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Implants: Difference between revisions

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Skill Hardwiring: insert list of known slot 6/7 implant types
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[[Category:Guides]]
{{hatnote|This article is about the nature of implants in general.  For the article about the University service that provides +3 implants at a discounted price to EVE University students, see [[The +3 Implants Program]].}}
[[Category:PvP]]
[[Category:PvE]]
==Implants==


'''Implants are items that you can plug into your character's brain to boost skills and attributes.'''
'''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.


===How to use an implant:===
Slots 1-5 are for [[#Attribute Enhancers|Attribute Enhancers]], and slots 6-10 are for [[#Skill Hardwirings|Skill Hardwirings]].


Prerequisites:
To use any implant you need at least one level of {{sk|Cybernetics}}, which itself requires {{sk|Science|III}}. 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.
:Cybernetics I (''Science III'')


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.
Implants can be acquired from [[loyalty point store]]s of various corporations, storyline mission rewards, rare NPC loot drops, PvP loot during [[The Hunt]], and of course the Marketplace.


If you remove the implant, it is destroyed. Do not worry 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.
== Using an Implant ==
To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. 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, Character tab  selecting Augmentations, right-clicking the implant in question, and selecting {{Co|red|!}} Unplug.


If you are pod killed, all implants will be destroyed.  This will sting a lot.
Certain implants require the use of an [[Clone states#Omega clone|Omega clone]] in order to inject.


If you have 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.  
== Keeping your Implants safe ==
Upgrading a set of implants can be an expensive decision 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 or in certain cases, by some NPCs such as Triglavians.


When using Jump Clones, do NOT jump from a station where you already have a clone. You can only have one clone per station. If you do your oldest clone will be deleted and you will loose any implants installed on that clone.
You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not affect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Korsiki - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Training the {{Sk|Infomorph Synchronizing}} skill reduces this limitation by one hour for each level trained. Continue reading for more [[#Tips and Practical Applications with Jump Clones|tips and practical applications with jump clones]].


You have ten slots available for implants.
== 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.


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


Slots 1-5 are for Attribute Enhancers
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


Slots 5-6 are for Skill Hardwiring
'''Note:''' "Simple" implants (those that only boost attributes) do not use Greek designations.


===Attribute Enhancers===
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.  
Attribute enhancing implants add attribute points per implant, with some of the best ones giving additional bonuses.


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


There are also advanced implants for each slot, but I will save those for later.
=== Advanced Attribute Enhancer Reference ===
The Kronos release in June 2014 made significant changes to these, which will be reflected below.
Notably, unqualified version were renamed to "High-grade" and given a +4 bonus; some Low-grade implants were renamed to Mid-grade and given a +3 bonus; and for those, a new Low-grade version was introduced.  Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only.  (See the Implants section near bottom of [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos Patch Notes].)


