Difference between revisions of "Medical boosters"
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+ | |} | ||
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+ | |||
+ | AIR Boosters are obtained via the [[AIR_Career_Program|AIR Career Program]] | ||
+ | {| class="wikitable sortable" | ||
+ | |- style="background-color: #333333;" | ||
+ | ! Booster name | ||
+ | ! Slot | ||
+ | ! Bonus | ||
+ | ! Duration | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Agility Booster II | ||
+ | | style="text-align:center" | 15 | ||
+ | | style="background:#00123B;" | [[File:Icon inertia.png|24px|link=]]-10% Agility | ||
+ | | style="text-align:center" | 60 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Astro-Aquisition II Booster | ||
+ | | style="text-align:center" | 14 | ||
+ | | style="background:#00123B;" | [[File:Icon core scanner probe.png|24px|link=]]-10% Scan Probe Speed | ||
+ | | style="text-align:center" | 60 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Astro-Pinpointing II Booster | ||
+ | | style="text-align:center" | 15 | ||
+ | | style="background:#00123B;" | [[File:Icon core scanner probe.png|24px|link=]]-10% Scan Probe Deviation | ||
+ | | style="text-align:center" | 60 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Astro-Rangefinding II Booster | ||
+ | | style="text-align:center" | 16 | ||
+ | | style="background:#00123B;" | [[File:Icon core scanner probe.png|24px|link=]]-10% Scan Probe Strength | ||
+ | | style="text-align:center" | 60 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Hardshell Booster II | ||
+ | | style="text-align:center" | 11 | ||
+ | | style="background:#00123B;" | {{icon|shield booster|24}} +5% Shield Boosting<br>{{icon|armor repair|24}}+5% Armor Repair | ||
+ | | style="text-align:center" | 30 | ||
+ | |- | ||
+ | | [[File:AIR Booster I.png|32px|link=|]]<br>AIR Mining Range Booster I | ||
+ | | style="text-align:center" | 2 | ||
+ | | style="background:#00123B;" | {{icon|range|24px}}+10% Ore Harvester Range | ||
+ | | style="text-align:center" | 240 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Mining Range Booster II | ||
+ | | style="text-align:center" | 2 | ||
+ | | style="background:#00123B;" | {{icon|range|24px}}+10% Ore Harvester Range | ||
+ | | style="text-align:center" | 240 | ||
+ | |- | ||
+ | | [[File:AIR Booster I.png|32px|link=|]]<br>AIR Mining Yield Booster I | ||
+ | | style="text-align:center" | 3 | ||
+ | | style="background:#00123B;" | [[File:Icon strip miner i.png|24px]]+5% Ore Harvester Yield | ||
+ | | style="text-align:center" | 240 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Mining Yield Booster II | ||
+ | | style="text-align:center" | 3 | ||
+ | | style="background:#00123B;" | [[File:Icon strip miner i.png|24px]]+10% Ore Harvester Yield | ||
+ | | style="text-align:center" | 240 | ||
+ | |- | ||
+ | | [[File:AIR Booster III.png|32px|link=|]]<br>AIR Mining Yield Booster III | ||
+ | | style="text-align:center" | 3 | ||
+ | | style="background:#00123B;" | [[File:Icon strip miner i.png|24px]]+15% Ore Harvester Yield | ||
+ | | style="text-align:center" | 240 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Nirvana Booster II | ||
+ | | style="text-align:center" | 15 | ||
+ | | style="background:#00123B;" | {{icon|shield|24px}}+6% Shield HP | ||
+ | | style="text-align:center" | 120 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Overclocker Booster II | ||
+ | | style="text-align:center" | 11 | ||
+ | | style="background:#00123B;" | {{icon|velocity|24px}}+5% Ship Velocity | ||
+ | | style="text-align:center" | 30 | ||
+ | |- | ||
+ | | [[File:AIR Booster III.png|32px|link=|]]<br>AIR Overclocker Booster III | ||
+ | | style="text-align:center" | 1 | ||
+ | | style="background:#00123B;" | [[File:Icon inertia.png|24px|link=]] -5% Ship Agility<br>[[File:Icon capacitor capacity.png|24px]]-5% Capacitor Recharge | ||
+ | | style="text-align:center" | 60 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Pyrolancea Booster II | ||
+ | | style="text-align:center" | 11 | ||
+ | | style="background:#00123B;" | {{icon|turret new|24}} +5% Turret Damage<br>{{icon|missile|24}}+5% Missile Damage | ||
+ | | style="text-align:center" | 30 | ||
+ | |- | ||
+ | | [[File:AIR Booster II.png|32px|link=|]]<br>AIR Rapture Booster II | ||
+ | | style="text-align:center" | 15 | ||
+ | | style="background:#00123B;" | [[File:Icon capacitor capacity.png|24px]]-6% Capacitor Recharge | ||
+ | | style="text-align:center" | 120 | ||
