Difference between revisions of "Implants"

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{{hatnote|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]].}}
 
{{hatnote|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]].}}
  
{{related class|Messing With Your Head}}
 
 
'''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.
 
'''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.
 
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 6-10 are for [[Implants#Skill Hardwirings|Skill Hardwirings]].
+
Slots 1-5 are for [[#Attribute Enhancers|Attribute Enhancers]], and slots 6-10 are for [[#Skill Hardwirings|Skill Hardwirings]].
  
To use any implant you need at least one level of {{sk|Cybernetics}}, which itself requires {{sk|Science|III}}. The more powerful and expensive implants require more training in {{sk|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.
+
To use any implant you need at least one level of {{sk|Cybernetics}}, which itself requires {{sk|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 Points|Loyalty Point Stores]] of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace.
+
Implants can be acquired from [[loyalty point store]]s of various corporations, storyline mission rewards, rare NPC loot drops, PvP loot during [[The Hunt]], and of course the Marketplace.
  
==Using an Implant==
+
== 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, selecting Augmentations, right-clicking the implant in question, and selecting Unplug.
+
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 {{Co|red|!}} Unplug.
  
==Keeping your Implants safe==
+
Certain implants require the use of an [[Clone states#Omega clone|Omega clone]] in order to inject.
Upgrading a set of implants can be an expensive decision because it destroys the old set. Instead, you could buy a [[Jump Clones|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. Continue reading for more [[#Tips and Practical Applications with Jump Clones|tips and practical applications with jump clones]].
+
== 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.
  
==Attribute Enhancers==
+
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 affect 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 {{Sk|Infomorph Synchronizing}} skill reduces this limitation by one hour for each level trained. Continue reading for more [[#Tips and Practical Applications with Jump Clones|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.   
 
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), and Improved (+5).
+
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:
 
Each slot enhances a different attribute as follows:
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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.
 
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===
+
=== Advanced Attribute Enhancer Reference ===
 
 
 
The Kronos release in June 2014 made significant changes to these, which will be reflected below.
 
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 [http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos Kronos Patch Notes].)
+
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 [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos Patch Notes].)
  
  
{| class="wikitable" style="text-align:right; border:1px solid grey; padding:5px; border-spacing:0; border-collapse:collapse;"
+
{| class="wikitable" style="padding: 5px; text-align: right;"
!rowspan="2" style="background-color:#222222;|Category
+
|- style="background-color: #222222;"
!rowspan="2" style="background-color:#222222;|Secondary Effect
+
! rowspan="2" | Category
!rowspan="2" style="background-color:#222222;|Set Name
+
! rowspan="2" | Secondary Effect
!colspan="2" style="background-color:#222222;|Set Bonus per slot
+
! rowspan="2" | Set Name
!colspan="5" style="background-color:#222222;|Effect Bonus per slot
+
! colspan="2" | Set Bonus per slot
!rowspan="2" style="background-color:#222222;|Total Effect
+
! colspan="5" | Effect Bonus per slot
!rowspan="2" style="background-color:#222222;|Attributes
+
! rowspan="2" | Total Effect
|-
+
! rowspan="2" | Attributes
| style="background-color:#222222; | 1-5
+
! rowspan="2" | Source
| style="background-color:#222222; | 6 (Omega)
+
|- style="background-color: #222222;"
| style="background-color:#222222; | 1
+
| 1-5
| style="background-color:#222222; | 2
+
| 6 (Omega)
| style="background-color:#222222; | 3
+
| 1
| style="background-color:#222222; | 4
+
| 2
| style="background-color:#222222; | 5
+
| 3
 +
| 4
 +
| 5
 
|-
 
|-
!rowspan="12"|Scanning/EW
+
! rowspan="12" | Scanning/EW
|rowspan="2" style="text-align:left;" |[[File:Icon sensor radar.png|24px|link=]] Radar Sensor Strength
+
| rowspan="2" style="text-align:left;" | [[File:Icon sensor radar.png|24px|link=]] Radar Sensor Strength
 
| style="text-align:left;" | High-grade Grail
 
| style="text-align:left;" | High-grade Grail
 
|15%
 
|15%
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| 75.63%
 
| 75.63%
 
| +4
 
| +4
 +
| rowspan = "2" style="text-align:left;" | LP store: 24th Imperial Crusade
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Grail
 
| style="text-align:left;" | Low-grade Grail
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| 75.63%
 
