Difference between revisions of "Implants"

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===Slot 6===
 
===Slot 6===
* Armor - ['Noble' RS-60#] Reduce Repair Cycle Duration (-1%/-3%/-5%)
+
* Armor - [Inherent Implants 'Noble' Repair Systems RS-6XX] - (01/02/03/04/05/06)% reduction in repair systems duration.
* Electronics - ['Gypsy' EU-60#] Decrease CPU Need (-1%/+3%/-5%)
+
* Armor - [Numon Family Heirloom] - 7% reduction in repair systems duration.
* Electronics - ['Gypsy' EE-60#] Increase Ship CPU (+1%/+3%/+5%)
+
* Electronics - [Zainou 'Gypsy' Electronics EE-6XX] - (01/02/03/04/05/06)% bonus to the CPU output.
* Engineering - ['Squire' EO-60#] Reduce Capacitor Recharge Time (-1%/-3%-5%)
+
* Electronics - [Zainou 'Gypsy' Electronics Upgrades EU-6XX] - (01/02/03/04/05/06)% reduction in CPU need of modules requiring the Electronics Upgrade skill.
* Engineering - ['Squire' EG-60#] Increase Power Grid (PG) (+1%/+3%/+5%)
+
* Engineering - [Inherent Implants 'Squire' Energy Systems Operation EO-6XX] - (01/02/03/04/05/06)% reduction in capacitor recharge time.
* Faction Omega - Boost secondary effects of other faction implants
+
* Engineering - [Inherent Implants 'Squire' Engineering EG-6XX] - (01/02/03/04/05/06)% bonus to the power grid output of your ship.
* Gunnery - ['Lancer' SD-60#] Increase Small Energy Turret Damage (+1%/+3%/+5%)
+
* Gunnery - [Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-6XX] - (01/02/03/04/05/06)% bonus to small projectile turret damage.
* Gunnery - ['Deadeye' SH-60#] Increase Small Hybrid Turret Damage (+1%/+3%/+5%)
+
* Gunnery - [Inherent Implants 'Lancer' Small Energy Turret SE-6XX] - (01/02/03/04/05/06)% bonus to small energy turret damage.
* Gunnery - ['Gunslinger' SP-60#] Increase Small Projectile Turret Damage (+1%/+3%/+5%)
+
* Gunnery - [Zainou 'Deadeye' Small Hybrid Turret SH-6XX] - (01/02/03/04/05/06)% bonus to small hybrid turret damage.
* Missile - ['Gnome' LE-60#] Reduce Launcher CPU Needs (-1%/-3%/-5%)
+
* Missile - [Zainou 'Gnome' Launcher CPU Efficiency LE-6XX] - (01/02/03/04/05/06)% reduction in the CPU need of missile launchers.
* Missile - ['Snapshot' TD-60#] Increase Torpedo Damage (+1%/+3%/+5%)
+
* Missile - [Zainou 'Snapshot' Cruise Missiles CM-6XX] - (01/02/03/04/05/06)% bonus to the damage of cruise missiles.
* Missile - ['Snapshot' CM-60#] Increase Cruise Missile Damage (+1%/+3%/+5%)
+
* Missile - [Zainou 'Snapshot' Torpedoes TD-6XX] - (01/02/03/04/05/06)% bonus to the damage of torpedoes missiles.
* Navigation - ['Rogue' NN-60#] Increase Ship Velocity (+1%/+3%/+5%)
+
* Navigation - [Eifyr and Co. 'Rogue' Acceleration Control AC-6XX] - (01/02/03/04/05/06)% bonus to afterburner and microwarpdrive speed increase.
* Navigation - ['Rogue' AB-60#] Increase Afterburner Duration (+2%/+6%/+10%)
+
* Navigation - [Eifyr and Co. 'Rogue' Afterburner AB-6XX] - (02/04/06/08/10/12)% bonus to the duration of afterburners.
* Navigation - ['Rogue' WD-60#] Reduce Warp Drive Operation Capacitor Usage (-2%/-6%/-10%)
+
* Navigation - [Eifyr and Co. 'Rogue' Navigation NN-6XX] - (01/02/03/04/05/06)% bonus to ship velocity.
* Navigation - ['Rogue' WS-60#] Increase Warp Speed (+5%/10%/15%)
+
* Navigation - [Eifyr and Co. 'Rogue' Warp Drive Operation WD-6XX] - (02/04/06/08/10/12)% reduction in the capacitor need of warp drive.
* Navigation - ['Rogue' AC-60#] Increase Afterburner / MWD Speed (+1%/+3%/+5%)
+
* Navigation - [Eifyr and Co. 'Rogue' Warp Drive Speed WS-6XX] - (05/08/10/13/15/18)% bonus to ships warp speed.
* Science - ['Prospector' AP-60#] Reduce Maximum Scan Deviation (-2%/-6%/-10%)
+
* Navigation - [Shaqil's Speed Enhancer] - 8% bonus to ship velocity.
* Science - ['Beancounter' RR-60#] Reduce Blueprint Manufacturing Time Research(-1%/-3%/-5%)
+
* Science - [Poteque 'Prospector' Astrometric Pinpointing AP-6XX] - (02/06/10)% reduction in maximum scan deviation.
* Shield - ['Gnome' SU-60#] Reduce Shield Upgrade Power Grid Needs (-1%/-3%/-5%)
+
* Science - [Zainou 'Beancounter' Research RR-6XX] - (01/03/05)% bonus to blueprint manufacturing time research.
 +
* Shield - [Zainou 'Gnome' Shield Upgrades SU-6XX] - (01/02/03/04/05/06)% reduction in power grid needs of modules requiring the Shield Upgrades skill.
  
