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m →Cerebral Accelerators: On accelerators vs injectors. |
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Combat-related boosters are manufactured from gasses which are [[Gas cloud harvesting|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. | Combat-related boosters are manufactured from gasses which are [[Gas cloud harvesting|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. | |||
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. Pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology|icon=yes}} 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 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. | |||
Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants. | |||
=== Skills === | |||
* {{sk|Biology|mult=yes}}: 20% bonus per skill level to attribute booster duration | |||
* {{sk|Neurotoxin Control|mult=yes}}: 5% reduction per skill level to booster side effects potency | |||
* {{sk|Neurotoxin Recovery|mult=yes}}: 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 == | == Combat boosters == | ||
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| style="background:#00081A;" | {{icon|shield booster|24}}5% Shield boosting | | style="background:#00081A;" | {{icon|shield booster|24}}5% Shield boosting | ||
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== Manufacturing == | == Manufacturing == | ||
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==Cerebral Accelerators== | ==Cerebral Accelerators== | ||
'''Cerebral Accelerators''' are boosters that increase the [[Skills and Learning#Attributes|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. | '''Cerebral Accelerators''' are a special category of boosters that increase the [[Skills and Learning#Attributes|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. | 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 booster slot, meaning that pilots cannot use two different accelerators at the same time. As noted above, boosters and implants occupy different slots, so pilots are able to use a full set of attribute-boosting [[Implants|implants]] alongside a Cerebral Accelerator. Unlike normal boosters, the cerebral accelerators stay active even if you clone jump or get podded. | Like normal boosters, all Cerebral Accelerators occupy a booster slot, meaning that pilots cannot use two different accelerators at the same time. As noted above, boosters and implants occupy different slots, so pilots are able to use a full set of attribute-boosting [[Implants|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 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 [[Skills|skill]] queue during their first few days in New Eden. Cerebral Accelerators obtained by deal | 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 [[Skills|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. | Cerebral Accelerators obtained via real-money purchases are not available on the regular market, but can be sold via contract. | ||