Difference between revisions of "Implants"
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Revision as of 18:18, 16 January 2010
UNDER CONSTRUCTION
Please ignore the mess this page is a work in progress
Implants
Implants are items that you can plug into your character's brain to boost skills and attributes.
How to use an implant:
Prerequisites:
- 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.
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.
If you are pod killed, all implants will be destroyed. This will sting a lot.
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.
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 have ten slots available for implants.
Each slot is different
Slots 1-5 are for Attribute Enhancers
Slots 5-6 are for Skill Hardwiring
Attribute Enhancers
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)
There are also advanced implants for each slot, but I will save those for later.
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
Skill hardwirings increase the skill specified in the implant's description. These implants are inserted into Augmentation Slots 6 through 10.