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.  
 
  
Jump clones require specific skills and standings to use, and cost ISK to set up, but can be used at will (with a cooldown period between uses).  
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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.
  
Note that [[Clone|medical clones]] are a separate topic from jump clones, as they are only activated if your pod is destroyed (i.e. being killed in game terms). They are best thought of as a respawn point that can save up to a set amount of [[Skills and Learning|skill points]].
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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.  
  
== Prerequisites ==
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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.
  
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).
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{{euninote|EVE University members can get full reimbursement for this skill, among many others, through the University [[Skillbook Program]].}}
  
Jump clones (just like medical clones) are purchased at medical facilities in stations. In order to buy (create) a jump clone, you (or your corporation) must have a [[standings|standing]] of 8.0 or better with the corporation that owns the station where you want to buy the jump clone. However, once you have bought a jump clone(s), they are yours forever (even if your standings drop, or you join a different corporation, or put them into other stations where you don't have good standing), unless you destroy them accidentally (see below).
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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.  
  
Note that [[Jumpclone Facilities|not all NPC corporations]] own stations with medical facilities. Additionally, you may also buy jump clones on board [[Capital Ship|capital ship]]s with Clone Vat Bays fitted ([[Titan]]s and [[Rorqual]]s), or in player-owned outposts in [[System_Security#Claimable_NullSec|sovereign nullsec space]].
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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 momentarily pausing your current skill training and 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 be 1 hour per skill level).
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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.
  
== Reasons for using jump clones  ==
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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:
There are three main advantages to using jump clones:
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# Access your game menu (the first icon in the top left)
* 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.
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# In the '''Utilities''' sub-menu, click on '''Structure Browser'''
* 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 are destroyed when you are podded).
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# Click on '''Service Filter''' and select '''Clone Bay'''
* 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 one different activities.  
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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.
  
=== Examples ===
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=== Clone installation ===
* 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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[[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.]]
* A member of EVE University wants to both be a part of the [[NSC|Nullsec Campus]] and still participate in the occasional event at the University's headquarters in [[Aldrat]]. The trip between these two locations is long and dangerous, so she installs a jump clone in Aldrat, allowing her to clone jump from the nullsec campus to Aldrat (and back) quickly and easily.
 
* 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 (eg. 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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Once docked in a station or structure with a clone bay, either:
=== Skills and standings ===
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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
Make sure that you meet the [[#Prerequisites|prerequisites]]:
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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
* Have learned at least one level of the {{sk|Infomorph Psychology|icon=yes}} skill
 
* Have at least 100,000 ISK available to pay for the jump clone
 
* Have [[standings]] of at least 8.0 with the NPC corporation which owns the station where you want to buy a jump clone (or be a member of a player-run corporation with standings of at least 8.0 towards said NPC corporation).
 
  
The first two steps are easy (although note that the skillbook costs 1 million ISK; members of EVE University can get this cost reimbursed through the University's [[The Skillbook Program|skillbook program]]), but the third step is more difficult. Unless you are a very prolific mission runner, you are unlikely to have standings of 8.0 with any NPC corporation, which means that you will need to take advantage of your corporation's standings with NPC corporations.  
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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".
  
* EVE University maintains these standings with two NPC corporations specifically to allow members to create jump clones; see the specific University instructions [[#EVE University instructions|below]].
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You now have an inactive clone in the station where you are currently docked.
* For pilots who are not a member of the University, the player corporation [http://forums.eveonline.com/default.aspx?g=posts&t=342466 Estel Arador Corp Services] has high standings with a large number of NPC corporations, and allows anyone to join them for a brief time in order to take advantage of this to create jump clones. This is by far the easiest way of creating jump clones ([[#Estel Arador Corp Services|see below]] for more details); it may be a good idea to take advantage of this service before joining EVE University (or while you are waiting for your application to be processed) or any other player-run corporation.
 
  
=== Create a jump clone ===
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== Clone activation ==
[[File:Jump clone window.jpg|thumb|right|250px|The jump clone window (accessed from the character screen).]]
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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.
#Dock at the station where you would like to create your jump clone.
 
#Use the medical services (accessible from the station services menu) to purchase a jump clone. Make sure to select "{{co|wheat|Jump Clone}}" (and not "{{co|wheat|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, pause your skill training queue, 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!''
 
#Don't forget to restart your skill training queue.  
 
  
You can repeat this procedure as often as you'd like to create additional jump clones, with two restrictions:
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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.
* 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.
 
* 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 belonging to the same NPC corporation, or by jumping to the offending jump clone and moving it somewhere else.
 
  
=== EVE University instructions ===
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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.
For members of EVE University based out of [[Aldrat]], here are the step-by-step instructions for creating a jump clone. As you will need to make about 50 jumps through stargates, it's recommended to do this in a fast ship (preferably a [[shuttle]], or a fast frigate).  
 
  
#Choose the station (from those [[#EVE University jump clone stations|listed below]]) where you wish to install your clone (for purposes of this example, {{co|wheat|Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support}})
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Alpha clones can jump between clones the character already had during an Omega clone status.
#Select the "Guests" tab in station before leaving to avoid being tempted to talk to the agents.
 
