Difference between revisions of "Implants"

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[[Category:PvP]]
 
[[Category:PvP]]
 
[[Category:PvE]]
 
[[Category:PvE]]
==Implants==
 
  
'''Implants are items that you can plug into your character's brain to boost skills and attributes.'''
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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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You have ten slots available in your head for implants. Each slot takes a specific kind of implant.
  
===How to use an implant:===
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Slots 1-5 are for [[Implants#Attribute Enhancers|Attribute Enhancers]], and slots 5-6 are for [[Implants#Skill Hardwirings|Skill Hardwirings]].
  
Prerequisites:
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To use any implant you need at least one level of Cybernetics, which itself requires three levels in Science. The more powerful and expensive implants require more training in Cybernetics, and often cost significant amounts of ISK, but they can give you indispensible reductions in skill training times, and useful bonuses to your ship's abilities.
:Cybernetics I (''Science III'')
 
  
You cannot plug in an implant while training skills. If you are currently training skills, then go to your Character Sheet, click SKILLS from the list on the left, and open your Training Queue.  PAUSE your skill training.  Then. right-click on an implant and choose PLUG IN; the implant will take effect immediately.  Then go to your Training Queue and RESUME your training.
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Implants can be acquired from the Loyalty Point stores of New Eden's various corporations. They also, rather rarely, drop as loot from NPC rats.
  
If you remove the implant, it is destroyed. Do not worry you will not be harmed in the process, though it will sting a little.  This is done by going to your Character Sheet, clicking AUGMENTATIONS, right-clicking the implant in question, and selecting UNPLUG.  Note that just as you can't plug in implants while training skills, you also cannot remove implants while training skills.
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==How to use an implant==
  
If you are pod killed, all implants will be destroyedThis will sting a lot.
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You cannot plug in an implant while training skills.  If you are currently training skills, then go to your Character Sheet, click SKILLS from the list on the left, and open your Training QueuePAUSE your skill training. Then. right-click on an implant and choose PLUG IN; the implant will take effect immediately.   Then go to your Training Queue and RESUME your training.
 
 
If you have jump clones, each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect.  
 
 
 
When using Jump Clones, do NOT jump from a station where you already have a clone. You can only have one clone per station. If you do your oldest clone will be deleted and you will loose any implants installed on that clone.
 
 
 
You have ten slots available for implants.
 
  
Each slot is different
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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, clicking AUGMENTATIONS, right-clicking the implant in question, and selecting UNPLUG.  Note that just as you can't plug in implants while training skills, you also cannot remove implants while training skills.
  
Slots 1-5 are for Attribute Enhancers
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If your pod is destroyed, all the implants that you had in at the time will be destroyed too. This will sting a lot!
  
Slots 5-6 are for Skill Hardwiring
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If you have [[Jump Clones|jump clones]], each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect.
  
===Attribute Enhancers===
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When using jump clones, never leave two jump clones inactive in the same station (by docking in a station where you already have one inactive clone, and then jumping out of your second clone into a third clone which is somewhere else). You can only have one inactive clone per station. If you leave two inactive clones in one station your oldest clone will be deleted and you will lose any implants installed in it.
Attribute enhancing implants add attribute points per implant, with some of the best ones giving additional bonuses.
 
  
There are 5 simple implants for each slot: Limited (+1), Limited-Beta(+2), Basic(+3), Standard(+4), and Improved(+5)
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==Attribute Enhancers==
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Each attribute enhancing implant boosts a particular attribute, with some of the best (and rarest, and therefore most expensive) ones giving additional bonuses. 
  
There are also advanced implants for each slot, but I will save those for later.
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There are 5 simple implants for each slot: Limited (+1), Limited-Beta(+2), Basic(+3), Standard(+4), and Improved(+5).
  
 
Each slot enhances a different attribute as follows
 
Each slot enhances a different attribute as follows
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:Slot 5 - Social Adaptation: Charisma
 
:Slot 5 - Social Adaptation: Charisma
  
===Skill Hardwiring===  
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==Skill Hardwiring==
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%.
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Skill hardwirings increase the skill specified in the implant's description.  Most of these hardwirings are available in three variations and they usually give a bonus of 1%, 3% or 5% to skills, ships or modules.
  
These implants are inserted into augmentation slots 6 through 10.  The following is an approximate list of what implants are available.
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These implants are inserted into augmentation slots 6 through 10.  The following is an approximate list of what implants are available. For lists organised by function, and a summary of slot options, see [http://wiki.eveonline.com/en/wiki/Skill_Hardwiring the Evelopedia page] on hardwirings; Scrapheap Challenge also has a [[http://www.scrapheap-challenge.com/viewtopic.php?t=13529&sid=5276ca14331419d1167b0961c6147d49 useful summary sticky]] (written from a combat-focused point of view).
  
 
:Slot 6  
 
:Slot 6  

Revision as of 20:35, 25 March 2010


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.

You have ten slots available in your head for implants. Each slot takes a specific kind of implant.

Slots 1-5 are for Attribute Enhancers, and slots 5-6 are for Skill Hardwirings.

