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Skills:Neural Enhancement

From EVE University Wiki

Overview

This contains all booster, jump clone and implant related skills.

Skill (Multiplier) Purpose Alpha Limit
Advanced Infomorph Psychology (5x) Increases maximum number of jump clones by 1 per level. Requires Infomorph Psychology V. ▨▨▨▨▨
Biology (1x) 20% bonus per level to attribute booster duration. ◼◼◼▨▨
Cloning Facility Operation (10x) Enables operation of Clone Vat Bay modules. ▨▨▨▨▨
Cybernetics (3x) Enables use of more advanced implants. ◼◼◼▨▨
Elite Infomorph Psychology (12x) Increases maximum number of jump clones by 1 per level. ▨▨▨▨▨
Infomorph Psychology (1x) Enables creation of jump clones. Increases maximum number of jump clones by 1 per level. ▨▨▨▨
Infomorph Synchronizing (2x) Reduces minimum time between clone jumps by 1 hour per level. ▨▨▨▨▨
Neurotoxin Control (2x) 5% reduction per level in side effects of combat boosters. ▨▨▨▨▨
Neurotoxin Recovery (5x) 5% reduction per level in chance to experience side effects of combat boosters. ▨▨▨▨▨

Skill Details

  Advanced Infomorph Psychology

Advanced training for those Capsuleers who want to push clone technology to its limits. Allows 1 additional jump clone per level.
  Attributes:   
  Multiplier: 5x
  Price: 36M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Infomorph Psychology V
  V required for: Elite Infomorph Psychology
  Notes: Clones can only be installed in stations with medical facilities or in ships with clone vat bays. Installed clones are listed in the character sheet.



  Biology

The science of life and of living organisms, and how chemicals affect them. 20% bonus to attribute booster duration per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 37.5k ISK
  Alpha max level: III
  Prerequisites: Science I
  I required for: Synth Boosters; Standard Boosters; Antipharmakon Boosters;   Neurotoxin Control
  II required for: Improved Boosters; Nugoehuvi Synth Blue Pill Booster
  III required for: Strong Boosters
  Notes: Biology doubles the duration of booster effects at level V. It affects cerebral accelerators as well as boosters which give combat bonuses.



  Cloning Facility Operation

Needed for use of the Clone Vat Bay module.


Special: Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level.
  Attributes:   
  Multiplier: 10x
  Price: 125M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Science V; Capital Ships III
  I required for: Clone Vat Bay I



  Cybernetics

The science of interfacing biological and machine components. Allows the use of cybernetic implants.
  Attributes:   
  Multiplier: 3x
  Price: 100k ISK
  Alpha max level: III
  Prerequisites: Science III
  I required for: 1%/2% Hardwirings; Limited Attribute Implants; Limited - Beta Attribute Implants; Basic Attribute Implants
  II required for: 3%/4% Hardwirings; Genolution Core Augmentations; Tech 2 Alpha/Beta Implants
  III required for: 3-6% Hardwirings; Tech 2 Delta/Gamma Implants; Ogdin's Eye Coordination Enhancer; Sansha Modified 'Gnome' Implant
  IV required for: 5%/6% Hardwirings; Standard Attribute Implants; Tech 2 Epsilon Implants
  V required for: 6% Hardwirings; Improved Attribute Implants; Tech 2 Omega Implants; Mindlinks



  Elite Infomorph Psychology

Advanced training for those Capsuleers who want to push clone technology to its limits.

Allows 1 additional jump clone per level.
  Attributes:   
  Multiplier: 12x
  Price: 500M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Advanced Infomorph Psychology V
  Notes: Clones can only be installed in stations with medical facilities or in ships with clone vat bays. Installed clones are listed in the character sheet.



  Infomorph Psychology

Psychological training that strengthens the pilot's mental tenacity. The reality of having one's consciousness detached from one's physical form, scattered across the galaxy and then placed in a vat-grown clone can be very unsettling to the untrained mind.

Allows 1 jump clone per level.

Note: Clones can only be installed in stations with medical facilities or in ships with clone vat bays. Installed clones are listed in the character sheet.
  Attributes:   
  Multiplier: 1x
  Price: 1M ISK
  Alpha max level: I
  Prerequisites: none
  I required for:   Infomorph Synchronizing
  II required for: Tech 1 Entosis Links
  IV required for: Entosis Link II
  V required for:   Advanced Infomorph Psychology



  Infomorph Synchronizing

Psychological training that strengthens the pilot's mental tenacity. Improved ability to synchronize with new clones allows pilots to jump-clone more frequently without risk of neural damage. Reduced time between clone jumps by 1 hour per level. Note: Clones can only be installed in stations with medical facilities or in ships with clone vat bays. Installed clones are listed in the character sheet.
  Attributes:   
  Multiplier: 2x
  Price: 5M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Infomorph Psychology I
  Notes: The unmodified cooldown timer between clone jumps is 24 hours, and training Infomorph Synchronizing to level V only reduces this to 19 hours, so this skill has limited importance unless your character needs to clone-jump very frequently.



  Neurotoxin Control

Proficiency at reducing the severity of the side effects experienced upon injection of combat boosters.
  Attributes:   
  Multiplier: 2x
  Price: 3–8M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Science IV; Biology
  I required for:   Neurotoxin Recovery
  Notes: This skill is not seeded in NPC stations so prices will vary widely. You receive a 5% reduction of side effects per level.



  Neurotoxin Recovery

Proficiency at biofeedback techniques intended to negate the side effects typically experienced upon injection of combat boosters.
  Attributes:   
  Multiplier: 5x
  Price: 20–60M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Neurotoxin Control I
  Notes: This skill is not seeded in NPC stations so prices will vary widely. You receive a 5% reduction of negative side effect chance per skill level.