Difference between revisions of "Jump clones"

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{{related class|Jump Clones 101}}
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{{Hatnote|This page covers the jump clones used by players to use different sets of implants and to move quickly around New Eden. If you are looking for the mechanic that used to be called the "medical clone", see [[Home Station]].}}
'''Jump clones''' are a technology used by capsuleers (i.e., players in EVE) which allow them to transfer their consciousness between different bodies. Your [[clone|medical clone]] is different than your jump clones so don't think of them as the same thing. Medical clones are essentially your new body that you wake up in with the location determined by what you have set as your current Home Station, should your capsule get destroyed (usually only by other players via PvP/gank, or NPCs known as Circadian Seekers and Drifters if you aggress them and lose/don't get away).
 
  
Jump clones require specific skills and can cost ISK to set up and use but can be used at will, but usage does invoke a cool down. [[Upwell structures|Upwell structures]], however, are unique in that they do not invoke a cool down period and allow changing clones while inside the same structure, and generally do not cost ISK.
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'''Jump clones''' are a technology used by players to transfer ("jump") their consciousnesses from one body to another. They are effectively a "fast travel" mechanic in EVE, and they can also be used to maintain different sets of [[implants]] used for different purposes.
  
A good way to think about jump clones is to imagine that you have a number of bodies available to you (which may be in widely scattered corners of the galaxy), but only one of these bodies currently holds your consciousness; the other bodies, without a consciousness, are inert. You can transfer your consciousness from your current body to another body, thereby taking control of your new body and rendering your old one inert. You will still have your experience intact, but any physical possessions won't travel with you (they stay with your old body).  
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== Summary ==
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[[File:Jumpcloneexample.gif|thumb|An animated guide to how jump clones work.‎]]
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You can only have one active "body", but by using clones, you can move between two bodies in two different places, regardless of the distance between them, or you can swap between bodies within one station or player-owned structure.
  
In game terms, when you jump from one body ("clone") to another, you take your skill points, standings, corporation membership, and [[cerebral accelerator]]s with you (i.e. they are unaffected). However, you cannot take any items or ships with you, and any [[implants]] also remain with your old body. Your old body effectively turns into an inactive jump clone, and you can jump back into it later.  
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When a character "clone jumps" from one body to another, they take their skill points, standings, corporation membership, and cerebral accelerator effects with them. However, they cannot take any items with them, and implants remain with the old body. (This makes logical sense if you think about implants as things applied to a particular physical brain.) The old body turns into a new jump clone, and they can jump back into it later. Any drugs, including their negative effects, in use at the time of the jump will be lost once the jump is complete.
  
== Prerequisites ==
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If your pod is destroyed, you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one that was lost in your pod, and your jump clones are untouched.
  
In order to create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}}; every level of allows you to create an additional jump clone. After training Infomorph Psychology to level V (which allows you to create up to 5 jump clones), you can train the {{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}} skill, which allows you to create one additional jump clone per level (up to a maximum of 10 in total).  Your medical clone does not count towards this total.
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== Creating jump clones ==
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=== Required training ===
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To create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology}}. This skill has no prerequisites and its first level is very quickly trained, but it does cost 1 million ISK when seeded on NPC skillbook markets and is therefore not normally an immediate purchase for very new players.
  
Jump clones are purchased and installed at Clone Bay facilities in NPC stations for 900,000 ISK. They can also be installed elsewhere (see below).  However, once you have installed a jump clone(s), they are yours forever, unless you destroy them accidentally or on purpose (see below).
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{{euninote|EVE University members can get full reimbursement for this skill, among many others, through the University [[Skillbook Program]].}}
  
Note that not all stations have medical facilities. Additionally, you may also install jump clones on board [[Capital Ship|capital ship]]s with Clone Vat Bays fitted on ([[Titan]]s and [[Rorqual]]s), or in player-owned outposts in [[System_Security#Claimable_NullSec|sovereign nullsec space]] and [[Citadels]] fit with a Stand Up Cloning Center I (fees may be set by the owner via standings).
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=== Clone bay ===
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Normally, you must also be in an NPC station or [[Upwell structures|player-owned structure]] with "clone bay" facilities. Clone bays in NPC stations charge a moderate installation fee of 900,000 ISK. Player-owned structures have fees set by their owners and based on your standings to the owners. Friendly structures might charge much less than 900,000 ISK, down to an essentially meaningless minimum of 1 ISK.  
  
