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Skill Hardwiring: Difference between revisions

From EVE University Wiki
Updated Mindlink Slot 10 implants
Skill naming & cybernetics requirements
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Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades that give a different bonus amount. Individual faction and officer hardwires are not listed below.
Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades that give a different bonus amount. Individual faction and officer hardwires are not listed below.
==Naming==
Most Skill Hardwiring implants use a common naming scheme.  For example, ''Zainou 'Gypsy' CPU Management EE-601'' or ''Eifyr & Co. 'Gunslinger' Medium Projectile Turret MP-803''.  The key properties of the implant - skill, slot and bonus - are summarised in the name.
{| class="wikitable"
|-
! Corporation !! Series Name !! Skill !! Skill code !! Slot !! Bonus
|-
| Zainou || ''Gypsy'' || CPU Management || EE || 6 || 01
|-
| Eifyr & Co. || ''Gunslinger'' || Medium Projectile Turret || MP || 8 || 03
|}
Notes:
* Skill code is often (but not always) an abbreviation of the skill.
** Codes are not always exact abbreviations.  For example, ''MR'' for ''Motion Prediction'' (as ''MP'' is already used for ''Medium Projectile Turret'').
** Some skills have been renamed since the implant was created.  Notable examples:
*** ''Electronics'' (EE) to ''CPU Management''.
*** ''Engineering'' (EG) to ''Power Grid Management''.
*** ''Energy Systems Operation'' (EO) to ''Capacitor Systems Operation''.
* Implant slot varies from 6 to 10.
* Bonus varies from 01 (1%) to 06 (6%).  Not all implant series have all bonuses.
===Unique Skill Hardwiring Implants===
Certain foes or missions can drop uniquely named skill hardwiring implants.  For example, ''Zor's Custom Navigation Hyper-Link''.  For such implants, you will need to read the description to find the slot and bonus.
Usually, the named skill hardwiring grants the same bonus as a regular skill hardwiring, but perhaps in a different slot.  Compare:
{| class="wikitable"
|-
! Implant !! Slot !! Cybernetics !! Bonus
|-
| Zor's Custom Navigation Hyper-Link || 8 || 4
| rowspan="2" | +5% to AB and MWD speed increase
|-
| Eifyr & Co. 'Rogue' Acceleration Control AC-605 || 6 || 3
|}
==Cybernetics Skill Requirements==
A pilot must have a certain level in the [[Cybernetics]] skill to inject an skill hardwiring [[implant]].  This is checked when the implant is injected into a particular clone.  Once the implant has been injected, it will function fully when that clone is active, even if the pilot's Cybernetics skill is later reduced (such as an [[Alpha]] account or from using a [[Skill Extractor]]).
The level of Cybernetics required varies between skill hardwiring series.  For example:
{| class="wikitable"
|-
! Skill !! Series !! 01 !! 02 !! 03 !! 04 !! 05 !! 06
|-
| [[Capacitor Systems Operation]] || EO-6 || I || I || II || III || IV || V
|-
| [[Power Grid Management]] || EG-6 || I || I || II || III || IV || V
|-
| [[CPU Management]] || EE-6 || I || I || II || III || IV || V
|-
| [[Repair Systems]] || RS-6 || I || I || II || III || IV || V
|-
| [[Small Projectile Turret]] || SP-6 || I || I || I || III || III || V
|-
| [[Small Energy Turret]] || SE-6 || I || I || I || I || III || III
|-
| [[Small Hybrid Turret]] || SH-6 || I || I || I || I || III || III
|-
| [[Motion Prediction]] || MR-7 || I || I || III || III || III || V
|-
| [[Controlled Bursts]] || CB-7 || I || I || I || I || III || III
|-
| [[Trajectory Analysis]] || TA-7 || I || I || I || I || III || III
|-
| [[Medium Projectile Turret]] || MP-8 || I || I || II || III || IV || V
|-
| [[Medium Energy Turret]] || ME-8 || I || I || II || II || IV || IV
|-
| [[Medium Hybrid Turret]] || MH-8 || I || I || II || II || IV || IV
|-
| [[Surgical Strike]] || SS-9 || I || I || II || III || IV || V
|-
| [[Gunnery]] || RF-9 || I || I || II || II || IV || IV
|-
| [[Sharpshooter]] || ST-9 || I || I || II || II || IV || IV
|-
| [[Large Projectile Turret]] || LP-10 || I || I || III || III || IV || V
|-
| [[Large Energy Turret]] || LE-10 || I || I || III || III || IV || V
|-
| [[Large Hybrid Turret]] || LH-10 || I || I || III || III || IV || V
|-
| [[Weapon Upgrades]] || WU-10 || I || I || III || III || IV || V
|}
Unique skill hardwiring implants can have quite different Cybernetics requirements.  This can mean that named implants can be injected by Alpha clones even when the common variety are not.
{| class="wikitable"
|-
! Skill Hardwiring !! Slot !! Affects !! Bonus !! Cybernetics
|-
| Ogdin's Eye Coordination Enhancer || 9 || Turret tracking speed || +6% || III
|-
| Peshan's Turret Customisation Mindlink || 9 || Turret rate of fire || +7% || IV
|-
| Peshan's Turret Handling Mindlink || 10 || Large energy turret damage || +7% || IV
|-
| Sansha Modified 'Gnome' Implant || 7 || Shield capacity ''and'' shield recharge rate || +3% || III
|}


==Hardwiring by Affected Skill Area==
==Hardwiring by Affected Skill Area==