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Jump clones: Difference between revisions

From EVE University Wiki
Arin Mara (talk | contribs)
m Alpha characters can jump to Omega clones
m Remove |right and |300px from thumb, these are the defaults. Remove "no" parameters from {{Sk}} these are the defaults so no need. Update for Version 20.07 for 2022-08-09.1.
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==Summary==
==Summary==
 
[[File:Jumpcloneexample.gif|thumb|An animated guide to how jump clones work.‎]]
[[File:Jumpcloneexample.gif|right|thumb|300px|An animated guide to how jump clones work.‎]]
You can only have one active "body", but by using clones, you can move between two bodies in two different places, regardless of the distance between them, or you can swap between bodies within one station or player-owned structure.
You can only have one active "body", but by using clones, you can move between two bodies in two different places, regardless of the distance between them, or you can swap between bodies within one station or player-owned structure.


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=== Required training ===
=== Required training ===
 
To create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology}}. This skill has no prerequisites and its first level is very quickly trained, but it does cost 1 million ISK when seeded on NPC skillbook markets and is therefore not normally an immediate purchase for very new players.
To create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology|icon=no|price=no|mult=no}}. This skill has no prerequisites and its first level is very quickly trained, but it does cost 1 million ISK when seeded on NPC skillbook markets and is therefore not normally an immediate purchase for very new players.


{{euninote|EVE University members can get full reimbursement for this skill, among many others, through the University [[Skillbook Program]].}}
{{euninote|EVE University members can get full reimbursement for this skill, among many others, through the University [[Skillbook Program]].}}


=== Clone bays ===
=== Clone bays ===
Normally, you must also be in an NPC station or [[Upwell structures|player-owned structure]] with "clone bay" facilities. Clone bays in NPC stations charge a moderate installation fee of 900,000 ISK. Player-owned structures have fees set by their owners and based on your standings to the owners. Friendly structures might charge much less than 900,000 ISK, down to an essentially meaningless minimum of 1 ISK.  
Normally, you must also be in an NPC station or [[Upwell structures|player-owned structure]] with "clone bay" facilities. Clone bays in NPC stations charge a moderate installation fee of 900,000 ISK. Player-owned structures have fees set by their owners and based on your standings to the owners. Friendly structures might charge much less than 900,000 ISK, down to an essentially meaningless minimum of 1 ISK.  


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To find a clone bay:
To find a clone bay:
# Access your map (default: {{Button|F10}})  
# Access your map (default: {{Button|F10}})  
# Click on the second icon from the left in the title bar, the multicolored circle called '''Color By'''
# Click on the second icon from the left in the title bar, the multicolored circle called '''Color By'''
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=== Clone installation ===
=== Clone installation ===
 
[[File:Jump_clone_interface_2021.png|thumb|This pilot is docked in a station with a clone bay, and the "Install Clone" button has lit up as an available option.‎]]
[[File:Jump_clone_interface_2021.png|thumb|300px|This pilot is docked in a station with a clone bay, and the "Install Clone" button has lit up as an available option.‎]]


Once docked in a station or structure with a clone bay, either:
Once docked in a station or structure with a clone bay, either:
* Click on the "Clone Bay" icon in the station menu (which is, by default, on the right-hand side of the screen); or
* Click on the "Clone Bay" icon in the station menu (which is, by default, on the right-hand side of the screen); or
* Open your [[Character Sheet]] either from the Neocom or by pressing alt+A, select the "Character" tab and the "Jump Clones" subtab
* Open your [[Character Sheet]] either from the Neocom or by pressing {{Button|alt}}+{{Button|A}}, select the "Character" tab and the "Jump Clones" subtab


Then select the "Install Clone" button available on the right-hand side of the window. When the game asks whether you accept the payment for installing a jump clone, click "Yes".
Then select the "Install Clone" button available on the right-hand side of the window. When the game asks whether you accept the payment for installing a jump clone, click "Yes".
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== Clone activation ==
== Clone activation ==
To jump between clones, you must be docked up, ready for a session change, and only in your pod, i.e. not inside any kind of ship.
To jump between clones, you must be docked up, ready for a session change, and only in your pod, i.e. not inside any kind of ship.


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=== Cooldowns ===
=== Cooldowns ===
Jumping is instantaneous but incurs a 24-hour cooldown timer before your next clone jump. Training {{sk|Infomorph Synchronizing}} cuts this cooldown by 1 hour per skill level.


Jumping is instantaneous but incurs a 24-hour cooldown timer before your next clone jump. Training {{sk|Infomorph Synchronizing|icon=no|price=no|mult=no}} cuts this cooldown by 1 hour per skill level.
If you you jump from an active clone to an inactive clone stored in the ''same'' structure or NPC station<ref name="NPC Cooldown" />, you do not get a cooldown. You can jump "within" an Upwell structure or NPC station{{Verify|title= Is this true for NPC stations?}} in this manner even within a clone jump cooldown.
 
If you are in a player-owned [[Upwell structures|Upwell structure]] and you jump from an active clone to an inactive clone stored in the ''same'' structure, you do not get a cooldown. You can jump "within" an Upwell structure in this manner even within a clone jump cooldown.


=== Jump clones in wormholes ===
=== Jump clones in wormholes ===
Note that you cannot clone jump into, out of, or between [[wormhole]] systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system [[Thera]], which has NPC stations and acts like known space for clone jumping purposes.
Note that you cannot clone jump into, out of, or between [[wormhole]] systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system [[Thera]], which has NPC stations and acts like known space for clone jumping purposes.