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 Hardwiring===  
{| class="wikitable" style="padding: 5px; text-align: right;"
Skill hardwirings increase the skill specified in the implant's description. Most of these hardwrings are available in 3 variations and they usually affect skills or modules by 1%, 3% or 5%.
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Category
! rowspan="2" | Secondary Effect
! rowspan="2" | Set Name
! colspan="2" | Set Bonus per slot
! colspan="5" | Effect Bonus per slot
! rowspan="2" | Total Effect
! rowspan="2" | Attributes
! rowspan="2" | Source
|- style="background-color: var(--background-color-warning-subtle);"
| 1-5
| 6 (Omega)
| 1
| 2
| 3
| 4
| 5
|-
! rowspan="12" | Scanning/EW
| rowspan="2" style="text-align:left;" | [[File:Icon sensor radar.png|24px|link=]] Radar Sensor Strength
| style="text-align:left;" | High-grade Grail
|15%
|100%
|1%
|2%
|3%
|4%
|5%
| 75.63%
| +4
| rowspan = "2" style="text-align:left;" | LP store: 24th Imperial Crusade
|-
| style="text-align:left;" | Low-grade Grail
|0%
|40%
| +1
| +1
| +1
| +1
| +1
| +7
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon sensor ladar.png|24px|link=]] Ladar Sensor Strength
| style="text-align:left;" | High-grade Jackal
|15%
|100%
|1%
|2%
|3%
|4%
|5%
| 75.63%
| +4
| rowspan = "2" style="text-align:left;" | LP store: Tribal Liberation Force
|-
| style="text-align:left;" | Low-grade Jackal
|0%
|40%
| +1
| +1
| +1
| +1
| +1
| +7
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon sensor magnetometric.png|24px|link=]] Magnetometric Sensor Strength
| style="text-align:left;" | High-grade Spur
|15%
|100%
|1%
|2%
|3%
|4%
|5%
| 75.63%
| +4
| rowspan = "2" style="text-align:left;" | LP store: Federal Defence Union
|-
| style="text-align:left;" | Low-grade Spur
|0%
|40%
| +1
| +1
| +1
| +1
| +1
| +7
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon sensor gravimetric.png|24px|link=]] Gravimetric Sensor Strength
| style="text-align:left;" | High-grade Talon
|15%
|100%
|1%
|2%
|3%
|4%
|5%
| 75.63%
| +4
| rowspan = "2" style="text-align:left;" | LP store: State Protectorate
|-
| style="text-align:left;" | Low-grade Talon
|0%
|40%
| +1
| +1
| +1
| +1
| +1
| +7
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon probe launcher.png|24px|link=]] Probe Scan Strength
| style="text-align:left;" | Mid-grade Virtue
|10%
|25%
|1%
|2%
|3%
|4%
|5%
|33.83%
| +3
|rowspan="2" style="text-align:left;" | LP store: Servant Sisters of EVE
|-
| style="text-align:left;" | Low-grade Virtue
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
|20.03%
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon target range.png|24px|link=]] EWAR module optimal range
| style="text-align:left;" | Mid-grade Centurion
|10%
|25%
|1%
|2%
|3%
|4%
|5%
|33.83%
| +3
|rowspan="2" style="text-align:left;" | LP store: Mordus Legion
|-
| style="text-align:left;" | Low-grade Centurion
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
|20.03%
| +2
|-
!rowspan="2"|Mining
|rowspan="2" style="text-align:left;" | [[File:Icon target range.png|24px|link=]] Mining laser range
| style="text-align:left;" | Mid-grade Harvest
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| 33.83%
| +3
|rowspan="2" style="text-align:left;" | LP store: Outer Ring Excavations
|-
| style="text-align:left;" | Low-grade Harvest
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
| 20.03%
| +2
|-
!rowspan="7"|Navigation
|rowspan="3" style="text-align:left;" | [[File:Icon velocity.png|24px|link=]] Maximum velocity
| style="text-align:left;" | High-grade Snake
