Difference between revisions of "Implants"

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==How to use an implant==
 
==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, click SKILLS from the list on the left, and open your Training Queue.  PAUSE your skill training.  Then. right-click on an implant and choose PLUG IN; the implant will take effect immediately.   Then go to your Training Queue and RESUME your training.
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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 going to your Character Sheet, clicking AUGMENTATIONS, right-clicking the implant in question, and selecting UNPLUG. Note that just as you can't plug in implants while training skills, you also cannot remove implants while training skills.
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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!
  
Therefore, upgrading a set of implants could be a bad idea because it destroy the old set. Instead, you could buy a [[Jump Clones|jump clone]], jump to it and install the new set of implants there. That way, the old implant is preserved as a backup when your pod is destroyed during PvP. If your pod is destroyed, all the implants that you had in at the time will be destroyed too. This will sting a lot!
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Upgrading a set of implants could be a bad idea because it destroys the old set. Instead, you could buy a [[Jump Clones|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.  
 
 
If you have [[Jump Clones|jump clones]], each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect.  
 
  
 
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.
 
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.

Revision as of 12:40, 17 June 2010

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 - Ocular Filter: Perception
Slot 2 - Memory Augmentation: Memory
Slot 3 - Neural Boost: Willpower
Slot 4 - Cybernetic Subprocessor: Intelligence
Slot 5 - Social Adaptation: Charisma

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 Evelopedia page on hardwirings; Scrapheap Challenge also has a [useful summary sticky] (written from a combat-focused point of view).

Slot 6

  • Armor - ['Noble' ZET#] Reduce Repair Cycle Duration (-1%/-3%/-5%)
  • Electronics - ['Gypsy' KLB-#] Decrease CPU Need (-1%)
  • Electronics - ['Gypsy' KMB-#] Increase Ship CPU (+1%/+3%/+5%)
  • Engineering - ['Squire' CR#] Reduce Capacitor Recharge Time (-1%/-3%-5%)
  • Engineering - ['Squire' PG#] Increase Power Grid (PG) (+1%/+3%/+5%)
  • Faction Omega - Boost secondary effects of other faction implants
  • Gunnery - Increase Small Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
  • Missile - Reduce Launcher CPU Needs (-1%/-3%/-5%)
  • Missile - Increase Torpedo Damage (+1%/+3%/+5%)
  • Missile - Increase Cruise Missile Damage (+1%/+3%/+5%)
  • Navigation - Increase Ship Velocity (+1%/+3%/+5%)
  • Navigation - Increase Afterburner Duration (+2%)
  • Navigation - Reduce Warp Drive Operation Capacitor Usage (-1%/-3%/-5%)
  • Navigation - Increase Warp Speed (+5%)
  • Navigation - Increase Afterburner / MWD Speed (+1%/+3%/+5%)
  • Science - ['Prospector' PPF-#] Reduce Maximum Scan Deviation (-2%/-6%/-10%)
  • Science - ['Beancounter' I#] Reduce Blueprint Manufacturing Time (-1%/-3%/-5%)
  • Shield - ['Gnome' KUA#] Reduce Shield Upgrade Power Grid Needs (-1%/-3%/-5%)

Slot 7

  • Armor - Reduce Capacitor Need for Remote Repair (-1%/-3%/-5%)
  • Electronics - Increase Scan Resolution (+1%/+3%/+5%)
  • Engineering - Reduce Capacitor Need for Energy Emmisions (-1%/-3%/-5%)
  • Engineering - Reduce Capacitor Need for Energy Pulse Weapons (-1%/-3%/-5%)
  • Engineering - Reduce Capacitor Need for Energy Grid Upgrades (-1%/-3%/-5%)
  • Gunnery - Increase Turret Tracking Speed (+1%/+3%/+5%)
  • Gunnery - Reduce Turret Capacitor Usage (-1%/-3%/-5%)
  • Gunnery - Increase Turret Falloff (+1%/+3%/+5%)
  • Missile - Increase Flight Range (+1%/+3%/+5%)
  • Missile - Increase Maxmimum Velocity (+1%/+3%/+5%)
  • Missile - Increase Heavy Assault Missile Damage (+1%/+3%/+5%)
  • Missile - Increase Heavy Missile Damage (+1%/+3%/+5%)
  • Navigation - Increase Ship Agility (+1%/+3%/+5%)
  • Navigation - Increase Afterburner Duration (+10%)
  • Science - Reduce Probe Scanning Time (-2%/-6%/-10%)
  • Science - Reduce Material Efficiency Research Time (-1%/-3%/-5%)
  • Shield - Increase Shield Capacity (+1%/+3%/+5%)