+ | |- | ||
+ | | [[File:AIR Booster III.png|32px|link=|]]<br>AIR Repairer Booster III | ||
+ | | style="text-align:center" | 16 | ||
+ | | style="background:#00123B;" | {{icon|shield booster|24}} -15% Shield Cycle Time<br>{{icon|armor repair|24}}-15% Armor Cycle Time | ||
+ | | style="text-align:center" | 60 | ||
|} | |} | ||
Revision as of 22:49, 12 September 2023
Reason: Most (all?) Cerebral Accelerators purchased from the EvE store as part of bundles etc. are now directly injected into the character when redeemed and can no longer be sold/traded
Medical boosters, often simply called boosters, are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects, but have dramatically reduced effects.
Combat-related boosters are manufactured from gasses which are harvested from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters.
A separate group of skill training boosters called "cerebral accelerators" are obtained through in-game events, and generally have an expiration date after which they will not function.
Using boosters
To use a booster, right click on it and select "Consume". This can be done in space or at a station. Boosters cannot be used remotely: for use in a station, they must be in one of your ships or hangars, while in space they must be in your cargo hold.
Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for neural implants. Booster slots represent your character's capacity to absorb particular types of drug, rather than the spaces in your character's brain represented by implant slots.
It is not possible to override an booster once it has been consumed by taking another booster for the same slot, except by jumping out of the clone and back into it. Pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of Biology the user has trained.
Each type of booster has four potential side effects associated with it. When the booster is used, each of these effects has a separate chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. This means that for example Standard booster at 0 level Neurotoxin Recovery has 59,04% chance of at least single side effect occurring, which is in stark contrast to 20% that is claimed by in-game tooltip. With Neurotoxin Recovery 5, Standard booster has ~47,79% chance of at least single side effect occurring.
Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
Skills
- Biology (1x): 20% bonus per skill level to attribute booster duration
- Neurotoxin Control (2x): 5% reduction per skill level to booster side effects potency
- Neurotoxin Recovery (5x): 5% reduction per skill level to the chance of having a negative side effect
Implants
The Eifyr and Co. 'Alchemist' line of neural implants can enhance the duration of boosters, or reduce the probability or potency of side effects. See implants for more information.
Combat boosters
Manufactured boosters
There are 8 different abilities that combat boosters can affect, divided into four different grades. These all have base duration of 30 minutes.
Booster name | Attribute | Slot | Bonuses by grade | Potential side effects | Gas prefix | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Synth | Standard | Improved | Strong | ||||||||
![]() Blue Pill |
![]() |
1 | +6% | +20% | +25% | +30% | Capacitor capacity | Missile explosion velocity | Shield capacity | Turret optimal range | Amber |
![]() Exile |
![]() |
1 | +6% | +20% | +25% | +30% | Armor hitpoints | Capacitor capacity | Missile explosion radius | Turret tracking | Celadon |
![]() Mindflood |
![]() |
1 | +6% | +10% | +15% | +20% | Armor repair amount | Missile explosion radius | Shield boosting amount | Turret optimal range | Malachite |
![]() X-Instinct |
![]() |
1 | -4.5% | -7.5% | -11.25% | -15% | Armor hitpoints | Missile velocity | Shield capacity | Turret falloff | Vermillion |
![]() Drop |
![]() |
2 | +6% | +25% | +31.25% | +37.5% | Armor repair amount | Shield capacity | Turret falloff | Velocity | Viridian |
![]() Frentix |
![]() |
2 | +6% | +10% | +15% | +20% | Armor hitpoints | Shield boosting amount | Turret tracking | Velocity | Lime |
![]() Sooth Sayer |
![]() |
2 | +6% | +10% | +15% | +20% | Armor repair amount | Shield capacity | Turret optimal range | Velocity | Azure |
![]() Crash |
![]() |
3 | -6% | -20% | -25% | -30% | Armor hitpoints | Missile velocity | Shield boosting amount | Velocity | Golden |
Other boosters
There are other combat boosters which are not manufactured by players, and which do not have side effects.