|15%
|200%
|0.5%
|0.625%
|0.75%
|0.875%
|1%
|24.73%
| +4
|rowspan="3" style="text-align:left;" | LP store: Serpentis
|-
| style="text-align:left;" | Mid-grade Snake
|10%
|150%
|0.5%
|0.625%
|0.75%
|0.875%
|1%
| 16.02%
| +3
|-
| style="text-align:left;" | Low-grade Snake
|5%
|110%
|0.5%
|0.625%
|0.75%
|0.875%
|1%
|10.5%
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon inertia.png|24px|link=]] Agility
| style="text-align:left;" | Mid-grade Nomad
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| -26.93%
| +3
|rowspan="2" style="text-align:left;" | LP store: Thukker Mix<br />LP Store: Trust Partners
|-
| style="text-align:left;" | Low-grade Nomad
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
| -17.39%
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon warp speed.png|24px|link=]] Warp Speed
| style="text-align:left;" | High-grade Ascendancy
|15%
|70%
|1%
|2%
|3%
|4%
|5%
| 62.17%
| +4
|rowspan="2" style="text-align:left;" | Data site: Ghost Sites
|-
| style="text-align:left;" | Mid-grade Ascendancy
|10%
|35%
|1%
|2%
|3%
|4%
|5%
| 36.87%
| +3
|-
!rowspan="12"|Tanking
|rowspan="3" style="text-align:left;" | [[File:Icon armor repairer i.png|24px|link=]] Subcapital Armor Repair Amount
| style="text-align:left;" | High-grade Asklepian
|15%
|50%
|1%
|2%
|3%
|4%
|5%
|53.63%
| +4
|rowspan="3" style="text-align:left;" | LP store: Serpentis
|-
| style="text-align:left;" | Mid-grade Asklepian
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| 33.83%
| +3
|-
| style="text-align:left;" | Low-grade Asklepian
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
|20.03%
| +2
|-
|rowspan="3" style="text-align:left;" | [[File:Icon armor.png|24px|link=]] Armor HP Amount
| style="text-align:left;" | High-grade Amulet
|15%
|50%
|1%
|2%
|3%
|4%
|5%
|53.63%
| +4
|rowspan="3" style="text-align:left;" | LP store: Blood Raiders
|-
| style="text-align:left;" | Mid-grade Amulet
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| 33.83%
| +3
|-
| style="text-align:left;" | Low-grade Amulet
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
|20.03%
| +2
|-
|rowspan="3" style="text-align:left;" | [[File:Icon shield glow.png|24px|link=]] Subcapital Shield Boost Amount
| style="text-align:left;" | High-grade Crystal
|15%
|50%
|1%
|2%
|3%
|4%
|5%
|53.63%
| +4
|rowspan="3" style="text-align:left;" | LP store: Guristas Pirates
|-
| style="text-align:left;" | Mid-grade Crystal
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| 33.83%
| +3
|-
| style="text-align:left;" | Low-grade Crystal
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
|20.03%
| +2
|-
|rowspan="3" style="text-align:left;" | [[File:Icon shield.png|24px|link=]] Shield HP Amount
| style="text-align:left;" | High-grade Nirvana
|15%
|50%
|1%
|2%
|3%
|4%
|5%
|53.63%
| +4
|rowspan="3" style="text-align:left;" | LP store: Sansha's Nation
|-
| style="text-align:left;" | Mid-grade Nirvana
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| 33.83%
| +3
|-
| style="text-align:left;" | Low-grade Nirvana
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
|20.03%
| +2
|-
!rowspan="3"|Drones/<br>Missiles
|rowspan="3" style="text-align:left;" | [[File:Icon drones.png|24px|link=]] Drone tracking/optimal/falloff<br>[[File:Icon burst.png|24px|link=]] Missile flight time/explosive velocity
| style="text-align:left;" | High-grade Hydra
|15%
|50%
|1%
|1.5%
|2%
|2.5%
|3%
|33,90%
| +4
|rowspan="3" style="text-align:left;" | Combat site: Guristas Huntmaster Outpost
|-
| style="text-align:left;" | Mid-grade Hydra
|10%
|25%
|1%
|1.5%
|2%
|2.5%
|3%
|21,76%
