Skills:Neural Enhancement
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Revision as of 21:15, 18 November 2016 by Djavin novienta (talk | contribs) (Added description of skill effects.)
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Skills |
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Skills by category |
Contents
Overview
This contains all booster, clone and implants related skills.
- Advanced Infomorph Psychology - Increases maximum number of jump clones by 1 per level. Requires Infomorph Psychology V.
- Biology - 20% bonus per level to attribute booster duration.
- Cloning Facility Operation - Enables operation of Clone Vat Bay modules.
- Cybernetics - Enables use of more advanced implants.
- Infomorph Psychology - Enables creation of jump clones. Increases maximum number of jump clones by 1 per level.
- Infomorph Synchronizing - Reduces minimum time between clone jumps by 1 hour per level.
- Neurotoxin Control - 5% reduction per level in side effects of combat boosters.
- Neurotoxin Recovery - 5% reduction per level in chance to experience side effects of combat boosters.
Advanced Infomorph Psychology
Advanced training for those Capsuleers who want to push clone technology to its limits. Allows 1 additional 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.
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5x |
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36M ISK |
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Alpha pilot can not train this skill. |
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Infomorph Psychology V |
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Biology
The science of life and of living organisms, and how chemicals affect them. 20% bonus to attribute booster duration per skill level.
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1x |
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37.5k ISK |
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III |
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Science I |
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Cloning Facility Operation
Needed for use of the Clone Vat Bay module.
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10x |
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125M ISK |
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Alpha pilot can not train this skill. |
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Science V, Capital Ships III, Advanced Spaceship Command V, Advanced Spaceship Command V |
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Cybernetics
The science of interfacing biological and machine components. Allows the use of cybernetic implants.
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3x |
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100k ISK |
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III |
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Science III |
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.![]() |
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1x |
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1M ISK |
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I |
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none |
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.
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2x |
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5M ISK |
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Alpha pilot can not train this skill. |
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Infomorph Psychology I |
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Neurotoxin Control
Proficiency at reducing the severity of the side effects experienced upon injection of combat boosters.
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2x |
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3-8M ISK |
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Alpha pilot can not train this skill. |
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Science IV, Biology I |
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The Neurotoxin Control 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.
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5x |
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20-60M ISK |
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Alpha pilot can not train this skill. |
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Neurotoxin Control I, Science IV, Biology I |
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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. |
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