 
===Slot 7===
 
===Slot 7===

Revision as of 13:21, 23 December 2012

Overview

Implants are items that you can plug into your character's brain to boost skills and attributes, helping you to learn faster and be more effective.

You have ten slots available in your head for implants. Each slot takes a specific kind of implant.

Slots 1-5 are for Attribute Enhancers, and slots 6-10 are for Skill Hardwirings.

To use any implant you need at least one level of Cybernetics, which itself requires Science 3. The more powerful and expensive implants require more training in Cybernetics, and often cost significant amounts of ISK, but they can give you indispensable reductions in skill training times, and useful bonuses to your ship's abilities.

Implants can be acquired from Loyalty Point stores of various corporations, storyline mission rewards, and rare NPC loot drops.

How to use an implant

You cannot plug in an implant while training skills. If you are currently training skills, then go to your Character Sheet, select Skills from the list on the left, open your Training Queue, and pause your skill training. Right-click on the implant and choose Plug In; the implant will take effect immediately. Finally, go to your Training Queue and resume your training.

If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little. This is done by pausing the training queue again, going to your Character Sheet, selecting Augmentations, right-clicking the implant in question, and selecting Unplug. Remember to resume training!

Upgrading a set of implants could be a bad idea because it destroys the old set. Instead, you could buy a jump clone, jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP.

When using jump clones, never leave two jump clones inactive in the same station (by docking in a station where you already have one inactive clone, and then jumping out of your second clone into a third clone which is somewhere else). You can only have one inactive clone per station. If you leave two inactive clones in one station your oldest clone will be deleted and you will lose any implants installed in it.

Attribute Enhancers

Each attribute enhancing implant boosts a particular attribute, with some of the best (and rarest, and therefore most expensive) ones giving additional bonuses.

There are 5 simple implants for each slot: Limited (+1), Limited-Beta(+2), Basic(+3), Standard(+4), and Improved(+5).

Each slot enhances a different attribute as follows

Slot 1 - Alpha - Ocular Filter: Perception
Slot 2 - Beta - Memory Augmentation: Memory
Slot 3 - Gamma - Neural Boost: Willpower
Slot 4 - Delta - Cybernetic Subprocessor: Intelligence
Slot 5 - Epsilon - Social Adaptation Chip: Charisma

Advanced attribute implants come in sets that affect one particular stat. Each implant comes with a bonus that increases the effectiveness of all implants in the set, and a 6th-slot hardwiring adds an extra bonus.

To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set. The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set. For more details, see this thread on the forums.

