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[[Category:PvP]] | [[Category:PvP]] | ||
[[Category:PvE]] | [[Category:PvE]] | ||
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 [[Implants#Attribute Enhancers|Attribute Enhancers]], and slots 5-6 are for [[Implants#Skill Hardwirings|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== | |||
If you are | 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|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 | 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== | |||
Skill hardwirings increase the skill specified in the implant's description. Most of these | 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. | 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 | ||