{{expansion past | Before the Aegis update on July 14th of 2015, there was a requirement that you, or your corporation, have a standing of 8.0 or better with the corp that owned the station where you wanted to buy a jump clone.}}
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{{expansion past|
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Before the Aegis update on July 14th of 2015, there was a requirement that you, or your corporation, have a standing of 8.0 or better with the corp that owned the station where you wanted to buy a jump clone.
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}}
  
== Activating jump clones ==
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To find a clone bay:
[[File:Jumpcloneexample.gif|right|thumb|300px|An animated guide to how jump clones work (click to see animation).‎]]
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# Access your map (default: {{Button|F10}})  
Once you have a jump clone installed, you can activate it from your character sheet after exiting your ship. Jumping is instantaneous, but you must wait at least 24 hours between clone jumps (training {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}} decreases this delay by 1 hour per skill level) when the clone is at a station.
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# Click on the second icon from the left in the title bar, the multicolored circle called '''Color By'''
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# In the '''Services''' section, select '''Clone Bay'''
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Your map will highlight all the systems with clone bays, hovering over the system will tell you exactly which station.
  
* Leaving behind, or "installing", a jump clone at the station or citadel you are jumping from requires you to pay a fee. This fee is 900k isk for NPC stations and owners of citadels can set this usage fee freely.
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You can also look for clone bays in player-owned structures, which are often cheaper than stations, but might one day be lost:
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# Access your game menu (the first icon in the top left)
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# In the '''Utilities''' sub-menu, click on '''Structure Browser'''
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# Click on '''Service Filter''' and select '''Clone Bay'''
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The list will update with all the nearby structures with clone bays. The "Jump Clone Installation" column will show the installation fee for NPC structures.
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=== Clone installation ===
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[[File:Jump_clone_interface_2021.png|thumb|This pilot is docked in a station with a clone bay, and the "Install Clone" button has lit up as an available option.‎]]
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Once docked in a station or structure with a clone bay, either:
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* Click on the "Clone Bay" icon in the station menu (which is, by default, on the right-hand side of the screen); or
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* Open your [[Character Sheet]] either from the Neocom or by pressing {{Button|alt}}+{{Button|A}}, select the "Character" tab and the "Jump Clones" subtab
  
* A unique feature you can use at citadels is to "switch" jump clones, basically jumping to a jump clone located at the same citadel as your active clone. This does incur the regular installation fee (for "installing" the clone you leave behind), but it does not trigger the 24h cooldown timer between jumps and you can even do so while you still have an active cooldown timer.
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Then select the "Install Clone" button available on the right-hand side of the window. When the game asks whether you accept the payment for installing a jump clone, click "Yes".
  
== Reasons for using jump clones  ==
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You now have an inactive clone in the station where you are currently docked.
There are three main advantages to using jump clones:
 
* Quickly travel to other parts of the EVE universe: You can have jump clones (with a few ships and modules) positioned in various parts of New Eden, allowing you to easily jump between these stations to participate in activities suitable for that location.
 
* Safeguard valuable implants when fighting other players (PvP): you can switch to a "clean clone" (i.e. a jump clone with no implants) when there is a high chance that you will be podded while engaging in PvP, to avoid losing expensive implants (which would be destroyed when you are podded).
 
* Have jump clones specialized for certain tasks: As [[Implants#Skill_Hardwirings|skill hardwiring implants]] give very specific bonuses (e.g. the {{co|wheat|Zainou 'Deadeye' Large Hybrid Turret}} implant gives a bonus to damage for large hybrid turret weapons only) and cannot be removed without destroying them, it may be worth having jump clones with implant sets geared towards different activities.  
 
  
=== Examples ===
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== Clone activation ==
* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out his [[Faction Standings|faction standings]]). Instead of flying his slow battleship between the two mission hubs, he installs a jump clone (and stations a fully fit battleship) at each mission hub. He can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
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To jump between clones, you must be docked up, ready for a session change, and only in your pod, i.e. not inside any kind of ship.
* A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec, but is worried about being ganked and losing his implants. He therefore creates a jump clone without any implants, and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.
 
* An experienced pilot wants to specialise in running [[Incursions]], but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.
 
* An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. He hates hauling, so to sell his final product he ships his items via [[Contract#Courier_Contract|courier contract]] to a [[Trade Hubs|trade hub]]. He then creates a jump clone at the trade hub, and uses it to periodically jump to the trade hub to sell his products (which is faster than flying back and forth in a ship).
 