Agency boosters are rewarded by various events related to The Agency. Dose II versions can also be bought from DED LP store. These have base duration of 30 minutes.
Booster name | Attribute | Slot | Bonuses by grade | |||
---|---|---|---|---|---|---|
Dose I | Dose II | Dose III | Dose IV | |||
![]() Agency 'Hardshell' |
![]() ![]() |
11 | +3% | +5% | +7% | +9% |
![]() Agency 'Overclocker' |
![]() | |||||
![]() Agency 'Pyrolancea' |
![]() ![]() |
Halcyon Boosters are obtained via the Evergreen Daily Login Rewards and have a base duration of 2 hours.
Booster name | Attribute | Slot | Bonuses by grade | ||||
---|---|---|---|---|---|---|---|
Dose I | Dose II | Dose III | Dose IV | Dose V | |||
![]() Halcyon R |
![]() ![]() ![]() ![]() ![]() ![]() |
5 | +1% | +2% | +3% | +4% | +5% |
![]() ![]() ![]() ![]() ![]() ![]() |
+2% | +4% | +6% | +8% | +10% | ||
![]() Halcyon G |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 | +1% | +2% | +3% | +4% | +5% |
![]() ![]() ![]() |
+2% | +4% | +6% | +8% | +10% | ||
![]() Halcyon B |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 | +1% | +2% | +3% | +4% | +5% |
![]() ![]() |
+2% | +4% | +6% | +8% | +10% | ||
![]() |
+4 | +8 | +12 | +16 | +20 | ||
![]() Halcyon Y |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 | +1% | +2% | +3% | +4% | +5% |
![]() ![]() ![]() ![]() ![]() |
+2% | +4% | +6% | +8% | +10% | ||
![]() ![]() |
+4 | +8 | +12 | +16 | +20 |
Faction-specific boosters can be obtained as Faction Warfare rewards and have a base duration of 2 hours. They are currently set to expire at 2023.09.05 10:59:00 EVE time.
Booster name | Attribute | Slot | Bonuses by grade | ||||
---|---|---|---|---|---|---|---|
Dose I | Dose II | Dose III | Dose IV | ||||
![]() Federation Electronics Booster |
![]() ![]() |
14 | +4% | +8% | +12% | +16% | |
![]() |
-4% | -8% | -12% | -16% | |||
![]() Imperial Electronics Booster |
![]() ![]() |
14 | +4% | +8% | +12% | +16% | |
![]() |
-4% | -8% | -12% | -16% | |||
![]() Republic Electronics Booster |
![]() ![]() |
14 | +4% | +8% | +12% | +16% | |
![]() |
-4% | -8% | -12% | -16% | |||
![]() State Electronics Booster |
![]() ![]() |
14 | +4% | +8% | +12% | +16% | |
![]() |
-4% | -8% | -12% | -16% | |||
![]() Federation Defense Booster |
![]() |
15 | +3% | +6% | +9% | +12% | |
![]() |
+2% | +4% | +6% | +8% | |||
![]() Federation Projection Booster |
![]() ![]() |
15 | +3% | +6% | +9% | +12% | |
![]() Imperial Defense Booster |
![]() |
15 | +2% | +4% | +6% | +8% | |
![]() Imperial Projection Booster |
![]() ![]() |
15 | +3% | +6% | +9% | +12% | |
![]() Republic Defense Booster |
![]() |
15 | +2% | +4% | +6% | +8% | |
![]() Republic Projection Booster |
![]() |
15 | +3% | +6% | +9% | +12% | |
![]() |
+4% | +8% | +12% | +16% | |||
![]() State Defense Booster |
![]() |
15 | +2% | +4% | +6% | +8% | |
