Messing With Your Head

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.


Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

You can insert the following code for the listing in the Scheduled Classes forum:

[color=#FFFF00][size=200][b]Messing With Your Head[/b][/size][/color]


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.

[list][*][color=#FFFF00][b]Course title[/b][/color]: Messing with Your Head: Improving the Capsuleer Mind
[*][color=#FFFF00][b]Duration[/b][/color]: about 90 minutes, depending on how much Q&A we have during the class
[*][color=#FFFF00][b]Location[/b][/color]: Docked up safely in any station [/list]

[color=#FFFF00][b]Class contents:[/b][/color]
[list][*]Capsuleer, know thyself: Attribute remapping
[*]Taking a short cut: Skill trading
[*]Rewiring your brain: Intro to implants
[*]Body swapping: Using jump clones effectively
[*]Better living through chemistry: Intro to booster drugs
[*]Q&A [/list]

[color=#FFFF00][b]Student requirements:[/b][/color]
[list][*]Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up:
[*]Access to the Class.E-UNI in-game chat channel [/list]

[color=#FFFF00][b]Questions?[/b][/color] Ask here in this thread.

Notes for the Teacher

Required materials:

Class Contents


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 abilities, 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 character's abilities, at an introductory level:

  • Neural remaps
  • Skill trading
  • 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", or mute yourself in channel, if you have not already done so.
  • Feel free to type any questions in the Lecture.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class.
  • You should be docked up safely in a station, or somewhere relatively safe, for this class, as you will be completely mesmerized by this content, and will therefore be an easy target if in space.
  • 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 Lecture.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:

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
  • To see your attribute scores, click on your Character sheet button on the NeoCom, then click on Attributes.
  • 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:
Skill Groups and Associated Attributes
Group (# of skills) Attributes (Primary, Secondary)
Armor (14) Intelligence, Memory
Corporation Management (7) Memory, Charisma
Drones (20) Memory, Perception
Electronic Systems (15) Intelligence, Memory
Engineering (14) Intelligence, Memory / Perception, Willpower
Gunnery (39) Perception, Willpower
Leadership (14) Charisma, Willpower
Missiles (24) Perception, Willpower
Navigation (13) Intelligence, Perception / Intelligence, Memory
Neural Enhancement (8) Intelligence, Memory / Charisma, Willpower
Planet Management (5) Intelligence, Memory / Charisma, Intelligence
Production (12) Intelligence, Memory / Memory, Intelligence
Resource Processing (28) Memory, Intelligence / Intelligence, Memory
Rigging (10) Intelligence, Memory
Scanning (7) Intelligence, Memory
Science (39) mostly Intelligence, Memory
Shields (12) Intelligence, Memory
Social (9) Charisma, Intelligence
Spaceship Command (67) Perception, Willpower (beginner) / Willpower, Perception (advanced)
Subsystems (20) Intelligence, Memory / Perception, Willpower
Targeting (8) Intelligence, Memory
Trade (13) Charisma, Memory / Willpower, Charisma
  • 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 bonus remap. CCP also allowed players to choose a bonus 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.
    • If you do not have a remap available yet, the Attributes screen will tell you when your next remap will be open to you.
    • Each attribute starts with 17 base points. You can add up to 5 more points with various implants. You also have an additional 14 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.
      • An alternative strategy is to emphasize Memory and Perception, which means you'll have at least one high attribute for nearly every skill category. This is not as efficient as the previous more focused strategy, and therefore, training will be relatively longer, but it requires fewer remaps.
    • 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.

