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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. | ||
When a character "clone jumps" from one body to another, they take their skill points, standings, corporation membership, and [[cerebral accelerator]] effects with them. However, they cannot take any items with them, and both implants and the effects of [[ | When a character "clone jumps" from one body to another, they take their skill points, standings, corporation membership, and [[cerebral accelerator]] effects with them. However, they cannot take any items with them, and both implants and the effects of [[drugs]] other than cerebral accelerators remain with the old body. (This makes logical sense if you think about implants and drug effects as things applied to a particular physical brain.) The old body turns into a new jump clone, and they can jump back into it later. | ||
== Creating jump clones == | == Creating jump clones == | ||
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# You will also lose access to a clone in a player structure if the owner of the structure changes the structure's [[ACL|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 [[ACL|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 [[ | # If an inactive jump clone is located in the Clone Vat Bay of a [[capital ship]], and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed. | ||
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. | ||
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; {{sk|Advanced Infomorph Psychology|icon=yes|price=yes|mult=yes}} | ; {{sk|Advanced Infomorph Psychology|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. | : 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|Elite Infomorph Psychology|icon=yes|price=yes|mult=yes}} | |||
: Allows 1 additional jump clone per level. | |||
; {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}} | ; {{sk|Infomorph Synchronizing|icon=yes|price=yes|mult=yes}} | ||