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Implants: Difference between revisions

From EVE University Wiki
Skill Hardwiring: insert list of known slot 6/7 implant types
Skill Hardwiring: list of all possible skill hardwirings based on the Rens trade hub (probably missing some)
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Skill hardwirings increase the skill specified in the implant's description.  Most of these hardwrings are available in 3 variations and they usually affect skills or modules by 1%, 3% or 5%.
Skill hardwirings increase the skill specified in the implant's description.  Most of these hardwrings are available in 3 variations and they usually affect skills or modules by 1%, 3% or 5%.


These implants are inserted into Augmentation Slots 6 through 10.
These implants are inserted into augmentation slots 6 through 10.  The following is an approximate list of what implants are available.


:Slot 6  
:Slot 6  
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::Engineering - Increase Power Grid (PG) (+1%/+3%/+5%)
::Engineering - Increase Power Grid (PG) (+1%/+3%/+5%)
::Faction Omega - Boost secondary effects of other faction implants
::Faction Omega - Boost secondary effects of other faction implants
::Gunnery - Increase Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
::Gunnery - Increase Small Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
::Missile - Reduce Launcher CPU Needs (-1%/-3%/-5%)
::Missile - Reduce Launcher CPU Needs (-1%/-3%/-5%)
::Missile - Increase Torpedo Damage (+1%/+3%/+5%)
::Missile - Increase Torpedo Damage (+1%/+3%/+5%)
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:Slot 8
:Slot 8
::Armor - Increase Hull Hit Points (+1%/+3%/+5%)
::Electronics - Increase Targeting Range (+1%/+3%/+5%)
::Engineering - Increase Capacitor (+1%/+3%/+5%)
::Gunnery - Increase Medium Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
::Industry - Reduce Gas Harvester Cycle Time (-1%/-3%/-5%)
::Industry - Reduce Manufacturing Time (-1%/-3%/-4%)
::Industry - Reduce Refinery Waste (-1%/-3%/-4%)
::Missile - Reduce Signature Radius Factor (-1%/-3%/-5%)
::Missile - Increase Defender Missile Velocity (+1%/+3%/+5%)
::Navigation - Reduce Afterburner Capacitor Usage (-1%/-3%/-5%)
::Science - Increase Booster Duration (+1%/+3%/+5%)
::Science - Increase Scan Probe Strength (+2%/+6%/+10%)
::Science - Reduce Blueprint Copy Time (-1%/-3%/-5%)
::Shield - Reduce Shield Emmision Capacitor Usage (-1%/-3%/-5%)


:Slot 9
:Slot 9
::Armor - Increase Armor Repair Amount (+1%/+3%/+5%)
::Electronics - Reduce Electronic Warfare Capacitor Usage (-1%/-3%/-5%)
::Electronics - Reduce Sensor Linking Capacitor Usage (-1%/-3%/-5%)
::Electronics - Reduce Weapon Disruption Capacitor Usage (-1%/-3%/-5%)
::Electronics - Reduce Target Painting Capacitor Usage (-1%/-3%/-5%)
::Gunnery - Increase All Turret Damage (+1%/+3%/+5%)
::Gunnery - Increase Turret Rate of Fire (+1%/+3%/+5%)
::Gunnery - Increase Turret Optimal Range (+1%/+3%/+5%)
::Missile - Reduce Target Velocity Factor (-1%/-3%/-5%)
::Missile - Increase Standard Missile Damage (+1%/+3%/+5%)
::Navigation - Reduce MWD Capacitor Usage (-1%/-3%/-5%)
::Science - Reduce Booster Side Effects (-1%/-3%/-5%)
::Science - Boost Skill at Invention (2 types)
::Science - Increase Chance of Data Retrieval (+5%)
::Science - Increase Chance of Salvage Retrieval (+5%)
::Shield - Reduce Shield Recharge Time (-1%/-3%-5%)


:Slot 10
:Slot 10
::Armor - Increase Armor Hit Points (+1%/+3%/+5%)
::Gunnery - Increase Large Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
::Gunnery - Reduce Turret CPU Needs (-1%/-3%/-5%)
::Industry - Increase Mining Yield (+1%/+3%/+5%)
::Industry - Reduce Mining Upgrade CPU Needs (-1%/-3%/-5%)
::Industry - Reduce Ice Harvester Cycle Time (-1%/-3%/-5%)
::Leadership - Armored Warefare Mindlink
::Leadership - Information Warefare Mindlink
::Leadership - Siege Warefare Mindlink
::Leadership - Skirmish Warefare Mindlink
::Leadership - Mining Foreman Mindlink
::Missile - Increase Launcher Rate of Fire (+1%/+3%/+5%)
::Missile - Reduce Explosion Radius of F.o.F. Missiles (-1%/-3%/-5%)
::Science - Reduce Booster Chance of Negative Side Effects (-1%/-3%/-5%)
::Science - Reduce Cycle Time of Salvage, Hacking and Archaeology Modules (-5%)