Taking a short cut: Skill trading


  • Skill extraction
  • Skill injection

Rewiring your brain: Intro to implants

  • 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. However, you cannot put an implant in just any slot. Slots 1-5 are designated for Attribute Enhancers, and slots 6-10 are for Skill Hardwirings. Each implant only works in a specifically designated slot location.
    • Implants are similar to a ship's rigs - like a rig, they are irretrievable enhancements once installed. They cannot be removed without destroying them. 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, implants do not have their effect penalized when stacked on top of modules that affect the same statistic, with a few rare exceptions. For example, the Snake series of implants has a stacking penalty added to prevent ridiculously high speeds from being obtained. (Source:
    • 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 particular special bonuses. When you have an entire set of faction implants installed, they work together to provide extraordinary abilities to the pilot that carries them. However, these implant sets are 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 several levels of improvement.
    • CCP simplified the naming of implants, so you may need to translate old names to the new ones.
    • 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 nice summary of skill hardwiring implants, organized both by slot and by principal skill affected, can be found here
    • A helpful 4-part guide on different types of implants is provided on "Jester's Trek" blog. This includes several tables that summarize which implants provide specific bonuses.
  • Mindlinks
    • Mindlinks are specialty implants for providing bonuses to a fleet. They 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), and if they have the required skills.
    • There are two kinds of Mindlinks: Warfare and Mining.
      • Warfare Mindlinks: boost bonuses from specific warfare leadership skills (Armored, Info, Siege, or Skirmish). These mindlinks are useful if you are going to be leading PvP combat fleets in Command ships, which fit warfare link modules.
      • Mining Mindlink: boost bonuses from the mining foreman leadership skill. This mindlink is very helpful if you are going to be leading mining fleets in an Orca, which fits mining foreman link modules.
Effects of Mindlink implants
Leadership Skill Trained to level V With Mindlink
Armored Warfare +10% armor +15% armor
Information Warfare +10% targeting range +15% targeting range
Siege Warfare +10% shield +15% shield
Skirmish Warfare +10% agility +15% agility
Mining Foreman +10% mining yield +15% mining yield
  • Faction Implant Sets
    • Many factions, especially the five pirate factions, offer sets of powerful attribute enhancer implants, which:
      • fit into slots 1-6, and are called Alpha, Beta, Delta, Gamma, Epsilon and Omega
      • are rated in three grades (low, mid and high) - though some are not available as high-grade sets
      • increase attributes by either +2 (low-grade), +3 (mid-grade) or +4 (high-grade)
      • improve a specific ship-related capability
      • 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 (fitting in slot 6, and always called 'Omega') that does not do anything by itself but provides a very big boost to all related slot 1-5 faction implants.
    • The low-grade sets require Cybernetics 3, mid-grade Cybernetics 4 and high-grade Cybernetics 5. You can mix grades s with lower bonuses coming from the lower grade versions.
    • A complete table of faction implant sets, organized by bonus type, can be found here
    • 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 Omega in slots 1-6) 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 +24.73%
      • Talisman (Blood Raider set): reduce duration of modules requiring Energy Emission Skill -38.12%
    • For more info about how pirate implant bonuses are calculated:
    • 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:
      • Ascendancy - increases warp speed - low-grades and high-grades available - new with Rubicon, BPCs found in "ghost sites"
      • Grail - enhances radar sensor strength - favored by logistics pilots to prevent jams
      • Jackal - enhances ladar sensor strength - favored by logistics pilots to prevent jams
      • Spur - enhances magnetometric sensor strength - favored by logistics pilots to prevent jams
      • Talon - enhances gravimetric sensor strength - favored by logistics pilots to prevent jams
      • Virtue - enhances probe scan strength (low-grade set only) - favored by explorers and scouts, especially in wormholes
      • Centurion - enhances EWAR module optimal range (low-grade set only) - favored by Falcon pilots
      • Harvest - enhances mining laser range (low-grade set only) - rarely seen or used
      • Nomad - enhances ship agility (low-grade set only) - favored by freighter pilots
      • Edge - reduces booster drug negative side effects (low-grade set only) - rarely seen or used, though prized by null sec combat pilots