Advanced Attribute Enhancer Reference

Category Secondary Effect Set Name Set Bonus per slot Effect Bonus per slot Total Effect Attributes
1-5 6 (Omega) 1 2 3 4 5
Scanning/EW Radar Sensor Strength Grail 15% 100% 1% 2% 3% 4% 5% 75.63% +3
Low-Grade Grail 0% 40% +1 +1 +1 +1 +1 +7 +2
Ladar Sensor Strength Jackal 15% 100% 1% 2% 3% 4% 5% 75.63% +3
Low-Grade Jackal 0% 40% +1 +1 +1 +1 +1 +7 +2
Magnetometric Sensor Strength Spur 15% 100% 1% 2% 3% 4% 5% 75.63% +3
Low-Grade Spur 0% 40% +1 +1 +1 +1 +1 +7 +2
Gravimetric Sensor Strength Talon 15% 100% 1% 2% 3% 4% 5% 75.63% +3
Low-Grade Talon 0% 40% +1 +1 +1 +1 +1 +7 +2
Probe Scan Strength Low-Grade Virtue 10% 25% 1% 2% 3% 4% 5% 33.83% +2
EWAR module optimal range Low-Grade Centurion 10% 25% 1% 2% 3% 4% 5% 33.83% +2
Mining Mining laser range Low-Grade Harvest 10% 25% 1% 2% 3% 4% 5% 33.83% +2
Navigation Maximum velocity Snake 15% 200% 0.5% 0.625% 0.75% 0.875% 1% 24.73% +3
Low-Grade Snake 10% 150% 0.5% 0.625% 0.75% 0.875% 1% 16.02% +2
Agility Low-Grade Nomad 10% 25% 1% 2% 3% 4% 5% -26.94% +2
Tanking Armor Amount Slave 15% 50% 1% 2% 3% 4% 5% 53.63% +3
Low-Grade Slave 10% 25% 1% 2% 3% 4% 5% 33.83% +2
Shield Boost Amount Crystal 15% 50% 1% 2% 3% 4% 5% 53.63% +3
Low-grade Crystal 10% 25% 1% 2% 3% 4% 5% 33.83% +2
Other Signature Radius Reduction Halo 15% 50% 1% 1.25% 1.5% 1.75% 2.% -20.7% +3
Low-Grade Halo 10% 25% 1% 1.25% 1.5% 1.75% 2.% -14.3% +2
Energy Emission System
Cycle Time Reduction
Talisman 15% 50% 1% 2% 3% 4% 5% -38.12% +3
Low-Grade Talisman 10% 25% 1% 2% 3% 4% 5% -26.94% +2
Booster Side Effect Reduction Low-Grade Edge 10% 25% 1% 2% 3% 4% 5% -26.94% +2

Skill Hardwirings

Skill hardwirings increase the skill specified in the implant's description. Most of these hardwirings are available in three variations and they usually give a bonus of 1%, 3% or 5% to skills, ships or modules.

These implants are inserted into augmentation slots 6 through 10. The following is an approximate list of what implants are available. For lists organised by function, and a summary of slot options, see the List of Skill Hardwiring Implants (or alternatively, see the the Evelopedia page).

Slot 6

  • Armor - [Inherent Implants 'Noble' Repair Systems RS-6XX] - (01/02/03/04/05/06)% reduction in repair systems duration.
  • Armor - [Numon Family Heirloom] - 7% reduction in repair systems duration.
  • Electronics - [Zainou 'Gypsy' Electronics EE-6XX] - (01/02/03/04/05/06)% bonus to the CPU output.
  • Electronics - [Zainou 'Gypsy' Electronics Upgrades EU-6XX] - (01/02/03/04/05/06)% reduction in CPU need of modules requiring the Electronics Upgrade skill.
  • Engineering - [Inherent Implants 'Squire' Energy Systems Operation EO-6XX] - (01/02/03/04/05/06)% reduction in capacitor recharge time.
  • Engineering - [Inherent Implants 'Squire' Engineering EG-6XX] - (01/02/03/04/05/06)% bonus to the power grid output of your ship.
  • Gunnery - [Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-6XX] - (01/02/03/04/05/06)% bonus to small projectile turret damage.
  • Gunnery - [Inherent Implants 'Lancer' Small Energy Turret SE-6XX] - (01/02/03/04/05/06)% bonus to small energy turret damage.
  • Gunnery - [Zainou 'Deadeye' Small Hybrid Turret SH-6XX] - (01/02/03/04/05/06)% bonus to small hybrid turret damage.
  • Missile - [Zainou 'Gnome' Launcher CPU Efficiency LE-6XX] - (01/02/03/04/05/06)% reduction in the CPU need of missile launchers.
  • Missile - [Zainou 'Snapshot' Cruise Missiles CM-6XX] - (01/02/03/04/05/06)% bonus to the damage of cruise missiles.
  • Missile - [Zainou 'Snapshot' Torpedoes TD-6XX] - (01/02/03/04/05/06)% bonus to the damage of torpedoes missiles.
  • Navigation - [Eifyr and Co. 'Rogue' Acceleration Control AC-6XX] - (01/02/03/04/05/06)% bonus to afterburner and microwarpdrive speed increase.
  • Navigation - [Eifyr and Co. 'Rogue' Afterburner AB-6XX] - (02/04/06/08/10/12)% bonus to the duration of afterburners.
  • Navigation - [Eifyr and Co. 'Rogue' Navigation NN-6XX] - (01/02/03/04/05/06)% bonus to ship velocity.
  • Navigation - [Eifyr and Co. 'Rogue' Warp Drive Operation WD-6XX] - (02/04/06/08/10/12)% reduction in the capacitor need of warp drive.
  • Navigation - [Eifyr and Co. 'Rogue' Warp Drive Speed WS-6XX] - (05/08/10/13/15/18)% bonus to ships warp speed.
  • Navigation - [Shaqil's Speed Enhancer] - 8% bonus to ship velocity.
  • Science - [Poteque 'Prospector' Astrometric Pinpointing AP-6XX] - (02/06/10)% reduction in maximum scan deviation.
  • Science - [Zainou 'Beancounter' Research RR-6XX] - (01/03/05)% bonus to blueprint manufacturing time research.
  • Shield - [Zainou 'Gnome' Shield Upgrades SU-6XX] - (01/02/03/04/05/06)% reduction in power grid needs of modules requiring the Shield Upgrades skill.

