase of between 3% and 20%, depending on the strength of the Mindflood booster taken. However, if you take anything stronger than the Synth version, you get this benefit only at the risk of up to four negative side effects. Mindflood, for example, can cause penalties for slower armor repair rate, reduction in missile damage and/or shorter turret optimal range. The chance for these penalties are determined by the strength of the drug (Standard - 20% chance of a side-effect, Improved - 30%, and Strong - 40%), and the pilot's level of some advanced skills - Nanite Control and Neurotoxin Recovery. Note that only the Synth version does not produce any side effects.
- Boosters are commonly used by advanced pilots in null security (0.0) space, where they are easier to acquire. These pilots typically train the specialized skills and may fit specialized implants (such as the "Edge" faction set, or Eifyr 'Alchemist' series) to minimize negative effects of boosters. Most UNI pilots would be well advised to avoid any booster drugs beyond the Synth strength level until later in their career in EVE.
- Note that while transporting higher strength booster drugs is illegal in Empire, it is not illegal to fly under their influence, or to buy and sell them in stations. Customs agents scan for illegal items in high-sec space, and if found, they will confiscate your contraband, fine you, and issue a standing penalty with their faction.
- Reference info for various combat booster drugs: http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Booster
- For a complete description of boosters, including how to make them, listen to Levanon's recorded class: http://dl.eve-files.com/media/1006/UNI-Boosters.mp3
- NOTE: following are POSSIBLE changes to boosters coming in Crucible release......
Summary of drug changes currently on SiSi:
Skills have been renamed and altered.
Biology - 20% booster duration per level Nanobiology - 20% additional duration per level (req. Biology IV) Neurobiology - 5% booster effect (req. Nanobiology IV)
The phrase "additional duration" used in the description of Nanobiology seems to imply additive (rather than multiplicative) stacking, but I can't confirm that.
Boosters themselves have no side effects listed. Primary effect strengths have been altered.
Exile, Blue Pill, Mindflood, Crash - 5/10/15/20 Drop - 5/10/20/30 Sooth Sayer - 5/8/11/15 X-Instinct - 2.5/5/7.5/10
Class Wrap-up
- Thanks for attending this class!
- I would appreciate any feedback from people on how to improve the class
- If you liked this class, please send me 1 ISK
- Questions ?