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Jump clones: Difference between revisions

From EVE University Wiki
Activating jump clones: Changed "at least 24 hours" to "up to 24 hours", in terms of JC cooldown, as 24 hours is the max, not the min. Deleted linked graphic, as a component is no longer valid (stated you cannot have more than one clone in a location)
Losing Jump Clones: Removed section describing destruction of clones, if more than one clone is left at a station - this is no longer valid, as of the 2021 update allowing more than one clone per location.
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Once you have installed/bought a jump clone, it is yours forever. Additionally, if you get [[pod]]ded, you will find yourself at your home station (the station where you last 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).  This new clone you find yourself in is essentially now the jump clone you were just podded in, less any implants.
Once you have installed/bought a jump clone, it is yours forever. Additionally, if you get [[pod]]ded, you will find yourself at your home station (the station where you last 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).  This new clone you find yourself in is essentially now the jump clone you were just podded in, less any implants.


There are, however, three cases which would destroy one of your jump clones:
There are, however, two cases which would destroy one of your jump clones:
* If an inactive jump clone is located in a [[Capital Ships|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.
* If an inactive jump clone is located in a [[Capital Ships|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.
* If an inactive jump clone is located in a [[Citadels|citadel]], that clone will be destroyed if the citadel is destroyed, or if the owner of the citadel offlines or unplugs the Clone module.
* If an inactive jump clone is located in a [[Citadels|citadel]], that clone will be destroyed if the citadel is destroyed, or if the owner of the citadel offlines or unplugs the Clone module.
* 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.  Also you can jump from your active clone in a station or citadel to an inactive clone in the same station or citadel.


You can also destroy any jump clone you via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot to then be able to install a new one at your current location, especially if the other jump clone was clean, and you don't need to have a clone at that location anymore.
You can also destroy any jump clone you via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot to then be able to install a new one at your current location, especially if the other jump clone was clean, and you don't need to have a clone at that location anymore.