![]() State Projection Booster |
![]() ![]() |
15 | +3% | +6% | +9% | +12% | |
![]() Federation Mobility Booster |
![]() |
16 | -2% | -4% | -6% | -8% | |
![]() |
+3% | +6% | +9% | +12% | |||
![]() |
-3% | -6% | -9% | -12% | |||
![]() Imperial Mobility Booster |
![]() |
16 | +2% | +4% | +6% | +8% | |
![]() |
+3% | +6% | +9% | +12% | |||
![]() |
-3% | -6% | -9% | -12% | |||
![]() Republic Mobility Booster |
![]() |
16 | +2% | +4% | +6% | +8% | |
![]() |
+3% | +6% | +9% | +12% | |||
![]() |
-3% | -6% | -9% | -12% | |||
![]() State Mobility Booster |
![]() |
16 | -2% | -4% | -6% | -8% | |
![]() |
+3% | +6% | +9% | +12% | |||
![]() |
-3% | -6% | -9% | -12% | |||
![]() Federation Application Booster |
![]() ![]() |
17 | +3% | +6% | +9% | +12% | |
![]() Federation Damage Booster |
![]() ![]() |
17 | +2% | +4% | +6% | +8% | |
![]() Imperial Application Booster |
![]() ![]() |
17 | +3% | +6% | +9% | +12% | |
![]() Imperial Damage Booster |
![]() ![]() |
17 | +2% | +4% | +6% | +8% | |
![]() Republic Application Booster |
![]() |
17 | +3% | +6% | +9% | +12% | |
![]() |
+4% | +8% | +12% | +16% | |||
![]() Republic Damage Booster |
![]() ![]() |
17 | +2% | +4% | +6% | +8% | |
![]() State Application Booster |
![]() ![]() |
17 | +3% | +6% | +9% | +12% | |
![]() State Damage Booster |
![]() ![]() |
17 | +2% | +4% | +6% | +8% |
AIR Boosters are obtained via the AIR Career Program
Booster name | Slot | Bonus | Duration |
---|---|---|---|
File:AIR Booster II.png AIR Agility Booster II |
15 | ![]() |
60 |
File:AIR Booster II.png AIR Astro-Aquisition II Booster |
14 | ![]() |
60 |
File:AIR Booster II.png AIR Astro-Pinpointing II Booster |
15 | ![]() |
60 |
File:AIR Booster II.png AIR Astro-Rangefinding II Booster |
16 | ![]() |
60 |
File:AIR Booster II.png AIR Hardshell Booster II |
11 | ![]() ![]() |
30 |
File:AIR Booster I.png AIR Mining Range Booster I |
2 | ![]() |
240 |
File:AIR Booster II.png AIR Mining Range Booster II |
2 | ![]() |
240 |
File:AIR Booster I.png AIR Mining Yield Booster I |
3 | ![]() |
240 |
File:AIR Booster II.png AIR Mining Yield Booster II |
3 | ![]() |
240 |
File:AIR Booster III.png AIR Mining Yield Booster III |
3 | ![]() |
240 |
File:AIR Booster II.png AIR Nirvana Booster II |
15 | ![]() |
120 |
File:AIR Booster II.png AIR Overclocker Booster II |
11 | ![]() |
30 |
File:AIR Booster III.png AIR Overclocker Booster III |
1 | ![]() ![]() |
60 |
File:AIR Booster II.png AIR Pyrolancea Booster II |
11 | ![]() ![]() |
30 |
File:AIR Booster II.png AIR Rapture Booster II |
15 | ![]() |
120 |
File:AIR Booster III.png AIR Repairer Booster III |
16 | ![]() ![]() |
60 |
Antipharmakon can be received from running Drifter hives in Drifter wormholes. These have base duration of 30 minutes.
Quafe zero is often available as a event gift or event reward. Quafe zero has base duration of one hour.