  
== Step-by-Step instructions ==
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Open your Character Sheet window, and navigate through the "Character" tab to the "Jump Clones" subtab. From this menu, you can rename any of your existing clones (e.g. "Costly Implants" to remind you what's in the clone's head), destroy a clone, or, most importantly, jump to a clone, by clicking the "Jump" button next to it. You will immediately jump to the selected clone's location. The clone you were just in is now itself a jump clone.
=== Skills ===
 
Make sure that you meet the [[#Prerequisites|prerequisites]]:
 
* Have learned at least one level of the {{sk|Infomorph Psychology|icon=yes}} skill
 
* Have at least 900,000 ISK available to pay for the jump clone if installing at an NPC station. Owners of outposts or citadels may set fees via standings.
 
  
=== Finding a clone bay ===
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Leaving a jump clone behind at the station or structure you are jumping from requires you to pay a fee (because someone then has to look after one of your inactive bodies). This fee is 900,000 ISK at NPC stations. Owners of Upwell structures can set whatever fees they like.
  
# Access your map (default: F10)
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Alpha clones can jump between clones the character already had during an Omega clone status.
# Click on the second icon from the left in the title bar, the multicolored circle called '''Color By'''
 
# In the '''Services''' section, select '''Clone Bay'''
 
Your map will highlight all the systems with clone bays, hovering over the system will tell you exactly which station.
 
  
You can also look for clone bays in citadels which are often cheaper than stations but you ''can'' lose access to them (see below):
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=== Cooldowns ===
# Access your game menu (the first icon in the top left)
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Jumping is instantaneous but incurs a 24-hour cooldown timer before your next clone jump. Training {{sk|Infomorph Synchronizing}} cuts this cooldown by 1 hour per skill level.
# In the '''Business''' sub-menu, click on '''Structure Browser'''
 
# Click on '''Service Filter''' and select '''Clone Bay'''
 
The list will update with all the nearby structures with clone bays. The "Jump Clone Installation" column will show the installation fee for NPC structures.
 
  
=== Create a jump clone ===
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If you jump from an active clone to an inactive clone stored in the ''same'' structure or NPC station<ref name="NPC Cooldown" />, you do not get a cooldown. You can jump "within" an Upwell structure or NPC station{{Verify|title= Is this true for NPC stations?}} in this manner even within a clone jump cooldown.
[[File:Jump clone window.jpg|thumb|right|250px|The jump clone window (accessed from the character screen).]]
 
#Dock at the station, outpost, or citadel where you would like to create your jump clone.  For installing through a Rorqual or Titan you will need to be in space very close to the ship in question.
 
#Use the Clone Bay (accessible from the station services menu) to install and purchase a jump clone. Make sure to select "{{co|wheat|Jump Clone}}" (and not "{{co|wheat|Medical Clone}}" Note that the Clone Bay can be used to set your new Home station for your medical clone).<br>''Now you have both your active clone and an inactive jump clone in that station.''
 
#If you want to fly your current (active) clone to a particular location, undock from the station and do so.
 
#To jump into the new jump clone you just created, dock up at a station and leave your ship (so that you are in your capsule).
 
#Open your character sheet, and select the "{{co|wheat|Jump Clones}}" tab. Here you will see a list of all your available inactive jump clones, including their locations and any [[implants]] they may have installed. Select the jump clone you just created, and click the "{{co|wheat|Jump}}" button.<br>''Congratulations! You have just performed your first clone jump!''
 
  
You can repeat this procedure as often as you'd like to create additional jump clones, with two restrictions:
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=== Jump clones in wormholes ===
* You need to have [[#Prerequisites|sufficient levels]] in the {{sk|Infomorph Psychology|icon=yes}} and {{sk|Advanced Infomorph Psychology|icon=yes}} skills to create additional jump clones.
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Note that you cannot clone jump into, out of, or between [[wormhole]] systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system [[Thera]], which has NPC stations and acts like known space for clone jumping purposes.
* You may not create a jump clone at a station at which you currently have an inactive jump clone. You can easily get around this problem by choosing a different station, or by jumping to the offending jump clone and moving it somewhere else.
 
  
== Losing Jump Clones ==
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Players ''can'', however, install a clone in an Upwell structure with a clone bay, and switch clones within the same structure. This means that characters living inside wormhole space can keep a training clone with learning implants safe in a player-owned Upwell structure, and only put a clean clone at risk in the dangers of wormhole space.
  