| 75.63%
 
| +4
 
| +4
 +
| rowspan = "2" style="text-align:left;" | LP store: Tribal Liberation Force
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Jackal
 
| style="text-align:left;" | Low-grade Jackal
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| 75.63%
 
| 75.63%
 
| +4
 
| +4
 +
| rowspan = "2" style="text-align:left;" | LP store: Federal Defence Union
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Spur
 
| style="text-align:left;" | Low-grade Spur
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| 75.63%
 
| 75.63%
 
| +4
 
| +4
 +
| rowspan = "2" style="text-align:left;" | LP store: State Protectorate
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Talon
 
| style="text-align:left;" | Low-grade Talon
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|33.83%
 
|33.83%
 
| +3
 
| +3
 +
|rowspan="2" style="text-align:left;" | LP store: Servant Sisters of EVE
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Virtue
 
| style="text-align:left;" | Low-grade Virtue
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|33.83%
 
|33.83%
 
| +3
 
| +3
 +
|rowspan="2" style="text-align:left;" | LP store: Mordus Legion
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Centurion
 
| style="text-align:left;" | Low-grade Centurion
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| 33.83%
 
| 33.83%
 
| +3
 
| +3
 +
|rowspan="2" style="text-align:left;" | LP store: Outer Ring Excavations
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Harvest
 
| style="text-align:left;" | Low-grade Harvest
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|24.73%
 
|24.73%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Serpentis
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Snake
 
| style="text-align:left;" | Mid-grade Snake
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| -26.93%
 
| -26.93%
 
| +3
 
| +3
 +
|rowspan="2" style="text-align:left;" | LP store: Thukker Mix<br />LP Store: Trust Partners
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Nomad
 
| style="text-align:left;" | Low-grade Nomad
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| 62.17%
 
| 62.17%
 
| +4
 
| +4
 +
|rowspan="2" style="text-align:left;" | Data site: Ghost Sites
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Ascendancy
 
| style="text-align:left;" | Mid-grade Ascendancy
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|-
 
|-
 
!rowspan="12"|Tanking
 
!rowspan="12"|Tanking
|rowspan="3" style="text-align:left;" | [[File:Icon armor repairer i.png|24px|link=]] Armor Repair Amount
+
|rowspan="3" style="text-align:left;" | [[File:Icon armor repairer i.png|24px|link=]] Subcapital Armor Repair Amount
 
| style="text-align:left;" | High-grade Asklepian
 
| style="text-align:left;" | High-grade Asklepian
 
|15%
 
|15%
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|53.63%
 
|53.63%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Serpentis
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Asklepian
 
| style="text-align:left;" | Mid-grade Asklepian
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|53.63%
 
|53.63%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Blood Raiders
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Amulet
 
| style="text-align:left;" | Mid-grade Amulet
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| +2
 
| +2
 
|-
 
|-
|rowspan="3" style="text-align:left;" | [[File:Icon shield glow.png|24px|link=]] Shield Boost Amount
+
|rowspan="3" style="text-align:left;" | [[File:Icon shield glow.png|24px|link=]] Subcapital Shield Boost Amount
 
| style="text-align:left;" | High-grade Crystal
 
| style="text-align:left;" | High-grade Crystal
 
|15%
 
|15%
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|53.63%
 
|53.63%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Guristas Pirates
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Crystal
 
| style="text-align:left;" | Mid-grade Crystal
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|53.63%
 
|53.63%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Sansha's Nation
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Nirvana
 
| style="text-align:left;" | Mid-grade Nirvana
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|33,90%
 
|33,90%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | Combat site: Guristas Huntmaster Outpost
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Hydra
 
| style="text-align:left;" | Mid-grade Hydra
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| -20.7%
 
| -20.7%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Angel Cartel
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Halo
 
| style="text-align:left;" | Mid-grade Halo
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| +2
 
| +2
 
|-
 
|-
|rowspan="3" style="text-align:left;" | [[File:Icon_shield_transporter_i.png|left|24px|link=]][[File:Icon_remote_armor_repair_i.png|left|24px|link=]]Subcap Remote Rep<br> Cycle Time Reduction
+
|rowspan="3" style="text-align:left;" | [[File:Icon_shield_transporter_i.png|left|24px|link=]][[File:Icon_remote_armor_repair_i.png|left|24px|link=]]Subcapital Remote Repairer <br>Cycle Time Reduction
 