Booster name | Slot | Bonus |
---|---|---|
![]() Quafe Zero |
1 | ![]() ![]() |
![]() Quafe Zero Green Apple |
![]() ![]() |
Nugoehuvi synth blue pill booster is one of the possible rewards from Caldari epic arc. They have a base duration of 33 minutes.
Booster name | Slot | Bonus |
---|---|---|
![]() Nugoehuvi Synth Blue Pill Booster |
1 | ![]() |
Strong Veilguard Booster increases stabilized cloak duration. Booster BPC can be bought in Sisters of EVE loyalty point store.
Booster name | Slot | Bonus |
---|---|---|
![]() Strong Veilguard Booster |
14 | 200% stabilized cloak duration |
Manufacturing
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in cosmic signatures found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.
Processing gas
Gas must be processed into pure booster material before the final product is created. This is done using reactors at a refinery structure.
Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.
Booster creation
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements, and can be done in high security space. Manufactoring the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.
Cerebral Accelerators
Cerebral Accelerators are a special category of boosters that increase the attributes of character, thereby increasing the speed at which they accrue skill points. Some Cerebral Accelerators provide additional bonuses to combat stats, but most only affect character attributes.
The attribute bonus given by Cerebral Accelerators varies by type and method of acquisition, but all Cerebral Accelerators boost all attributes by the same amount: a booster might give a +2 bonus to all attributes or a +4 bonus, for instance, but it will not give a +2 bonus to some attributes and a +4 bonus to others.
Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. Like normal boosters, Cerebral Accelerators have their duration (and therefore potential total SP gain) increased by the character skill Biology. NOTE: The current Biology skill level in effect at the time you inject the Cerebral Accelerator will apply to its entire duration even if you train additional Biology levels while the booster is active. So, if you have not trained Biology yet, you really ought to get it to IV or even V before using a Cerebral Accelerator because (at level V) it will double the duration and therefore the total benefit you get.
As noted above, boosters and implants occupy different slots, so pilots are able to use a full set of attribute-boosting implants alongside a Cerebral Accelerator. Unlike normal boosters, and unlike implants, the cerebral accelerators stay active even if you clone jump or get podded.
The most common sources of Cerebral Accelerators are various periodical events such as Crimson Harvest. These accelerators are valid for only limited time, after which they expire and can no longer be used.
The second source of accelerators are deals offered to new players by CCP (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their skill queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offers are only usable for characters below a certain in-game age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration.
Cerebral Accelerators obtained via real-money purchases are not available on the regular market, but can be sold via contract. [Note: I don't think this is true anymore (28 May 2023) as I believe all Cerebral Accelerators purchasable as part of bundles from the store are now directly injected on redemption. But also, these no longer have a "new character only" requirement so characters of any age can benefit from the various new player bundles in the store]
Players purchasing Accelerators must weigh up the ISK-for-SP efficiency of Accelerators against that of purchased skill injectors. Depending on market fluctuations, injectors might be a better purchase for lower-SP characters. The diminishing returns on injectors for characters with more SP make Accelerators more worthwhile for more advanced characters. Accelerators which are obtained for free from events, or looted, or gifted to a player, are of course worth using and do not raise the same ISK-efficiency questions.
Redemption
When a player purchases a subscription package that includes a Cerebral Accelerator of any kind, the Accelerator will be delivered via the item redemption system. To redeem a Cerebral Accelerator:
- Go to the character selection screen.
- If the Accelerator is available to be redeemed, a “Redeem Items” ribbon with be located along the bottom of the screen. Click on this, and a list of all the items available to be redeemed will be shown.
- Drag and drop the Accelerator onto the portrait of the character you want to receive it.
- The item will be delivered to the Item Hangar of the station in which the designated character is currently docked (Note: I don't think this is true anymore (28 May 2023), as Cerebral Accelerators purchased in bundles from the store are now directly injected into the character on redemption so they will never appear in your Item Hangar, cannot be traded, etc.).
- Note: It is advisable to move the desired character to the station you want the item at before redeeming the item. That way there is zero chance of losing it during transport.
- To activate the Accelerator, right click on it in the Item Hangar and choose “Consume”.