Once you have installed/bought a jump clone, it is yours forever. Additionally, if you get [[pod]]ded, you will find yourself at your home station (the station where you last installed your [[clone|medical clone]]), while all your inactive jump clones will still be available (although you will lose any implants that were installed in your active clone in the moment you were podded).  This new clone you find yourself in is essentially now the jump clone you were just podded in, less any implants.
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== Uses ==
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There are three main advantages to using jump clones:
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# '''Quick travel to other parts of the EVE universe''': You can have jump clones (with a few ships and modules) positioned in various parts of New Eden, allowing you to easily jump between these stations to participate in activities suitable for that location.
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# '''Safeguarding valuable implants''': the destruction of your pod destroys any implants you had in that clone's head. You can switch to a "clean clone", that is, a jump clone with no implants when there is a significant risk that you will be podded. Players typically use clean clones for PvP in nullsec and wormhole space, and sometimes for trips into [[Abyssal Deadspace]].
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# '''Specialization for particular tasks''': as [[Implants#Skill_Hardwirings|skill hardwiring implants]] give very specific bonuses (e.g. the {{co|wheat|Zainou 'Deadeye' Large Hybrid Turret}} implant gives a bonus to damage for large hybrid turret weapons only) and cannot be removed without destroying them, it may be worth having jump clones with implant sets geared towards different activities.  
  
There are, however, three cases which would destroy one of your jump clones:
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=== Examples ===
* If an inactive jump clone is located in a [[Capital Ships|capital ship]] (with a clone vat bay module), and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed.
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* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out her [[Faction Standings|faction standings]]). Instead of flying her slow battleship between the two mission hubs, she installs a jump clone (and stations a fully fit battleship) at each mission hub. She can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
* If an inactive jump clone is located in a [[Citadels|citadel]], that clone will be destroyed if the citadel is destroyed, or if the owner of the citadel offlines or unplugs the Clone module.
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* A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec but is worried about being ganked and losing his implants. He creates a jump clone without any implants and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.  
* Due to a limitation of the game mechanics, you cannot have two ''inactive'' jump clones at the same station. The game will warn you if you try to clone jump away from a station which already has an inactive jump clone, but if you ignore its warnings, then one of your jump clones (including any implants installed in it) will be destroyed. Note that this does not apply to medical clones - it's perfectly safe to have a medical clone and an inactive jump clone in the same station.  Also you can jump from your active clone in a station or citadel to an inactive clone in the same station or citadel.
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* An experienced pilot wants to specialise in running [[Incursions]] but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.  
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* An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. They hate hauling, so to sell their final product they ship their items via [[Contract#Courier_Contract|courier contract]] to a [[Trade hubs|trade hub]]. They then create a jump clone at the trade hub, and use it periodically to get to the trade hub to sell their products faster than they could fly there in a ship).
  
You can also destroy any jump clone you via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot to then be able to install a new one at your current location, especially if the other jump clone was clean, and you don't need to have a clone at that location anymore.
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== Capital ship clone vats ==
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The Clone Vat Bay is a high-slot module that can only be fitted to [[Rorqual]]s or [[Titans]]. The relevant Rorqual or Titan pilot must have the skill {{sk|Cloning Facility Operation}} at least level I. Each level of this skill increases clone bay size by 15%; depending on pilot skill, a Rorqual's clone capacity ranges from 6 to 12 clones, while a Titan's ranges from 86 to 150.
  
== Losing Access to Jump Clones ==
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Each use of the Clone Vat Bay consumes 1 Liquid Ozone as fuel. Activating the Bay immobilizes the host ship during the Bay's 5-minute cycle time, though it does not break the tether from a friendly player structure. Pilots wishing to use the Bay must be within 5,000m of the host ship. The host ship pilot can right-click any other pilot and choose "Offer Clone Installation". This sends a prompt to the other pilot to accept the offer. Acceptance transfers 900,000 ISK from the SFI pilot to the Titan pilot and installs a clean clone.
  
Before Citadels existed, it was the case that if you had a jump clone somewhere, you could always jump to it (cool-down timer permitting). In particular, in Sov Null, if you left a jump clone in a station/outpost when you lost sov and evacuated, you could later jump back there, even if you no longer had docking (or any other) rights in that station/outpost.
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For pilots to clone jump to the host ship, the Clone Vat Bay must once again be active. Pilots then select the "Jump" button next to the relevant clone as they would with any other clone in their Character Sheet. This subtracts a further 900,000 ISK from the jumping pilot's wallet for the act of jump cloning to a facility that is not a player structure. The jumping pilot then spawns in an empty capsule about 5,000m from the host ship itself.
  
However, Clone bays in Citadels are controlled by Access Lists, and if the owner of the Citadel changes them so that you have no access to the Clone Bay, then even if you have a jump clone in that Citadel, game mechanics will prevent you from jumping into it.
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Clones are stored in an invisible part of the ship and are not destroyed if the Clone Vat Bay is unfitted, but if the host vessel is destroyed then the clones installed are lost. Clones are visible to the host vessel with the "Configure Clone Facility" option in the capacitor doughnut, which lists the pilots with clones installed, the available clone space remaining, and the option to invite or destroy a clone from another pilot. Only one clone can be installed per host vessel per pilot.
  
