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Implants: Difference between revisions

From EVE University Wiki
Fixing misleading description of how to avoid jump clone cooldown
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Skill hardwirings increase the skill specified in the implant's description.  
Skill hardwirings increase the skill specified in the implant's description.  


Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 '''Inherent Implants 'Lancer' Small Energy Turret SE-601''' increases Small Energy Turret by 1% (similar to {{sk|Small Energy Turret}}). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase.
Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 '''Inherent Implants 'Lancer' Small Energy Turret SE-601''' increases Small Energy Turret damage by 1% (similar to {{sk|Small Energy Turret}}). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase.


For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]].
For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]].