To use any implant you need at least one level of Cybernetics, which itself requires three levels in Science. The more powerful and expensive implants require more training in Cybernetics, and often cost significant amounts of ISK, but they can give you indispensible reductions in skill training times, and useful bonuses to your ship's abilities.

Implants can be acquired from the Loyalty Point stores of New Eden's various corporations. They also, rather rarely, drop as loot from NPC rats.

How to use an implant

You cannot plug in an implant while training skills. If you are currently training skills, then go to your Character Sheet, click SKILLS from the list on the left, and open your Training Queue. PAUSE your skill training. Then. right-click on an implant and choose PLUG IN; the implant will take effect immediately. Then go to your Training Queue and RESUME your training.

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, clicking AUGMENTATIONS, right-clicking the implant in question, and selecting UNPLUG. Note that just as you can't plug in implants while training skills, you also cannot remove implants while training skills.

If your pod is destroyed, all the implants that you had in at the time will be destroyed too. This will sting a lot!

If you have jump clones, each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect.

When using jump clones, never leave two jump clones inactive in the same station (by docking in a station where you already have one inactive clone, and then jumping out of your second clone into a third clone which is somewhere else). You can only have one inactive clone per station. If you leave two inactive clones in one station your oldest clone will be deleted and you will lose any implants installed in it.

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.

There are 5 simple implants for each slot: Limited (+1), Limited-Beta(+2), Basic(+3), Standard(+4), and Improved(+5).

Each slot enhances a different attribute as follows

Slot 1 - Ocular Filter: Perception
Slot 2 - Memory Augmentation: Memory
Slot 3 - Neural Boost: Willpower
Slot 4 - Cybernetic Subprocessor: Intelligence
Slot 5 - Social Adaptation: Charisma

Skill Hardwiring

Skill hardwirings increase the skill specified in the implant's description. Most of these hardwirings are available in three variations and they usually give a bonus of 1%, 3% or 5% to skills, ships or modules.

These implants are inserted into augmentation slots 6 through 10. The following is an approximate list of what implants are available. For lists organised by function, and a summary of slot options, see the Evelopedia page on hardwirings; Scrapheap Challenge also has a [useful summary sticky] (written from a combat-focused point of view).

Slot 6
Armor - ['Noble' ZET#] Reduce Repair Cycle Duration (-1%/-3%/-5%)
Electronics - ['Gypsy' KLB-#] Decrease CPU Need (-1%)
Electronics - ['Gypsy' KMB-#] Increase Ship CPU (+1%/+3%/+5%)
Engineering - ['Squire' CR#] Reduce Capacitor Recharge Time (-1%/-3%-5%)
Engineering - ['Squire' PG#] Increase Power Grid (PG) (+1%/+3%/+5%)
Faction Omega - Boost secondary effects of other faction implants
Gunnery - Increase Small Energy / Hybrid / Projectile Turret Damage (+1%/+3%/+5%)
Missile - Reduce Launcher CPU Needs (-1%/-3%/-5%)
Missile - Increase Torpedo Damage (+1%/+3%/+5%)
Missile - Increase Cruise Missile Damage (+1%/+3%/+5%)
Navigation - Increase Ship Velocity (+1%/+3%/+5%)
Navigation - Increase Afterburner Duration (+2%)
Navigation - Reduce Warp Drive Operation Capacitor Usage (-1%/-3%/-5%)
Navigation - Increase Warp Speed (+5%)
Navigation - Increase Afterburner / MWD Speed (+1%/+3%/+5%)
Science - ['Prospector' PPF-#] Reduce Maximum Scan Deviation (-2%/-6%/-10%)
Science - ['Beancounter' I#] Reduce Blueprint Manufacturing Time (-1%/-3%/-5%)
Shield - ['Gnome' KUA#] Reduce Shield Upgrade Power Grid Needs (-1%/-3%/-5%)
Slot 7
Armor - Reduce Capacitor Need for Remote Repair (-1%/-3%/-5%)
Electronics - Increase Scan Resolution (+1%/+3%/+5%)
Engineering - Reduce Capacitor Need for Energy Emmisions (-1%/-3%/-5%)
Engineering - Reduce Capacitor Need for Energy Pulse Weapons (-1%/-3%/-5%)
Engineering - Reduce Capacitor Need for Energy Grid Upgrades (-1%/-3%/-5%)
Gunnery - Increase Turret Tracking Speed (+1%/+3%/+5%)
Gunnery - Reduce Turret Capacitor Usage (-1%/-3%/-5%)
Gunnery - Increase Turret Falloff (+1%/+3%/+5%)
Missile - Increase Flight Range (+1%/+3%/+5%)
Missile - Increase Maxmimum Velocity (+1%/+3%/+5%)
Missile - Increase Heavy Assault Missile Damage (+1%/+3%/+5%)
Missile - Increase Heavy Missile Damage (+1%/+3%/+5%)
Navigation - Increase Ship Agility (+1%/+3%/+5%)
Navigation - Increase Afterburner Duration (+10%)
Science - Reduce Probe Scanning Time (-2%/-6%/-10%)
Science - Reduce Material Efficiency Research Time (-1%/-3%/-5%)
Shield - Increase Shield Capacity (+1%/+3%/+5%)
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
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
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%)