== Jump Clone Example ==
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Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in some niche circumstances. Titan Bridges and Ansiblex Jump Gate networks are more effective means of rapid long-distance transport and allow pilots to bring their ships with them.
Suppose you have the following clones:
 
  
*In Jita, you have a medical clone.
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== Losing jump clones ==
*In Jita, you have an inactive jump clone with a memory implant.
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Several events might cause a jump clone installed in an Upwell Structure or a Clone Vat Bay fitted on a [[capital ship]], to be disabled or destroyed, even if the pilot didn't choose to manually destroy them. Jump Clones installed in stations are safe in most cases unless the station is destroyed.
*In Rens, you have an inactive jump clone with a willpower implant.
 
*In Dodixie, you have an active clone (i.e. that's where your character is at the moment), with a perception implant.
 
  
Suppose that you fly your character from Dodixie to Rens. You will now have an active clone and an inactive jump clone in Rens.  
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Some situations might disable one of your jump clones. Disabled jump clones cannot be used, while they still count towards one's jump clones limit.
  
If you try to install a second jump clone in Rens, the game will refuse to install it. You will not lose anything.  
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There are a few events that would disable one of your jump clones:
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* Jump clones in a structure are disabled when the Clone Bay Service is offline, either turned off manually by its owner, shutdown due to structure armor being destroyed and entering its hull reinforcement timer, or simply out of fuel. Should the structure survive and be powered back up, you will regain access.
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* Jump clones in a structure are disabled if the owner of the structure changes the structure's [[Access List]] to exclude you.
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* Jump clones in a Clone Vat Bay fitted on a capital ship are disabled when the Clone Vat Bay is not active. It remains even if the Clone Vat Bay is unfitted.
  
If you tried to jump clone from Rens to Jita, you would have ended up with two inactive jump clones in Rens, which is not allowed. The game will warn you not to do this and allow you to cancel; if you ignore the warning and clone jump nonetheless, your inactive clone in Rens (with a willpower implant) will be destroyed, but you will keep the inactive clone containing the perception implant.
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Some situations might destroy one of your jump clones, removing it with its implants permanently without you being present.
  
You can, however, jump from your current body in Rens (with the perception implant) to your inactive jump clone in Rens (with the willpower implant) without destroying any jump clones.
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There are a few events that would destroy one of your jump clones:
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* Jump clones in a structure are destroyed when the Clone Bay Service is unfitted from the structure manually by its owner.
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* Jump clones in a structure are also destroyed if the structure that holding it is destroyed or unanchored.
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* Jump clones in a Clone Vat Bay fitted on a capital ship are destroyed if the ship holding it is destroyed or repackaged.
  
At any time, if you are podded, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita.
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Pilots with jump clones destroyed will receive a mail about it immediately, with the person responsible for it (such as who unfitted the Clone Bay Service) included.
  
== Clone Vat Bay Specifics ==
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You can also destroy any jump clone via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot so that you can install a new one at your current location, especially if the other jump clone has no implants in it.
===Basic details===
 
The Clone Vat Bay is a high-slot module which can only be fitted to the Rorqual Capital Industrial Ship or Titan class vessels. The skill Cloning Facility Operation to at least level I is required for operation.
 
  
The Rorqual permits 6 jump clones. Titan class vessels have enough room for 75 clones. Both of these limits are affected by the Clone Facility Operation skill (10x multiplier; +15% to clone bay size per level, or 1.15x multiplier to effective bay size). Thus, the Rorqual can take 6 clones with CFO I; 7 clones with CFO II; 9 clones with CFO III; 10 clones with CFO IV; and finally 12 clones with CFO V. In contrast a Titan takes up to 86 clones with CFO I; 99 clones with CFO II; 114 clones with CFO III; 131 clones with CFO IV; and 150 clones with CFO V.
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== Relevant skills ==
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; {{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}}
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: Allows 1 jump clone per level. Most pilots train at least some levels in this.
  
Clones are stored in an invisible part of the ship and are not destroyed if the Clone Vat Bay is unfitted, however if the host vessel is destroyed then the clones installed are lost. Clones are visible to the host vessel with the "Configure Clone Facility" option in the capacitor doughnut, which lists the pilots with clones installed, the available clone space remaining and the option to invite or destroy a clone from another pilot. Only one clone can be installed per host vessel per pilot.
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; {{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}}
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: Allows 1 additional jump clone per level. This is useful for pilots who need ''lots'' of jump clones, but many pilots never train it.
  