Slot 7

  • Armor - ['Noble' RA-70#] Reduce Capacitor Need for Remote Repair (-1%/-3%/-5%)
  • Electronics - ['Gypsy' SA-70#] Increase Scan Resolution (+1%/+3%/+5%)
  • Engineering - ['Squire' ES-70#] Reduce Capacitor Need for Energy Emissions (-1%/-3%/-5%)
  • Engineering - ['Squire' EP-70#] Reduce Duration for Energy Pulse Weapons (-1%/-3%/-5%)
  • Engineering - ['Squire' EU-70#] Reduce CPU for Energy Grid Upgrades (-1%/-3%/-5%)
  • Gunnery - ['Gunslinger' MR-70#] Increase Turret Tracking Speed (+1%/+3%/+5%)
  • Gunnery - ['Lancer' CB-70#] Reduce Turret Capacitor Usage (-1%/-3%/-5%)
  • Gunnery - ['Deadeye' TA-70#] Increase Turret Falloff (+1%/+3%/+5%)
  • Missile - ['Deadeye' MB-70#] Increase Flight Range (+1%/+3%/+5%)
  • Missile - ['Deadeye' MP-70#] Increase Maximum Velocity (+1%/+3%/+5%)
  • Missile - ['Snapshot' HA-70#] Increase Heavy Assault Missile Damage (+1%/+3%/+5%)
  • Missile - ['Snapshot' HM-70#] Increase Heavy Missile Damage (+1%/+3%/+5%)
  • Navigation - ['Rogue' EM-70#] Increase Ship Agility (+1%/+3%/+5%)
  • Navigation - [Zor's Custom Navigation Link] Increase Afterburner Duration (+10%)
  • Science - ['Prospector' AQ-70#] Reduce Probe Scanning Time (-2%/-6%/-10%)
  • Science - ['Beancounter' MY-70#] Reduce Material Efficiency Research Time (-1%/-3%/-5%)
  • Shield - ['Gnome' SM-70#] Increase Shield Capacity (+1%/+3%/+5%)

Slot 8

  • Armor - ['Noble' MC-80#] Increase Hull Hit Points (+1%/+3%/+5%)
  • Electronics - ['Gypsy' LT-80#] Increase Targeting Range (+1%/+3%/+5%)
  • Electronics - ['Gypsy' PJ-80#] Reduce Propulsion Jamming Modules Capacitor Usage (+1%/+3%/+5%)
  • Engineering - ['Squire' EM-80#] Increase Capacitor (+1%/+3%/+5%)
  • Gunnery - ['Lancer' ME-80#] Increase Medium Energy Turret Damage (+1%/+3%/+5%)
  • Gunnery - ['Deadeye' MH-80#] Increase Medium Hybrid Turret Damage (+1%/+3%/+5%)
  • Gunnery - ['Gunslinger' MP-80#] Increase Medium Projectile Turret Damage (+1%/+3%/+5%)
  • Industry - ['Alchemist' GH-80#] Reduce Gas Harvester Cycle Time (-1%/-3%/-5%)
  • Industry - ['Beancounter' BX-80#] Reduce Manufacturing Time (-1%/-2%/-4%)
  • Industry - ['Beancounter' RX-80#] Reduce Refinery Waste (-1%/-2%/-4%)
  • Missile - ['Deadeye' GP-80#] Reduce Signature Radius Factor (-1%/-3%/-5%)
  • Missile - ['Snapshot' DM-80#] Increase Defender Missile Velocity (+1%/+3%/+5%)
  • Navigation - ['Rogue' FC-80#] Reduce Afterburner Capacitor Usage (-1%/-3%/-5%)
  • Science - ['Alchemist' BY-80#] Increase Booster Duration (+5%/+10%)
  • Science - ['Prospector' AR-80#] Increase Scan Probe Strength (+2%/+6%/+10%)
  • Science - ['Beancounter' SC-80#] Reduce Blueprint Copy Time (-1%/-3%/-5%)
  • Shield - ['Gnome' SE-80#] Reduce Shield Emission Capacitor Usage (-1%/-3%/-5%)