Slot 8

  • Armor - Increase Hull Hit Points (+1%/+3%/+5%)
  • Electronics - Increase Targeting Range (+1%/+3%/+5%)
  • Engineering - Increase Capacitor (+1%/+3%/+5%)
  • Gunnery - Increase Medium Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
  • Industry - Reduce Gas Harvester Cycle Time (-1%/-3%/-5%)
  • Industry - Reduce Manufacturing Time (-1%/-3%/-4%)
  • Industry - Reduce Refinery Waste (-1%/-3%/-4%)
  • Missile - Reduce Signature Radius Factor (-1%/-3%/-5%)
  • Missile - Increase Defender Missile Velocity (+1%/+3%/+5%)
  • Navigation - Reduce Afterburner Capacitor Usage (-1%/-3%/-5%)
  • Science - Increase Booster Duration (+1%/+3%/+5%)
  • Science - Increase Scan Probe Strength (+2%/+6%/+10%)
  • Science - Reduce Blueprint Copy Time (-1%/-3%/-5%)
  • Shield - Reduce Shield Emmision Capacitor Usage (-1%/-3%/-5%)

Slot 9

  • Armor - Increase Armor Repair Amount (+1%/+3%/+5%)
  • Electronics - Reduce Electronic Warfare Capacitor Usage (-1%/-3%/-5%)
  • Electronics - Reduce Sensor Linking Capacitor Usage (-1%/-3%/-5%)
  • Electronics - Reduce Weapon Disruption Capacitor Usage (-1%/-3%/-5%)
  • Electronics - Reduce Target Painting Capacitor Usage (-1%/-3%/-5%)
  • Gunnery - Increase All Turret Damage (+1%/+3%/+5%)
  • Gunnery - Increase Turret Rate of Fire (+1%/+3%/+5%)
  • Gunnery - Increase Turret Optimal Range (+1%/+3%/+5%)
  • Missile - Reduce Target Velocity Factor (-1%/-3%/-5%)
  • Missile - Increase Standard Missile Damage (+1%/+3%/+5%)
  • Navigation - Reduce MWD Capacitor Usage (-1%/-3%/-5%)
  • Science - Reduce Booster Side Effects (-1%/-3%/-5%)
  • Science - Boost Skill at Invention (2 types)
  • Science - Increase Chance of Data Retrieval (+5%)
  • Science - Increase Chance of Salvage Retrieval (+5%)
  • Shield - Reduce Shield Recharge Time (-1%/-3%-5%)

Slot 10

  • Armor - Increase Armor Hit Points (+1%/+3%/+5%)
  • Gunnery - Increase Large Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
  • Gunnery - Reduce Turret CPU Needs (-1%/-3%/-5%)
  • Industry - ['Highwall' HX-#] Increase Mining Yield (+1%/+3%/+5%)
  • Industry - ['Highwall' HY-#] Reduce Mining Upgrade CPU Needs (-1%/-3%/-5%)
  • Industry - ['Yeti' BX-#] Reduce Ice Harvester Cycle Time (-1%/-3%/-5%)
  • Leadership - Armored Warefare Mindlink
  • Leadership - Information Warefare Mindlink
  • Leadership - Siege Warefare Mindlink
  • Leadership - Skirmish Warefare Mindlink
  • Leadership - Mining Foreman Mindlink
  • Missile - Increase Launcher Rate of Fire (+1%/+3%/+5%)
  • Missile - Reduce Explosion Radius of F.o.F. Missiles (-1%/-3%/-5%)
  • Science - Reduce Booster Chance of Negative Side Effects (-1%/-3%/-5%)
  • Science - Reduce Cycle Time of Salvage, Hacking and Archaeology Modules (-5%)