===Using a Clone Vat Bay===
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; {{Sk|Elite Infomorph Psychology|icon=yes|price=yes|mult=yes}}<ref>Patch notes: [https://www.eveonline.com/news/view/patch-notes-version-20-10#Skills Version 20.10 for 2022-11-08.1] Add skill Elite Infomorph Psychology</ref>
Let's assume a Titan pilot in an Avatar and another pilot who is currently in a Scythe Fleet Issue cruiser. First, the Titan pilot must fit the Clone Vat Bay and have it online, and he must have sufficient Liquid Ozone in the fuel bay, since the CVB uses 1 unit of Liquid Ozone per activation. Next, he must activate the clone bay, which, given the fact that it immobilizes the Titan and has a 5 minute cycle time, requires the usual safety precautions. (Tethering is not broken when activating a Clone Vat Bay.)
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: Allows 1 additional jump clone per level.
  
Next, the Scythe Fleet Issue pilot must be on grid with the Titan, and under 5000m in distance from the Titan itself. The Titan pilot select the SFI pilot via the right click menu and chooses "Offer Clone Installation". This sends a prompt to the SFI pilot to accept the offer, which transfers 900,000ISK from the SFI pilot to the Titan pilot and installs a clean clone. The SFI pilot is then free to warp off or go about his normal business.  
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; {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}}
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: Reduces time between clone jumps by 1 hour per level. Since the minimum possible cooldown, at level V, is still 19 hours, and since the cooldown can be avoided by swapping between two clones within an Upwell structure or NPC station<ref name="NPC Cooldown" />, this skill might not be much help to anyone who isn't constantly hopping around New Eden.
  
When the SFI pilot wishes to jump clone to the Titan, the Titan must first have the clone bay active. The SFI pilot then navigates to the Character Sheet and finds the jump clone stored in the Titan, and clicks the Jump button. This subtracts 900,000 ISK from the SFI pilot's wallet as a charge paid to the TransStellar Shipping for the act of jump cloning to a facility that is not a player Citadel type structure. The SFI pilot then spawns in an empty capsule about 5000m from the Titan itself.
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; {{sk|Cloning Facility Operation|icon=yes|price=yes|mult=yes}}
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: Required for the installation of the Clone Vat Bay module on a Rorqual or Titan. Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level. This skill is only relevant to capital ship pilots.
  
Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in extremely specific circumstances. Titan Bridges are more effective means of transport to the battle field over remote distances.
+
== References ==
 +
<references>
 +
<ref name="NPC Cooldown">Patch notes: [https://www.eveonline.com/news/view/patch-notes-version-20-07#2022-08-09.1 Version 20.07 for 2022-08-09.1] Removed Jump Clone Cooldown when swapping clones at NPC stations</ref>
 +
</references>
  
== External links ==
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{{Template:GettingStartedNav}}
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones] (2012)
 
  
 
[[Category:Getting Started]]
 
[[Category:Getting Started]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 19:13, 10 September 2024

This page covers the jump clones used by players to use different sets of implants and to move quickly around New Eden. If you are looking for the mechanic that used to be called the "medical clone", see Home Station.

Jump clones are a technology used by players to transfer ("jump") their consciousnesses from one body to another. They are effectively a "fast travel" mechanic in EVE, and they can also be used to maintain different sets of implants used for different purposes.

Summary

An animated guide to how jump clones work.‎

You can only have one active "body", but by using clones, you can move between two bodies in two different places, regardless of the distance between them, or you can swap between bodies within one station or player-owned structure.

When a character "clone jumps" from one body to another, they take their skill points, standings, corporation membership, and cerebral accelerator effects with them. However, they cannot take any items with them, and implants remain with the old body. (This makes logical sense if you think about implants as things applied to a particular physical brain.) The old body turns into a new jump clone, and they can jump back into it later. Any drugs, including their negative effects, in use at the time of the jump will be lost once the jump is complete.

If your pod is destroyed, you wake up in a fresh clone at your previously-designated Home Station. This new clone replaces the one that was lost in your pod, and your jump clones are untouched.

Creating jump clones

Required training

To create or use jump clones, you need at least one level in the skill Infomorph Psychology. This skill has no prerequisites and its first level is very quickly trained, but it does cost 1 million ISK when seeded on NPC skillbook markets and is therefore not normally an immediate purchase for very new players.

Christmas Eagle Logo.png EVE University members can get full reimbursement for this skill, among many others, through the University Skillbook Program.

Clone bay

Normally, you must also be in an NPC station or player-owned structure with "clone bay" facilities. Clone bays in NPC stations charge a moderate installation fee of 900,000 ISK. Player-owned structures have fees set by their owners and based on your standings to the owners. Friendly structures might charge much less than 900,000 ISK, down to an essentially meaningless minimum of 1 ISK.

