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{{hatnote|This article is about the nature of implants in general. For the article about the University service that provides +3 implants at a discounted price to EVE University students, see [[The +3 Implants Program]].}} | {{hatnote|This article is about the nature of implants in general. For the article about the University service that provides +3 implants at a discounted price to EVE University students, see [[The +3 Implants Program]].}} | ||
'''Implants''' are items that you can plug into your character's brain to boost skills and attributes, helping you to learn faster and be more effective. | '''Implants''' are items that you can plug into your character's brain to boost skills and attributes, helping you to learn faster and be more effective. | ||
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Implants can be acquired from [[Loyalty Points|Loyalty Point Stores]] of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace. | Implants can be acquired from [[Loyalty Points|Loyalty Point Stores]] of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace. | ||
==Using an Implant== | == Using an Implant == | ||
To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little. This is done by going to your Character Sheet, selecting Augmentations, right-clicking the implant in question, and selecting Unplug. | To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little. This is done by going to your Character Sheet, Character tab selecting Augmentations, right-clicking the implant in question, and selecting {{Co|red|!}} Unplug. | ||
Certain implants require the use of an [[Clone states#Omega clones|Omega clone]] in order to inject. | Certain implants require the use of an [[Clone states#Omega clones|Omega clone]] in order to inject. | ||
==Keeping your Implants safe== | == Keeping your Implants safe == | ||
Upgrading a set of implants can be an expensive decision because it destroys the old set. Instead, you could buy a [[Jump clones|jump clone]], jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP or in certain cases, by some NPCs such as Triglavians. | Upgrading a set of implants can be an expensive decision because it destroys the old set. Instead, you could buy a [[Jump clones|jump clone]], jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP or in certain cases, by some NPCs such as Triglavians. | ||
You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Training the | You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Training the {{Sk|Infomorph Synchronizing}} skill reduces this limitation by one hour for each level trained. Continue reading for more [[#Tips and Practical Applications with Jump Clones|tips and practical applications with jump clones]]. | ||
==Attribute Enhancers== | == Attribute Enhancers == | ||
Each attribute enhancing implant boosts a particular attribute, with some of the best (and rarest, and therefore most expensive) ones giving additional bonuses. | Each attribute enhancing implant boosts a particular attribute, with some of the best (and rarest, and therefore most expensive) ones giving additional bonuses. | ||
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To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set. The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set. | To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set. The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set. | ||
===Advanced Attribute Enhancer Reference=== | === Advanced Attribute Enhancer Reference === | ||
The Kronos release in June 2014 made significant changes to these, which will be reflected below. | The Kronos release in June 2014 made significant changes to these, which will be reflected below. | ||
Notably, unqualified version were renamed to "High-grade" and given a +4 bonus; some Low-grade implants were renamed to Mid-grade and given a +3 bonus; and for those, a new Low-grade version was introduced. Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only. (See the Implants section near bottom of [ | Notably, unqualified version were renamed to "High-grade" and given a +4 bonus; some Low-grade implants were renamed to Mid-grade and given a +3 bonus; and for those, a new Low-grade version was introduced. Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only. (See the Implants section near bottom of [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos Patch Notes].) | ||
{| class="wikitable" style="padding:5px; text-align:right;" | {| class="wikitable" style="padding: 5px; text-align: right;" | ||
|- style="background-color:#222222;" | |- style="background-color: #222222;" | ||
! rowspan="2" | Category | ! rowspan="2" | Category | ||
! rowspan="2" | Secondary Effect | ! rowspan="2" | Secondary Effect | ||
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! rowspan="2" | Total Effect | ! rowspan="2" | Total Effect | ||
! rowspan="2" | Attributes | ! rowspan="2" | Attributes | ||
|- style="background-color:#222222;" | |- style="background-color: #222222;" | ||
| 1-5 | | 1-5 | ||
| 6 (Omega) | | 6 (Omega) | ||
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|} | |} | ||
===Special Genolution Core Augmentation Set=== | === Special Genolution Core Augmentation Set === | ||
A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III. | A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III. | ||
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Total Effect Bonus is 4.25% for a full set for each of the bonuses. Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses. | Total Effect Bonus is 4.25% for a full set for each of the bonuses. Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses. | ||
==Skill Hardwirings== | == Skill Hardwirings == | ||
Skill hardwirings increase the skill specified in the implant's description. | Skill hardwirings increase the skill specified in the implant's description. | ||
Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 '''Inherent Implants 'Lancer' Small Energy Turret SE-601''' increases Small Energy Turret damage by 1% (similar to {{sk|Small Energy Turret}}). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase. | Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 '''Inherent Implants 'Lancer' Small Energy Turret SE-601''' increases Small Energy Turret damage by 1% (similar to {{sk|Small Energy Turret|icon= yes}}). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase. | ||
For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]]. | For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]]. | ||
==Tips and Practical Applications with Jump Clones== | == Tips and Practical Applications with Jump Clones == | ||
Some clever things can be done by combining the specialization that implants allow on each clone with the ability to change between clones—and potentially teleport across many systems or constellations—that jump clones enable. | Some clever things can be done by combining the specialization that implants allow on each clone with the ability to change between clones—and potentially teleport across many systems or constellations—that jump clones enable. | ||
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* A training clone with very expensive attribute enhancers, stored in high-[[System security|security]] space. They could jump into this clone for low-risk activities in hisec, and for times when they might be logged off for days or weeks and doing nothing else with the character | * A training clone with very expensive attribute enhancers, stored in high-[[System security|security]] space. They could jump into this clone for low-risk activities in hisec, and for times when they might be logged off for days or weeks and doing nothing else with the character | ||
* A PvP-dedicated clone with expensive skill hardwirings that enhance their PvP efficacy (such as a set of Snake implants for a speed boost), stored in or near low-security space. They could jump into this clone for PvP in losec, where ship destruction is likely but the loss of a pod, and therefore a clone, is less likely due to the lack of bubbles. | * A PvP-dedicated clone with expensive skill hardwirings that enhance their PvP efficacy (such as a set of Snake implants for a speed boost), stored in or near low-security space. They could jump into this clone for PvP in losec, where ship destruction is likely but the loss of a pod, and therefore a clone, is less likely due to the lack of bubbles. | ||
* An expendable clone with cheap attribute enhancers, stored in null-security space. The loss of a pod is more likely in nullsec due to the potential use of bubbles, and an expendable clone manages this risk. Having a clone stored in nullsec also lets the player avoid | * An expendable clone with cheap attribute enhancers, stored in null-security space. The loss of a pod is more likely in nullsec due to the potential use of bubbles, and an expendable clone manages this risk. Having a clone stored in nullsec also lets the player avoid traveling through risky bottleneck systems where Empire space meets nullsec, which are more likely to be camped. | ||
This is only one possible distribution of clones and implants, but it illustrates some of the utility of different combinations of clone placement and implant sets. Pilots with different career paths can consider which implant and clone arrangements might suit them best. | This is only one possible distribution of clones and implants, but it illustrates some of the utility of different combinations of clone placement and implant sets. Pilots with different career paths can consider which implant and clone arrangements might suit them best. | ||