Slot 9

  • Armor - ['Noble' RP-90#] Increase Armor Repair Amount (+1%/+3%/+5%)
  • Electronics - ['Gypsy' EW-90#] Reduce Electronic Warfare Capacitor Usage (-1%/-3%/-5%)
  • Electronics - ['Gypsy' SL-90#] Reduce Sensor Linking Capacitor Usage (-1%/-3%/-5%)
  • Electronics - ['Gypsy' WD-90#] Reduce Weapon Disruption Capacitor Usage (-1%/-3%/-5%)
  • Electronics - ['Gypsy' TG-90#] Reduce Target Painting Capacitor Usage (-1%/-3%/-5%)
  • Gunnery - ['Gunslinger' SS-90#] Increase All Turret Damage (+1%/+3%/+5%)
  • Gunnery - ['Lancer' RF-90#] Increase Turret Rate of Fire (+1%/+3%/+5%)
  • Gunnery - ['Deadeye' ST-90#] Increase Turret Optimal Range (+1%/+3%/+5%)
  • Missile - ['Deadeye' TN-90#] Reduce Target Velocity Factor (-1%/-3%/-5%)
  • Missile - ['Snapshot' LM-90#] Increase Standard Missile Damage (+1%/+3%/+5%)
  • Missile - ['Snapshot' RD-90#] Increase Rockets Damage (+1%/+3%/+5%)
  • Navigation - ['Rogue' HS-90#] Reduce MWD Capacitor Usage (-1%/-3%/-5%)
  • Science - ['Alchemist' NC-90#] Reduce Booster Side Effects (-3%/-5%)
  • Science - Boost Skill at Invention (2 types, never worked, removed from game)
  • Science - ['Prospector' AC-905] Increase Chance of Archaeological find (+5%)
  • Science - ['Prospector' HC-905] Increase Chance of Data Retrieval (+5%)
  • Science - ['Prospector' SV-905] Increase Chance of Salvage Retrieval (+5%)
  • Shield - ['Gnome' SP-90#] Reduce Shield Recharge Time (-1%/-3%-5%)

Slot 10

  • Armor - ['Noble' HG-1001#] Increase Armor Hit Points (+1%/+3%/+5%)
  • Gunnery - ['Lancer' Turret LE-100#] Increase Large Energy Turret Damage (+1%/+3%/+5%)
  • Gunnery - ['Deadeye' LH-100#] Increase Large Hybrid Turret Damage (+1%/+3%/+5%)
  • Gunnery - ['Gunslinger' LP-100#] Increase Large Projectile Turret Damage (+1%/+3%/+5%)
  • Gunnery - ['Gnome' WU-100#] Reduce Turret CPU Needs (-1%/-3%/-5%)
  • Industry - ['Highwall' MX-100#] Increase Mining Yield (+1%/+3%/+5%)
  • Industry - ['Highwall' MU-100#] Reduce Mining Upgrade CPU Needs (-1%/-3%/-5%)
  • Industry - ['Yeti' IH-100#] Reduce Ice Harvester Cycle Time (-1%/-3%/-5%)
  • Leadership - [Armored Warfare Mindlink]
  • Leadership - [Information Warfare Mindlink]
  • Leadership - [Siege Warfare Mindlink]
  • Leadership - [Skirmish Warfare Mindlink]
  • Leadership - [Mining Foreman Mindlink]
  • Missile - ['Deadeye' RL-100#] Increase Launcher Rate of Fire (+1%/+3%/+5%)
  • Missile - ['Snapshot' FR-100#] Reduce Explosion Radius of F.o.F. Missiles (-1%/-3%/-5%)
  • Science - ['Alchemist' NR-100#] Reduce Booster Chance of Negative Side Effects (-3%/-5%)
  • Science - ['Prospector' EY-1001] Reduce Cycle Time of Salvage, Hacking and Archaeology Modules (-5%)

Links