#Fly to {{co|wheat|Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support}}. As stated below, '''{{co|red|DO&nbsp;NOT}}''' talk with any agent there.
 
#Use the medical services (accessible from the station services menu) to purchase a jump clone. Make sure to select "{{co|wheat|Jump Clone}}" (and not "{{co|wheat|Medical Clone}}").<br>''Now you have both your active clone and an inactive jump clone in that station.''
 
#Fly back to [[PTS|Pator Tech School]] in [[Aldrat]] (if this is where you wish your current clone to be, you can obviously choose to place it anywhere) and dock up at the station.
 
#Pause your skill training queue, and leave your ship (so that you are in your capsule).
 
#Open your character sheet, and select the "{{co|wheat|Jump Clones}}" tab. Select the jump clone you just created ("{{co|wheat|Located in Isikano IX - Moon 11 - Wiyrkomi Peace Corps Logistic Support}}"), and click the "{{co|wheat|Jump}}" button.<br>''You have now jumped to your clone in Isikano, while your old body has become an inactive jump clone in Aldrat''
 
#Restart your skill training queue.
 
#Fly your new "clean" (i.e. it doesn't have any implants installed) clone back to Pator Tech School in Aldrat (or anywhere else you would like it to be).
 
  
==== Shorter way ====
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=== Cooldowns ===
You can use a shortcut to reduce the number of stargate jumps needed (although it's also a little more expensive).
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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.
  
#Set up your '''medical clone''' at [[PTS|Pator Tech School]] in [[Aldrat]], make sure you choose a grade high enough to hold all your current skill points.
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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.
#Follow steps 1-8 of the instructions above.
 
#Undock from the station, right-click on your pod, and self-destruct.
 
#You will "wake up" in Aldrat (where you had set your medical clone to). Update your medical clone to ensure you don't lose any skill points the next time you are podded. <br>''Both your original clone and your new jump clone are now in Aldrat.''
 
  
== EVE University jump clone stations ==
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=== Jump clones in wormholes ===
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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.
  
EVE University has enough [[Standings|standing]] with two corporations, [http://wiki.eveonline.com/en/wiki/Wiyrkomi_Peace_Corps_%28NPC_corporation%29 Wiyrkomi Peace Corps] and [http://wiki.eveonline.com/en/wiki/Khanid_Innovation_%28NPC_corporation%29 Khanid Innovation], to allow its members to create jump clones at stations belonging to these corporations.
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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.
  
{{important note box|italics=no|If you are a member of EVE University, do '''NOT''' start a conversation with any agents for ''Wiyrkomi Peace Corps'' or ''Khanid Innovation'', as we will lose access to these jump clone facilities, and you may be asked to leave EVE University.}}
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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.  
  
{{Jump Clones}}
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=== Examples ===
 
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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).
All of these systems are in [[high-sec|high security space]], but make sure you set your autopilot to avoid low security systems, so that you do not pass through dangerous space while traveling. You can also find these locations in the corporate [[bookmark]]s (under "{{co|wheat|Corporation Locations}}", "{{co|wheat|Jump Clones (don't talk to the agents!)}}"), for easily plotting a course and determining which is the closest to you.
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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.  
 
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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.  
Additionally, there are currently 5 shuttles on [[contract]] in Erenta, Akoninen, and Isikano, so that EVE University members can easily get back to Aldrat after jumping to their newly-created jump clones. Please contract the shuttles back to [http://forum.eveuniversity.org/memberlist.php?mode=viewprofile&u=46173 Matt Mustang] and include the system it came from so that they may be returned for future use. For up-to-date information on the shuttles check the [http://forum.eveuniversity.org/viewtopic.php?f=40&t=80510 forum page].
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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).
 
 
=== Why so far away from Aldrat? ===
 
 
 
The ability to install a jump clone at a station is based on having personal or corporate standing of 8.0 and above at that station. The (corporate) standing of EVE University towards an NPC corporation is calculated as an ''average'' of the (personal) standing of every pilot in EVE University towards that NPC corporation who:
 
* has a relationship with that NPC corporation, and
 
* has been a member for more than a week.
 
 
 
Since your standing with an NPC corporation is only calculated after the first time you interact with them (i.e. talk to one of their agents), as long as you have never had contact with them, you are not included in that calculation. Hence, members of EVE University '''{{co|red|must not}}''' talk to any of the agents of the abovementioned corporations, in order to ensure that the average stays above 8.0, allowing all EVE University members can make use of the facilities to create jump clones.
 
  
When choosing which NPC corporations to use for jump clones, EVE University needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them (or  interact with their agents), preventing jump clone access for all EVE University members.
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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.
  
== Estel Arador Corp Services  ==
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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.
  