To find a clone bay:

  1. Access your map (default: F10)
  2. Click on the second icon from the left in the title bar, the multicolored circle called Color By
  3. In the Services section, select Clone Bay

Your map will highlight all the systems with clone bays, hovering over the system will tell you exactly which station.

You can also look for clone bays in player-owned structures, which are often cheaper than stations, but might one day be lost:

  1. Access your game menu (the first icon in the top left)
  2. In the Utilities sub-menu, click on Structure Browser
  3. Click on Service Filter and select Clone Bay

The list will update with all the nearby structures with clone bays. The "Jump Clone Installation" column will show the installation fee for NPC structures.

Clone installation

This pilot is docked in a station with a clone bay, and the "Install Clone" button has lit up as an available option.‎

Once docked in a station or structure with a clone bay, either:

  • Click on the "Clone Bay" icon in the station menu (which is, by default, on the right-hand side of the screen); or
  • Open your Character Sheet either from the Neocom or by pressing alt+A, select the "Character" tab and the "Jump Clones" subtab

Then select the "Install Clone" button available on the right-hand side of the window. When the game asks whether you accept the payment for installing a jump clone, click "Yes".

You now have an inactive clone in the station where you are currently docked.

Clone activation

To jump between clones, you must be docked up, ready for a session change, and only in your pod, i.e. not inside any kind of ship.

Open your Character Sheet window, and navigate through the "Character" tab to the "Jump Clones" subtab. From this menu, you can rename any of your existing clones (e.g. "Costly Implants" to remind you what's in the clone's head), destroy a clone, or, most importantly, jump to a clone, by clicking the "Jump" button next to it. You will immediately jump to the selected clone's location. The clone you were just in is now itself a jump clone.

Leaving a jump clone behind at the station or structure you are jumping from requires you to pay a fee (because someone then has to look after one of your inactive bodies). This fee is 900,000 ISK at NPC stations. Owners of Upwell structures can set whatever fees they like.

Alpha clones can jump between clones the character already had during an Omega clone status.

Cooldowns

Jumping is instantaneous but incurs a 24-hour cooldown timer before your next clone jump. Training Infomorph Synchronizing cuts this cooldown by 1 hour per skill level.

If you jump from an active clone to an inactive clone stored in the same structure or NPC station[1], you do not get a cooldown. You can jump "within" an Upwell structure or NPC station[Verify] in this manner even within a clone jump cooldown.

Jump clones in wormholes

Note that you cannot clone jump into, out of, or between wormhole systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system Thera, which has NPC stations and acts like known space for clone jumping purposes.

Players can, however, install a clone in an Upwell structure with a clone bay, and switch clones within the same structure. This means that characters living inside wormhole space can keep a training clone with learning implants safe in a player-owned Upwell structure, and only put a clean clone at risk in the dangers of wormhole space.

Uses

There are three main advantages to using jump clones:

  1. Quick travel to other parts of the EVE universe: You can have jump clones (with a few ships and modules) positioned in various parts of New Eden, allowing you to easily jump between these stations to participate in activities suitable for that location.
  2. Safeguarding valuable implants: the destruction of your pod destroys any implants you had in that clone's head. You can switch to a "clean clone", that is, a jump clone with no implants when there is a significant risk that you will be podded. Players typically use clean clones for PvP in nullsec and wormhole space, and sometimes for trips into Abyssal Deadspace.
  3. Specialization for particular tasks: as skill hardwiring implants give very specific bonuses (e.g. the Zainou 'Deadeye' Large Hybrid Turret implant gives a bonus to damage for large hybrid turret weapons only) and cannot be removed without destroying them, it may be worth having jump clones with implant sets geared towards different activities.

Examples

  • A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out her faction standings). Instead of flying her slow battleship between the two mission hubs, she installs a jump clone (and stations a fully fit battleship) at each mission hub. She can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
  • A new member of EVE University has taken advantage of the University's implants program and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec but is worried about being ganked and losing his implants. He creates a jump clone without any implants and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.
  • An experienced pilot wants to specialise in running Incursions but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.
  • An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. They hate hauling, so to sell their final product they ship their items via courier contract to a trade hub. They then create a jump clone at the trade hub, and use it periodically to get to the trade hub to sell their products faster than they could fly there in a ship).

Capital ship clone vats

The Clone Vat Bay is a high-slot module that can only be fitted to Rorquals or Titans. The relevant Rorqual or Titan pilot must have the skill Cloning Facility Operation at least level I. Each level of this skill increases clone bay size by 15%; depending on pilot skill, a Rorqual's clone capacity ranges from 6 to 12 clones, while a Titan's ranges from 86 to 150.

