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http://wiki.eveuniversity.org/Attributes#Attributes | http://wiki.eveuniversity.org/Attributes#Attributes | ||
http://wiki.eveuniversity.org/The_Skillbook_Program | http://wiki.eveuniversity.org/The_Skillbook_Program | ||
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http://wiki.eveuniversity.org/Implants | http://wiki.eveuniversity.org/Implants | ||
http://wiki.eveuniversity.org/The_%2B3_Implants_Program | http://wiki.eveuniversity.org/The_%2B3_Implants_Program | ||
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4) Travel to station, buy a clone. Don't talk to the agents | 4) Travel to station, buy a clone. Don't talk to the agents | ||
5) Travel to where you'd like to keep a clone, leave ship/enter pod, pause skill training, jump clone to new clone | 5) Travel to where you'd like to keep a clone, leave ship/enter pod, pause skill training, jump clone to new clone | ||
http://eve.battleclinic.com/killboard/killmail.php?id=16419665 - Why we have jump clones | |||
http://wiki.eveuniversity.org/Jump_Clones | http://wiki.eveuniversity.org/Jump_Clones | ||
Boosters | Boosters | ||
Boosters are one off consumables that improve your ships attributes in a very limited area, are illegal in empire spaceabove synthetic strength and have a chance of giving the pilot drawbacks. They are mainly used in low and null pvp, but the synthetic strengths can be useful in high sec. As the table shows, they are used in certain 'slots' in your head, the newest overriding the old effect if there's a clash and have a duration that depends on your biology level. The side effects can be mitigated by Neurotoxin Control and Neurotoxin Recovery. To use, right click on the drug in your cargo hold, pop it and enjoy the slight bonus to your capabilities | |||