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Jump clones: Difference between revisions

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{{related class|Jump Clones 101}}
{{related class|Jump Clones 101}}
'''Jump clones''' are a technology used by capsuleers (i.e., players in EVE) which allow them to transfer their consciousness between different bodies. [[clone|Medical clones]] and jump clones are different, 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''' are a technology used by players to transfer their consciousnesses from one body to another. Jump clones should not be confused with [[Medical Clones]].  


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, allow changing clones while inside the same structure, and generally do not cost ISK.
==Summary==
Your medical clone is the new body that you wake up in should your capsule get destroyed for any reason. You only have one medical clone and it is located in your Home Station. In addition to your medical clone, and depending on your skills, you may have up to ten jump clones. These will be located in places that you choose, and you can activate them whenever you wish.  


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).  
You can only have one active "body", but by using clones, your body can jump from system to system regardless of the distance. In game terms, when you jump from one body to another, you take your skill points, standings, corporation membership, and [[cerebral accelerator]]s with you. However, you cannot take any items with you, including [[implants]] - these remain with your old body. In effect, your old body turns into a new inactive jump clone - you can jump back into it later.


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.  
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}}. Jump clones are purchased and installed at Clone Bay facilities in NPC stations for a moderate fee. Not all stations have medical facilities, and there are a number of other facilities that can create jump clones. Once you have installed a jump clone, it will continue to exist until you destroy it.


== Prerequisites ==
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]] fitted with a Stand Up Cloning Center (fees may be set by the owner via standings).
 
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.
 
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).
 
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).
 
While you can install a clone in an Upwell structure with the clone bay service in [[w-space]], and switch clones within the same structure, you cannot clone jump into, out of, or between w-space, with the exception of [[Thera]], which acts like k-space.


{{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.}}
{{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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* 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.
* 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.
* While you can install a clone in an Upwell structure with the clone bay service in [[w-space]], and switch clones within the same structure, you cannot clone jump into, out of, or between w-space, with the exception of [[Thera]], which acts like k-space.


[[File:Eve cloning.png|thumb|center|upright=1.5|Key concepts in jump cloning.]]
[[File:Eve cloning.png|thumb|center|upright=1.5|Key concepts in jump cloning.]]
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* 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).
* 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.  
* 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.  
==Skills related to cloning==
{{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}}
{{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}}
{{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}}
{{sk|Cloning Facility Operation|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.


=== Examples ===
=== Examples ===