Each use of the Clone Vat Bay consumes 1 Liquid Ozone as fuel. Activating the Bay immobilizes the host ship during the Bay's 5-minute cycle time, though it does not break the tether from a friendly player structure. Pilots wishing to use the Bay must be within 5,000m of the host ship. The host ship pilot can right-click any other pilot and choose "Offer Clone Installation". This sends a prompt to the other pilot to accept the offer. Acceptance transfers 900,000 ISK from the SFI pilot to the Titan pilot and installs a clean clone.

For pilots to clone jump to the host ship, the Clone Vat Bay must once again be active. Pilots then select the "Jump" button next to the relevant clone as they would with any other clone in their Character Sheet. This subtracts a further 900,000 ISK from the jumping pilot's wallet for the act of jump cloning to a facility that is not a player structure. The jumping pilot then spawns in an empty capsule about 5,000m from the host ship itself.

Clones are stored in an invisible part of the ship and are not destroyed if the Clone Vat Bay is unfitted, but if the host vessel is destroyed then the clones installed are lost. Clones are visible to the host vessel with the "Configure Clone Facility" option in the capacitor doughnut, which lists the pilots with clones installed, the available clone space remaining, and the option to invite or destroy a clone from another pilot. Only one clone can be installed per host vessel per pilot.

Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in some niche circumstances. Titan Bridges and Ansiblex Jump Gate networks are more effective means of rapid long-distance transport and allow pilots to bring their ships with them.

Losing jump clones

Several events might cause a jump clone installed in an Upwell Structure or a Clone Vat Bay fitted on a capital ship, to be disabled or destroyed, even if the pilot didn't choose to manually destroy them. Jump Clones installed in stations are safe in most cases unless the station is destroyed.

Some situations might disable one of your jump clones. Disabled jump clones cannot be used, while they still count towards one's jump clones limit.

There are a few events that would disable one of your jump clones:

  • Jump clones in a structure are disabled when the Clone Bay Service is offline, either turned off manually by its owner, shutdown due to structure armor being destroyed and entering its hull reinforcement timer, or simply out of fuel. Should the structure survive and be powered back up, you will regain access.
  • Jump clones in a structure are disabled if the owner of the structure changes the structure's Access List to exclude you.
  • Jump clones in a Clone Vat Bay fitted on a capital ship are disabled when the Clone Vat Bay is not active. It remains even if the Clone Vat Bay is unfitted.

Some situations might destroy one of your jump clones, removing it with its implants permanently without you being present.

There are a few events that would destroy one of your jump clones:

  • Jump clones in a structure are destroyed when the Clone Bay Service is unfitted from the structure manually by its owner.
  • Jump clones in a structure are also destroyed if the structure that holding it is destroyed or unanchored.
  • Jump clones in a Clone Vat Bay fitted on a capital ship are destroyed if the ship holding it is destroyed or repackaged.

Pilots with jump clones destroyed will receive a mail about it immediately, with the person responsible for it (such as who unfitted the Clone Bay Service) included.

You can also destroy any jump clone via the Jump Clone tab on your character sheet. This can be handy for freeing up a jump clone slot so that you can install a new one at your current location, especially if the other jump clone has no implants in it.

Relevant skills

Icon skillbook2.png Infomorph Psychology (1x, 1M ISK)
Allows 1 jump clone per level. Most pilots train at least some levels in this.
Icon skillbook2.png Advanced Infomorph Psychology (5x, 36M ISK)
Allows 1 additional jump clone per level. This is useful for pilots who need lots of jump clones, but many pilots never train it.
Icon skillbook2.png Elite Infomorph Psychology (12x, 500M ISK)[2]
Allows 1 additional jump clone per level.
Icon skillbook2.png Infomorph Synchronizing (2x, 5M ISK)
Reduces time between clone jumps by 1 hour per level. Since the minimum possible cooldown, at level V, is still 19 hours, and since the cooldown can be avoided by swapping between two clones within an Upwell structure or NPC station[1], this skill might not be much help to anyone who isn't constantly hopping around New Eden.
Icon skillbook2.png Cloning Facility Operation (10x, 125M ISK)
Required for the installation of the Clone Vat Bay module on a Rorqual or Titan. Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level. This skill is only relevant to capital ship pilots.

References

  1. ^ a b Patch notes: Version 20.07 for 2022-08-09.1 Removed Jump Clone Cooldown when swapping clones at NPC stations
  2. ^ Patch notes: Version 20.10 for 2022-11-08.1 Add skill Elite Infomorph Psychology