| +3
|-
| style="text-align:left;" | Low-grade Hydra
|2,5%
|10%
|1%
|1.5%
|2%
|2.5%
|3%
|13,06%
| +2
|-
!rowspan="20"|Other
|rowspan="3" style="text-align:left;" | [[File:Icon ship sig.png|24px|link=]] Signature Radius Reduction
| style="text-align:left;" | High-grade Halo
|15%
|50%
|1%
|1.25%
|1.5%
|1.75%
|2%
| -20.7%
| +4
|rowspan="3" style="text-align:left;" | LP store: Angel Cartel
|-
| style="text-align:left;" | Mid-grade Halo
|10%
|25%
|1%
|1.25%
|1.5%
|1.75%
|2%
| -14.3%
| +3
|-
| style="text-align:left;" | Low-grade Halo
|2.5%
|10%
|1%
|1.25%
|1.5%
|1.75%
|2%
| -8.99%
| +2
|-
|rowspan="3" style="text-align:left;" | [[File:Icon_shield_transporter_i.png|left|24px|link=]][[File:Icon_remote_armor_repair_i.png|left|24px|link=]]Subcapital Remote Repairer <br>Cycle Time Reduction
| style="text-align:left;" | High-grade Savior
|15%
|50%
|1%
|1.5%
|2%
|2.5%
|3%
| -26.8%
| +4
|rowspan="3" style="text-align:left;" | Combat site: Guardian's Gala VIP Emcee
|-
| style="text-align:left;" | Mid-grade Savior
|10%
|25%
|1%
|1.5%
|2%
|2.5%
|3%
| -18.6%
| +3
|-
| style="text-align:left;" | Low-grade Savior
|2.5%
|10%
|1%
|1.5%
|2%
|2.5%
|3%
| -11.9%
| +2
|-
|rowspan="3" style="text-align:left;" | [[File:Icon energy neutralizer i.png|left|24px|link=]] Energy Emission System <br>Cycle Time Reduction
| style="text-align:left;" | High-grade Talisman
|15%
|50%
|1%
|2%
|3%
|4%
|5%
| -38.12%
| +4
|rowspan="3" style="text-align:left;" | LP store: Blood Raiders
|-
| style="text-align:left;" | Mid-grade Talisman
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| -26.93%
| +3
|-
| style="text-align:left;" | Low-grade Talisman
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
| -17.39%
| +2
|-
|rowspan="2" style="text-align:left;" | [[File:Icon blue pill.png|24px|link=]] Booster Side Effect Reduction
| style="text-align:left;" | Mid-grade Edge
|10%
|25%
|1%
|2%
|3%
|4%
|5%
| -26.93%
| +3
|rowspan="2" style="text-align:left;" | LP store: The Syndicate
|-
| style="text-align:left;" | Low-grade Edge
|2.5%
|10%
|1%
|2%
|3%
|4%
|5%
| -17.39%
| +2
|-
|rowspan="6" style="text-align:left;" | [[File:Icon_turret_entropic_disintegrator_medium.png|24px|link=]] Entropic Disintegrator only:<br><p><span style="padding-left:24px;">&nbsp;Maximum Damage Bonus Multiplier</span><br><span style="padding-left:24px;">&nbsp;Damage Multipler Bonus per cycle penalty</span></p>
|rowspan="2" style="text-align:left;" | High-grade Mimesis
|rowspan="2" | 20%
|rowspan="2" | 80%
|1.5%
|2%
|2.5%
|3%
|3.5%
| +69.67%
|rowspan="2" | +4
|rowspan="6" style="text-align:left;" | LP store: Triglavian Collective<br />LP Store: DED
|-
| -0.33%
| -0.33%
| -0.33%
| -0.33%
| -0.33%
| -7.18%
|--
|rowspan="2" style="text-align:left;" | Mid-grade Mimesis
|rowspan="2" | 20%
|rowspan="2" | 60%
|1.25%
|1.75%
|2.25%
|2.75%
|3.25%
| +53.31%
|rowspan="2" | +3
|-
| -0.33%
| -0.33%
| -0.33%
| -0.33%
| -0.33%
| -6.40%
|--
|rowspan="2" style="text-align:left;" | Low-grade Mimesis
|rowspan="2" | 20%
|rowspan="2" | 50%
|1.%
|1.5%
|2%
|2.5%
|3%
| +43.11%
|rowspan="2" | +2
|-
| -0.33%
| -0.33%
| -0.33%
| -0.33%
| -0.33%
| -6.01%
|--
|rowspan="3" style="text-align:left;" | [[File:Icon capacitor recharger.png|24px|link=]] [[Capacitor]] recharge time <br><span style="padding-left: 28px;">Note: see [[Talk:Implants#Incorrect sum for High-Grade Rapture implant|Talk page]]</span>
| style="text-align:left;" | High-grade Rapture
|15%
|50%
| -1%
| -2%
| -3%
| -4%
| -5%
| -38.12%
| +4
|rowspan="3" style="text-align:left;" | Combat site: Wightstorm Muster Point<br />LP Store: Sansha's Nation


