Implants

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This article is about the nature of implants in general. For the article about the University service that provides +3 implants at a discounted price to EVE University students, see The +3 Implants Program.

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 6-10 are for Skill Hardwirings.

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

Implants can be acquired from loyalty point stores of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace.

Using an Implant

To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. 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, Character tab selecting Augmentations, right-clicking the implant in question, and selecting ! Unplug.

Certain implants require the use of an Omega clone in order to inject.

Keeping your Implants safe

Upgrading a set of implants can be an expensive decision because it destroys the old set. Instead, you could buy a jump clone, jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP or in certain cases, by some NPCs such as Triglavians.

You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Training the Infomorph Synchronizing skill reduces this limitation by one hour for each level trained. Continue reading for more tips and practical applications with jump clones.

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), Improved (+5).

Each slot enhances a different attribute as follows:

Slot 1 - Alpha - Ocular Filter: Perception
Slot 2 - Beta - Memory Augmentation: Memory
Slot 3 - Gamma - Neural Boost: Willpower
Slot 4 - Delta - Cybernetic Subprocessor: Intelligence
Slot 5 - Epsilon - Social Adaptation Chip: Charisma

Note: "Simple" implants (those that only boost attributes) do not use Greek designations.

Advanced attribute implants come in sets that affect one particular stat. Each implant comes with a bonus that increases the effectiveness of all implants in the set, and a 6th-slot hardwiring adds an extra bonus.

To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set. The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set.

Advanced Attribute Enhancer Reference

The Kronos release in June 2014 made significant changes to these, which will be reflected below. Notably, unqualified version were renamed to "High-grade" and given a +4 bonus; some Low-grade implants were renamed to Mid-grade and given a +3 bonus; and for those, a new Low-grade version was introduced. Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only. (See the Implants section near bottom of Kronos Patch Notes.)


Category Secondary Effect Set Name Set Bonus per slot Effect Bonus per slot Total Effect Attributes
1-5 6 (Omega) 1 2 3 4 5
Scanning/EW Icon sensor radar.png Radar Sensor Strength High-grade Grail 15% 100% 1% 2% 3% 4% 5% 75.63% +4
Low-grade Grail 0% 40% +1 +1 +1 +1 +1 +7 +2
Icon sensor ladar.png Ladar Sensor Strength High-grade Jackal 15% 100% 1% 2% 3% 4% 5% 75.63% +4
Low-grade Jackal 0% 40% +1 +1 +1 +1 +1 +7 +2
Icon sensor magnetometric.png Magnetometric Sensor Strength High-grade Spur 15% 100% 1% 2% 3% 4% 5% 75.63% +4
Low-grade Spur 0% 40% +1 +1 +1 +1 +1 +7 +2
Icon sensor gravimetric.png Gravimetric Sensor Strength High-grade Talon 15% 100% 1% 2% 3% 4% 5% 75.63% +4
Low-grade Talon 0% 40% +1 +1 +1 +1 +1 +7 +2
Icon probe launcher.png Probe Scan Strength Mid-grade Virtue 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Virtue 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Icon target range.png EWAR module optimal range Mid-grade Centurion 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Centurion 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Mining Icon target range.png Mining laser range Mid-grade Harvest 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Harvest 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Navigation Icon velocity.png Maximum velocity High-grade Snake 15% 200% 0.5% 0.625% 0.75% 0.875% 1% 24.73% +4
Mid-grade Snake 10% 150% 0.5% 0.625% 0.75% 0.875% 1% 16.02% +3
Low-grade Snake 5% 110% 0.5% 0.625% 0.75% 0.875% 1% 10.5% +2
Icon inertia.png Agility Mid-grade Nomad 10% 25% 1% 2% 3% 4% 5% -26.93% +3
Low-grade Nomad 2.5% 10% 1% 2% 3% 4% 5% -17.39% +2
Icon warp speed.png Warp Speed High-grade Ascendancy 15% 70% 1% 2% 3% 4% 5% 62.17% +4
Mid-grade Ascendancy 10% 35% 1% 2% 3% 4% 5% 36.87% +3
Tanking Icon armor repairer i.png Armor Repair Amount High-grade Asklepian 15% 50% 1% 2% 3% 4% 5% 53.63% +4
Mid-grade Asklepian 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Asklepian 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Icon armor.png Armor HP Amount High-grade Amulet 15% 50% 1% 2% 3% 4% 5% 53.63% +4
Mid-grade Amulet 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Amulet 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Icon shield glow.png Shield Boost Amount High-grade Crystal 15% 50% 1% 2% 3% 4% 5% 53.63% +4
Mid-grade Crystal 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Crystal 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Icon shield.png Shield HP Amount High-grade Nirvana 15% 50% 1% 2% 3% 4% 5% 53.63% +4
Mid-grade Nirvana 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Nirvana 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2
Drones/
Missiles
Icon drones.png Drone tracking/optimal/falloff
Icon burst.png Missile flight time/explosive velocity
High-grade Hydra 15% 50% 1% 1.5% 2% 2.5% 3% 33,90% +4
Mid-grade Hydra 10% 25% 1% 1.5% 2% 2.5% 3% 21,76% +3
Low-grade Hydra 2,5% 10% 1% 1.5% 2% 2.5% 3% 13,06% +2
Other Icon ship sig.png Signature Radius Reduction High-grade Halo 15% 50% 1% 1.25% 1.5% 1.75% 2% -20.7% +4
Mid-grade Halo 10% 25% 1% 1.25% 1.5% 1.75% 2% -14.3% +3
Low-grade Halo 2.5% 10% 1% 1.25% 1.5% 1.75% 2% -8.99% +2
Icon shield transporter i.png
Icon remote armor repair i.png
Subcap Remote Rep
Cycle Time Reduction
High-grade Savior 15% 50% 1% 1.5% 2% 2.5% 3% -26.8% +4
Mid-grade Savior 10% 25% 1% 1.5% 2% 2.5% 3% -18.6% +3
Low-grade Savior 2.5% 10% 1% 1.5% 2% 2.5% 3% -11.9% +2
Icon energy neutralizer i.png
Energy Emission System
Cycle Time Reduction
High-grade Talisman 15% 50% 1% 2% 3% 4% 5% -38.12% +4
Mid-grade Talisman 10% 25% 1% 2% 3% 4% 5% -26.93% +3
Low-grade Talisman 2.5% 10% 1% 2% 3% 4% 5% -17.39% +2
Icon blue pill.png Booster Side Effect Reduction Mid-grade Edge 10% 25% 1% 2% 3% 4% 5% -26.93% +3
Low-grade Edge 2.5% 10% 1% 2% 3% 4% 5% -17.39% +2
Icon turret entropic disintegrator medium.png Entropic Disintegrator only:

 Maximum Damage Bonus Multiplier
 Damage Multipler Bonus per cycle penalty

High-grade Mimesis 20% 80% 1.5% 2% 2.5% 3% 3.5% +69.67% +4
-0.33% -0.33% -0.33% -0.33% -0.33% -7.18%
Mid-grade Mimesis 20% 60% 1.25% 1.75% 2.25% 2.75% 3.25% +53.31% +3
-0.33% -0.33% -0.33% -0.33% -0.33% -6.40%
Low-grade Mimesis 20% 50% 1.% 1.5% 2% 2.5% 3% +43.11% +2
-0.33% -0.33% -0.33% -0.33% -0.33% -6.01%
Icon capacitor recharger.png Capacitor regeneration speed High-grade Rapture 15% 50% 1% 2% 3% 4% 5% 53.63% +4
Mid-grade Rapture 10% 25% 1% 2% 3% 4% 5% 33.83% +3
Low-grade Rapture 2.5% 10% 1% 2% 3% 4% 5% 20.03% +2

Special Genolution Core Augmentation Set

A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III.

CA-1 - Perception +3; provides +1.5% powergrid and capacitor amount bonus; 50% bonus for set
CA-2 - Intelligence +3; provides +1.5% CPU and capacitor recharge bonus; 40% bonus for set
CA-3 - Willpower +3; provides +1.5% ship velocity and shield capacity bonus; 30% bonus for set
CA-4 - Memory +3; provides +1.5% ship agility and armor hit points bonus; 20% bonus for set

Total Effect Bonus is 4.25% for a full set for each of the bonuses. Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses.

Skill Hardwirings

Skill hardwirings increase the skill specified in the implant's description.

Skill hardwirings occupy implant slots 6-10 and allow the user to surpass the bonuses achieved from even level V in most skills by providing up to a 6% bonus to the same attribute as its namesake skill. For example, the slot 6 Inherent Implants 'Lancer' Small Energy Turret SE-601 increases Small Energy Turret damage by 1% (similar to Icon skillbook2.png Small Energy Turret). The code at the end of the hardwiring's name gives a good clue as to what it does, and how powerful it is. Using the example above, SE-601 shows that the implant boosts Small Energy Turret (due to the designation SE), the first number shows that it occupies implant slot 6 and the last number shows that it provides a 1% increase.

For lists of skill hardwirings organised by function, and a summary of slot options, see the List of Skill Hardwiring Implants.

Tips and Practical Applications with Jump Clones

Some clever things can be done by combining the specialization that implants allow on each clone with the ability to change between clones—and potentially teleport across many systems or constellations—that jump clones enable.

Different jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped depending on what a pilot wishes to do. For example, a player could maintain:

  • A training clone with very expensive attribute enhancers, stored in high-security space. They could jump into this clone for low-risk activities in hisec, and for times when they might be logged off for days or weeks and doing nothing else with the character
  • A PvP-dedicated clone with expensive skill hardwirings that enhance their PvP efficacy (such as a set of Snake implants for a speed boost), stored in or near low-security space. They could jump into this clone for PvP in losec, where ship destruction is likely but the loss of a pod, and therefore a clone, is less likely due to the lack of bubbles.
  • An expendable clone with cheap attribute enhancers, stored in null-security space. The loss of a pod is more likely in nullsec due to the potential use of bubbles, and an expendable clone manages this risk. Having a clone stored in nullsec also lets the player avoid traveling through risky bottleneck systems where Empire space meets nullsec, which are more likely to be camped.

This is only one possible distribution of clones and implants, but it illustrates some of the utility of different combinations of clone placement and implant sets. Pilots with different career paths can consider which implant and clone arrangements might suit them best.

See also