| Skills |
|---|
| Skills by category |
Overview
This contains all booster, jump clone and implant related skills.
| Skill | Purpose |
|---|---|
| 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. |
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.
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.
| 5x | |
| 36M ISK | |
| Alpha pilot can not train this skill. | |
| Infomorph Psychology V | |
Biology
The science of life and of living organisms, and how chemicals affect them. 20% bonus to attribute booster duration per skill level.
| 1x | |
| 37.5k ISK | |
| III | |
| Science I | |
| Synth Boosters; Standard Boosters; Antipharmakon Boosters; | |
| Improved Boosters; Nugoehuvi Synth Blue Pill Booster | |
| Strong Boosters | |
| 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.
| 10x | |
| 125M ISK | |
| Alpha pilot can not train this skill. | |
| Science V; Capital Ships III | |
| Clone Vat Bay I | |
Cybernetics
The science of interfacing biological and machine components. Allows the use of cybernetic implants.
| 3x | |
| 100k ISK | |
| III | |
| Science III | |
| 1%/2% Hardwirings; Limited Attribute Implants; Limited - Beta Attribute Implants; Basic Attribute Implants | |
| 3%/4% Hardwirings; Genolution Core Augmentations; Tech 2 Alpha/Beta Implants | |
| 3-6% Hardwirings; Tech 2 Delta/Gamma Implants; Ogdin's Eye Coordination Enhancer; Sansha Modified 'Gnome' Implant | |
| 5%/6% Hardwirings; Standard Attribute Implants; Tech 2 Epsilon Implants | |
| 6% Hardwirings; Improved Attribute Implants; Tech 2 Omega Implants; Mindlinks |
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.| 1x | |
| 1M ISK | |
| I | |
| none | |
| Tech 1 Entosis Links | |
| Entosis Link II | |
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.
| 2x | |
| 5M ISK | |
| Alpha pilot can not train this skill. | |
| Infomorph Psychology I | |
| 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.
| 2x | |
| 3–8M ISK | |
| Alpha pilot can not train this skill. | |
| Science IV; Biology | |
| 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.
| 5x | |
| 20–60M ISK | |
| Alpha pilot can not train this skill. | |
| Neurotoxin Control I | |
| 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. |