If you are not a member of EVE University, there is another jump clone service available to you: the player corporation "{{co|wheat|Estel Arador Corp Services}}" [EACS]. It has high standings with a large number of NPC corporations, and it accepts all recruits for just a few days so that they can install jump clones and then leave EACS. Anyone joining EACS is responsible for acquiring their own copy of the {{sk|Infomorph Psychology|icon=yes}} or {{sk|Advanced Infomorph Psychology|icon=yes}} skillbook and paying the 100,000 ISK jump clone installation fee to the NPC station, but the service is otherwise free.
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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.
  
* Check out [https://forums.eveonline.com/default.aspx?g=posts&t=342466 this forum post] to find out more information about EACS, or visit [http://www.jumpclones.de their website].
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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.
* The EVE Online wiki has a [http://wiki.eveonline.com/en/wiki/Estel_Arador_Corp_Services list of EACS's jump clone stations].
 
  
Note that there are two minor dangers you should be aware of when joining EACS. It is recommended that you keep an eye on the local chat channel, and travel in fast, hard-to-catch ships (shuttles or fast frigates).  
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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.
  
;War
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== Losing jump clones ==
:Other corporations declare war on EACS from time to time in hopes of catching an innocent jump clone shopper unawares. However, as EACS offers jump clone services in a large number of places (over 1000 stations all over New eden), the odds of being caught by a war target is fairly small.
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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.
:You can check the war status of EACS before joining. Open the "{{co|wheat|People and Places}}" window, search for "{{co|wheat|Estel Arador Corp Services}}" and open their info window from the search results. Open the "{{co|wheat|War History}}" tab.  If there is a war with a "{{co|wheat|Started}}" date and no "{{co|wheat|Finished}}" date, then they are at war and you should be cautious.
 
  
;Your EACS corpmates
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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.
:Another possible hazard (mentioned in EACS' forum posting) is that their service is open to everyone, nice and not-so-nice alike. Because it is legal for members of the same corporation to shoot each other at any time, anywhere, it is perfectly legal for another capsuleer who is a member of EACS to blow you up if they manage to catch you. Again, given the size of New Eden you're very unlikely to be caught, but stay alert.
 
  
Thanks to the {{sk|Advanced Infomorph Psychology|icon=yes}} skill, you can now own up to 10 jump clones. If you wish to add a large number of jump clones during your brief stay in EACS, there are several highsec solar systems across New Eden with 4 or more possible stations to install clones, minimizing travel.
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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.
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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.
 +
* 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.
  
* Gallente Regions
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Some situations might destroy one of your jump clones, removing it with its implants permanently without you being present.
** Inghenges
 
** Jel
 
** Pozirblant
 
** Stetille
 
* Minmatar Regions
 
** Altrinur
 
** Anher
 
** Freatlidur
 
** Lustrevik
 
** Rens
 
* Amarr Regions
 
** Aphend
 
** Bahromab
 
** Baviasi
 
** Dresi
 
** Fahruni
 
** Hostni
 
** Kador Prime
 
** Kor-Azor Prime
 
** Nare
 
** Penirgman
 
** Shemah
 
** Soumi
 
** Tash-Murkon Prime
 
* Caldari Regions
 
** Auviken
 
** Haajinen
 
** Isaziwa
 
** Isenairos
 
** Korama
 
** Nonni
 
** Poinen
 
** Torrinos
 
** Vuorrassi
 
  
== Losing Jump Clones ==
+
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.
  
Once you have bought a jump clone, it is yours forever, even if your standings change, or if you join another corporation. Additionally, if you get [[pod]]ded, you will find yourself at the station where you 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). Also, you will need to update your medical clone to preserve your skill points in case of future death; your medical clone will preserve up to the number of skill points specified in the clone grade you bought, regardless of which jump clone died (i.e. the skill points saved is a property of the medical clone, not of the jump clone).  
+
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.
  
There are, however, two rare cases which would destroy one of your jump clones:
+
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.
* If an inactive jump clone is located in a [[capital|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.
 
* 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.  
 
  
=== Example ===
+
== Relevant skills ==
Suppose you have the following clones:  
+
; {{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}}
 +
: Allows 1 jump clone per level. Most pilots train at least some levels in this.
  
*In Jita, you have a medical clone.
+
; {{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}}
*In Jita, you have an inactive jump clone with a memory implant.  
+
: Allows 1 additional jump clone per level. This is useful for pilots who need ''lots'' of jump clones, but many pilots never train it.
*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.  
+
; {{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>
 +
: Allows 1 additional jump clone per level.
  
If you try to install a second jump clone in Rens, the game will refuse to install it. You will not lose anything.  
+
; {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}}
 +
: 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.
  
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.
+
; {{sk|Cloning Facility Operation|icon=yes|price=yes|mult=yes}}
 +
: 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.
  
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.
+
== 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>
  
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.
+
{{Template:GettingStartedNav}}
  
== External links ==
+
[[Category:Getting Started]]
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones] (2012)
+
[[Category:Game mechanics]]
*[http://dl.eve-files.com/media/corp/EstelArador/jumpclone_guide.pdf Jump Clone guide from Estel Arador] (2009)
 
[[Category:Guides]]
 

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.

E-UNI Emblem.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