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=== Examples ===
=== Examples ===
# A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out her [[Faction Standings|faction standings]]). Instead of flying her slow battleship between the two mission hubs, she installs a jump clone (and stations a fully fit battleship) at each mission hub. She can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out her [[Faction Standings|faction standings]]). Instead of flying her slow battleship between the two mission hubs, she installs a jump clone (and stations a fully fit battleship) at each mission hub. She can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
# A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec but is worried about being ganked and losing his implants. He creates a jump clone without any implants and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.  
* A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec but is worried about being ganked and losing his implants. He creates a jump clone without any implants and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.  
# An experienced pilot wants to specialise in running [[Incursions]], but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.  
* An experienced pilot wants to specialise in running [[Incursions]], but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.  
# An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. They hate hauling, so to sell their final product they ship their items via [[Contract#Courier_Contract|courier contract]] to a [[Trade hubs|trade hub]]. They then create a jump clone at the trade hub, and use it periodically to get to the trade hub to sell their products faster than they could fly there in a ship).
* An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. They hate hauling, so to sell their final product they ship their items via [[Contract#Courier_Contract|courier contract]] to a [[Trade hubs|trade hub]]. They then create a jump clone at the trade hub, and use it periodically to get to the trade hub to sell their products faster than they could fly there in a ship).


== Capital ship clone vats ==
== Capital ship clone vats ==
The Clone Vat Bay is a high-slot module that can only be fitted to [[Rorqual]]s or [[Titans]]. The relevant Rorqual or Titan pilot must have the skill {{sk|Cloning Facility Operation}} at least level I. Each level of this skill increases clone bay size by 15%; depending on pilot skill, a Rorqual's clone capacity ranges from 6 to 12 clones, while a Titan's ranges from 86 to 150.
The Clone Vat Bay is a high-slot module that can only be fitted to [[Rorqual]]s or [[Titans]]. The relevant Rorqual or Titan pilot must have the skill {{sk|Cloning Facility Operation}} at least level I. Each level of this skill increases clone bay size by 15%; depending on pilot skill, a Rorqual's clone capacity ranges from 6 to 12 clones, while a Titan's ranges from 86 to 150.


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== Losing jump clones ==
== Losing jump clones ==
If your pod is destroyed, you lose any implants that were in that clone's head, and you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one which was lost in your pod.  
If your pod is destroyed, you lose any implants that were in that clone's head, and you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one which was lost in your pod.  


There are a few events which would destroy one of your jump clones remotely, without you being present:
There are a few events which would destroy one of your jump clones remotely, without you being present:
# If an inactive jump clone is located in a player-owned [[Upwell structures|structure]], that clone will be destroyed if the structure is destroyed, or if the owner of the structure offlines or unplugs the clone module.
# If an inactive jump clone is located in a player-owned [[Upwell structures|structure]], that clone will be destroyed if the structure is destroyed, or if the owner of the structure off-lines or unplugs the clone module.
# You will also lose access to a clone in a player structure if the owner of the structure changes the structure's Access List to exclude you.
# You will also lose access to a clone in a player structure if the owner of the structure changes the structure's [[Access List]] to exclude you.
# If a structure enters low power mode or enters its hull reinforcement timer, its clone bay will go offline and you will lose access to the clone stored there. Should the structure survive and be powered back up, you will regain access.
# If a structure enters low power mode or enters its hull reinforcement timer, its clone bay will go offline and you will lose access to the clone stored there. Should the structure survive and be powered back up, you will regain access.
# If an inactive jump clone is located in the Clone Vat Bay of a [[Capital Ships|capital ship]], 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 the Clone Vat Bay of a [[Capital Ships|capital ship]], and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed.
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You can also destroy any jump clone via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot so that you can install a new one at your current location, especially if the other jump clone had no implants in it.
You can also destroy any jump clone via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot so that you can install a new one at your current location, especially if the other jump clone had no implants in it.


==Relevant skills==
== Relevant skills ==
; {{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}}
: Allows 1 jump clone per level. Most pilots train at least some levels in this.


{{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}} <br>
; {{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}}
Allows 1 jump clone per level. Most pilots train at least some levels in this.
: Allows 1 additional jump clone per level. This is useful for pilots who need ''lots'' of jump clones, but many pilots never train it.


{{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}} <br>
; {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}}
Allows 1 additional jump clone per level. This is useful for pilots who need ''lots'' of jump clones, but many pilots never train it.
: Reduces time between clone jumps by 1 hour per level. Since the minimum possible cooldown, at level V, is still 19 hours, and since the cooldown can be avoided by swapping between two clones within an Upwell structure or NPC station<ref name="NPC Cooldown" />, this skill might not be much help to anyone who isn't constantly hopping around New Eden.


{{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}} <br>
; {{sk|Cloning Facility Operation|icon=yes|price=yes|mult=yes}}
Reduces time between clone jumps by 1 hour per level. Since the minimum possible cooldown, at level V, is still 19 hours, and since the cooldown can be avoided by swapping between two clones within an Upwell structure, this skill might not be much help to anyone who isn't constantly hopping around New Eden.
: Required for the installation of the Clone Vat Bay module on a Rorqual or Titan. Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level. This skill is only relevant to capital ship pilots.


{{sk|Cloning Facility Operation|icon=yes|price=yes|mult=yes}} <br>
== References ==
Required for the installation of the Clone Vat Bay module on a Rorqual or Titan. Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level. This skill is only relevant to capital ship pilots.
<references>
<ref name="NPC Cooldown">[https://www.eveonline.com/news/view/patch-notes-version-20-07#2022-08-09.1 Patch notes: Version 20.07 for 2022-08-09.1] Removed Jump Clone Cooldown when swapping clones at NPC stations</ref>
</references>


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{{Template:GettingStartedNav}}
[[Category:Getting Started]]
[[Category:Getting Started]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]