These implants are inserted into Augmentation Slots 6 through 10.
|-
| style="text-align:left;" | Mid-grade Rapture
|10%
|25%
| -1%
| -2%
| -3%
| -4%
| -5%
| -26.93%
| +3
|-
| style="text-align:left;" | Low-grade Rapture
|2.5%
|10%
| -1%
| -2%
| -3%
| -4%
| -5%
| -17.39%
| +2
|}


:Slot 6
=== Special Genolution Core Augmentation Set ===
::Armor - Reduce Repair Cycle Duration (-1%/-3%/-5%)
A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III.
::Electronics - Increase Ship CPU (+1%/+3%/+5%)
::Engineering - Reduce Capacitor Recharge Time (-1%/-3%-5%)
::Engineering - Increase Power Grid (PG) (+1%/+3%/+5%)
::Faction Omega - Boost secondary effects of other faction implants
::Gunnery - Increase 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 - Reduce Maximum Scan Deviation (-2%/-6%/-10%)
::Science - Reduce Blueprint Manufacturing Time (-1%/-3%/-5%)
::Shield - Reduce Shield Upgrade Power Grid Needs (-1%/-3%/-5%)


:Slot 7
:'''CA-1''' - Perception +3; provides +1.5% powergrid and capacitor amount bonus; 50% bonus for set
::Armor - Reduce Capacitor Need for Remote Repair (-1%/-3%/-5%)
:'''CA-2''' - Intelligence +3; provides +1.5% CPU and capacitor recharge bonus; 40% bonus for set
::Electronics - Increase Scan Resolution (+1%/+3%/+5%)
:'''CA-3''' - Willpower +3; provides +1.5% ship velocity and shield capacity bonus; 30% bonus for set
::Engineering - Reduce Capacitor Need for Energy Emmisions (-1%/-3%/-5%)
:'''CA-4''' - Memory +3; provides +1.5% ship agility and armor hit points bonus; 20% bonus for set
::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 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
Total Effect Bonus is 4.25% for a full set for each of the bonuses.  Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses.


:Slot 9
== Skill Hardwirings ==
Skill hardwirings increase the skill specified in the implant's description.


:Slot 10
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|icon= yes}}). 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]].
 
== Tips and Practical Applications with Jump Clones ==
Some clever things can be done by combining the specialization that implants allow on each clone with the ability to change between clones—and potentially teleport across many systems or constellations—that jump clones enable.
 
Different jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped depending on what a pilot wishes to do. For example, a player could maintain:
 
* A training clone with very expensive attribute enhancers, stored in [[high-sec]]urity space. They could jump into this clone for low-risk activities in hisec, and for times when they might be logged off for days or weeks and doing nothing else with the character
* A PvP-dedicated clone with expensive skill hardwirings that enhance their PvP efficacy (such as a set of Snake implants for a speed boost), stored in or near low-security space. They could jump into this clone for PvP in losec, where ship destruction is likely but the loss of a pod, and therefore a clone, is less likely due to the lack of bubbles.
* An expendable clone with cheap attribute enhancers, stored in null-security space. The loss of a pod is more likely in nullsec due to the potential use of bubbles, and an expendable clone manages this risk. Having a clone stored in nullsec also lets the player avoid traveling through risky bottleneck systems where Empire space meets nullsec, which are more likely to be camped.
 
This is only one possible distribution of clones and implants, but it illustrates some of the utility of different combinations of clone placement and implant sets. Pilots with different career paths can consider which implant and clone arrangements might suit them best.
 
== See also ==
* [https://www.fuzzwork.co.uk/implants/ Fuzzwork's overview of current market prices for all implant sets]
* [https://oldforums.eveonline.com/?a=topic&threadID=203472 Math for calculating full secondary effect of pirate implants]
* [[The +3 Implants Program|E-Uni's +3 Implant program]]
 
 
[[Category:Items]]
[[Category:Game mechanics]]