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 (assuming they offer Medical Services there - not all stations do!), and click "Change Station". You'll be given a list of suitable stations to which you can move your med clone. Note that you can only move your medical clone to a remote station once a year, but you can always move your medical clone to the station which you are currently in.
    • Before the Rhea expansion, medical clones preserved only a limited number of skill points and needed to be upgraded to avoid losing skill points upon death. This mechanic has since been removed.
  • 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?
      • Icon skillbook2.png Infomorph Psychology - allows one jump clone per level trained
        • Optional: Icon skillbook2.png Advanced Infomorph Psychology - allows one additional clone per level trained (allowing a total maximum of 10 at level V)
        • Optional: Icon skillbook2.png Infomorph Synchronizing - reduces the time between clone jumps by 1 hour per level (allowing jumps every 19 hours at level V)
      • 100,000 ISK jump clone installation fee for each clone
    • 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.
      • Can I lose a jump clone by being podded? No. When you clone jump your old body becomes a jump clone and the jump clone you're jumping to becomes YOU. YOU can then be podded and will wake up in your medical clone, but you will have the same number of inactive jump clones overall. You will lose the implants in your current body as normal.
      • How do I move a jump clone? Jump clones cannot be put into a ship's cargo - you must jump into that clone, travel to where you want that clone to be stored, wait the 24-hour waiting period (or shorter if Informorph Synchronizing trained), and then you can jump into another clone.
  • 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 typically requires active tanks that can be sustained over a long period, so you might want implants that enhance this ability.
      • 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: or

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 Icon skillbook2.png 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.
  • 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, Missile explosion velocity, Capacitor capacity
Exile Armor repair amount 1 Armor hitpoint, Turret tracking, Missile explosion radius, Capacitor capacity
Mindflood Capacitor capacity 1 Armor repair amount, Shield boosting amount, Turret optimal range, Missile explosion radius
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, Shield boosting amount, Turret tracking, Velocity
Sooth Sayer Falloff range 2 Armor repair amount, Shield capacity, Turret optimal range, Velocity
Crash Missile explosion radius 3 Armor hitpoint, Shield boosting amount, Missile velocity, Velocity

New Drifter boosters announced by CCP Paradox:

The Drifter Boosters can now be found on the Singularity market for you to try out. They are designated legal boosters. The five boosters are:

Antipharmakon Aeolis Booster slot 1 Capacitor Modifier: 8% Booster Duration: 30 minutes

Antipharmakon Iokira Booster slot 2 Tracking Speed Bonus: 8% Booster Duration: 30 minutes

Antipharmakon Kosybo Booster slot 1 Armor Repair Bonus: 8% Booster Duration: 30 minutes

Antipharmakon Thureo Booster slot 1 Shield Boost Bonus: 8% Booster Duration: 30 minutes

Antipharmakon Toxot Booster slot 3 Flight Time Bonus: 8% Booster Duration: 30 minutes

You can get three Drifter Boosters via Project Discovery. You can acquire all five variations through other means [unspecified] in game also.

  • 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. The stronger versions, with higher bonuses - Standard, Improved, and Strong - are illegal to transport in Empire and expensive.
Booster Name Slot Synth Standard Improved Strong
Blue Pill 1 3% 20% 25% 30%
Exile 1 3% 20% 25% 30%
Mindflood 1 3% 10% 15% 20%
X-Instinct 1 2.25% 7.5% 11.25% 15%
Drop 2 3% 25% 31.25% 37.5%
Frentix 2 3% 10% 15% 20%
Sooth Sayer 2 3% 10% 15% 20%
Crash 3 3% 20% 25% 30%
  • 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 three 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 - Icon skillbook2.png Neurotoxin Control and Icon skillbook2.png Neurotoxin Recovery. Note that only the Synth version does not produce any side effects.
  • To use a booster, right-click the booster icon and to select Consume. Your Character Sheet icon in the NeoCom will then blink. The currently active boosters can be seen in the Character Sheet in the Augmentations section. A list of the active effects of the booster, the negative side effects and a countdown of the duration left is shown for each booster there.
  • 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.

Class Wrap-up

  • As you can see, there are multiple ways to "mess with your head" to give you certain advantages: attribute remaps, implants, clones and boosters. This class provided only a quick introduction to these features. I encourage you to study them further, experiment, and reap the benefits they can provide.
  • Thanks for attending this class!
    • If you liked this class, please send me 1 ISK with a comment - it's always nice to get some positive feedback.
    • I would also appreciate any ideas on how to improve the content - please send me an EVE mail if you have any suggestions.
  • Questions?
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