Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Jump clones: Difference between revisions

From EVE University Wiki
Update for Version 20.10 Uprising expansion, add "Elite Infomorph Psychology" in previous save.. Hit save to soon.
No edit summary
Line 8: Line 8:


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 both implants and the effects of [[drugs]] other than cerebral accelerators remain with the old body. (This makes logical sense if you think about implants and drug effects 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.
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 both implants and the effects of [[drugs]] other than cerebral accelerators remain with the old body. (This makes logical sense if you think about implants and drug effects 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.
If your pod is destroyed, you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one which was lost in your pod, and your jump clones are untouched.


== Creating jump clones ==
== Creating jump clones ==
Line 87: Line 89:


== Losing jump clones ==
== Losing jump clones ==
If your pod is destroyed, you lose any implants that were in that clone's head, and you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one which was lost in your pod.  
Servel event might cause an jump clone installed in an Upwell Structure or a Clone Vat Bay fitted on a [[capital ship]], goes disabled or destroyed, even if the pilot didn't choose to manually destroy them. Jump Clone installed in station are safe - in most cases, unless the station is destroyed to a game event.
 
Some situations might disable one of your jump clone. Disabled jump clones cannot be used, while they still count towards one's jump clones limit.
 
There are a few events which would disable one of your jump clones:
* Jump clones in structure are disabled when the Clone Bay Service is offline, either turned off manually by its owner, shutdown due to structure armor destroyed and enters 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 structure are disabled if the owner of the structure changes the structure's [[ACL|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 actived. It remains even if the Clone Vat Bay is unfitted.
 
Some situations might disable one of your jump clone, removing it with its impants permanently without you being present.
 
There are a few events which would destroy one of your jump clones:
* Jump clones in structure are destroyed when the Clone Bay Service is unfitted from the structure manually by its owner.
* Jump clones in 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.


There are a few events which would destroy one of your jump clones remotely, without you being present:
Pilots with jump clones destroyed will recieve a mail about it immediately.
# If an inactive jump clone is located in a player-owned [[Upwell structures|structure]], that clone will be destroyed if the structure is destroyed, or if the owner of the structure off-lines or unplugs the clone module.
# You will also lose access to a clone in a player structure if the owner of the structure changes the structure's [[ACL|Access List]] to exclude you.
# If a structure enters low power mode or enters its hull reinforcement timer, its clone bay will go offline and you will lose access to the clone stored there. Should the structure survive and be powered back up, you will regain access.
# If an inactive jump clone is located in the Clone Vat Bay of a [[capital ship]], and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed.


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 had no implants in it.
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 had no implants in it.