| style="text-align:left;" | High-grade Savior
 
| style="text-align:left;" | High-grade Savior
 
|15%
 
|15%
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| -26.8%
 
| -26.8%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | Combat site: Guardian's Gala VIP Emcee
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Savior
 
| style="text-align:left;" | Mid-grade Savior
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| -38.12%
 
| -38.12%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | LP store: Blood Raiders
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Talisman
 
| style="text-align:left;" | Mid-grade Talisman
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| -26.93%
 
| -26.93%
 
| +3
 
| +3
 +
|rowspan="2" style="text-align:left;" | LP store: The Syndicate
 
|-
 
|-
 
| style="text-align:left;" | Low-grade Edge
 
| style="text-align:left;" | Low-grade Edge
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| +69.67%
 
| +69.67%
 
|rowspan="2" | +4
 
|rowspan="2" | +4
 +
|rowspan="6" style="text-align:left;" | LP store: Triglavian Collective<br />LP Store: DED
 
|-
 
|-
 
| -0.33%
 
| -0.33%
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| -6.01%
 
| -6.01%
 
|--
 
|--
|rowspan="3" style="text-align:left;" | [[File:Icon capacitor recharger.png|24px|link=]] Capacitor regeneration speed
+
|rowspan="3" style="text-align:left;" | [[File:Icon capacitor recharger.png|24px|link=]] [[Capacitor]] recharge time <br><span style="padding-left: 28px;">Note: see [[Talk:Implants#Incorrect sum for High-Grade Rapture implant|Talk page]]</span>
 
| style="text-align:left;" | High-grade Rapture
 
| style="text-align:left;" | High-grade Rapture
 
|15%
 
|15%
 
|50%
 
|50%
|1%
+
| -1%
|2%
+
| -2%
|3%
+
| -3%
|4%
+
| -4%
|5%
+
| -5%
| 53.63%
+
| -38.12%
 
| +4
 
| +4
 +
|rowspan="3" style="text-align:left;" | Combat site: Wightstorm Muster Point
 
|-
 
|-
 
| style="text-align:left;" | Mid-grade Rapture
 
| style="text-align:left;" | Mid-grade Rapture
 
|10%
 
|10%
 
|25%
 
|25%
|1%
+
| -1%
|2%
+
| -2%
|3%
+
| -3%
|4%
+
| -4%
|5%
+
| -5%
| 33.83%
+
| -26.93%
 
| +3
 
| +3
 
|-
 
|-
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|2.5%
 
|2.5%
 
|10%
 
|10%
|1%
+
| -1%
|2%
+
| -2%
|3%
+
| -3%
|4%
+
| -4%
|5%
+
| -5%
| 20.03%
+
| -17.39%
 
| +2
 
| +2
 
|}
 
|}
  
===Special Genolution Core Augmentation Set===
+
=== 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.
 
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.
  
Line 703: Line 726:
 
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.
 
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 ==
 
Skill hardwirings increase the skill specified in the implant's description.  
 
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 {{sk|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.
+
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 {{sk|Small Energy Turret|icon= yes}}). 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]].
 
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==
+
== Tips and Practical Applications with Jump Clones ==
Some clever things can be done when combining the specialization that implants allows on each clone and the ability to change between these clones - and potentially teleport across many systems or constellations - that jump clones enable. To be more precise, various jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped between depending on what you want to do that day. A lot of the high end implants are pretty expensive, it isn't unusual to see someone with implants vastly more expensive than their ship. For example, a training clone would have very expensive attribute enhancers, and almost never undock. As such, training skills during offline hours would be best suited to this clone. A low-sec PvP-dedicated clone should have skill hardwirings that enhance their PvP efficacy, and should furthermore be installed in a station in - or bordering - low-sec regions.  
+
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-sec]]urity 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.
  
==Links==
+
== See also ==
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones Part I]
+
* [https://www.fuzzwork.co.uk/implants/ Fuzzwork's overview of current market prices for all implant sets]
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-2.html Jester´s Guide to Implants and Jump Clones Part II]
+
* [https://oldforums.eveonline.com/?a=topic&threadID=203472 Math for calculating full secondary effect of pirate implants]
*[http://jestertrek.blogspot.de/2012/11/guide-implants-and-jump-clones-part-3.html Jester´s Guide to Implants and Jump Clones Part III]
+
* [[The +3 Implants Program|E-Uni's +3 Implant program]]
*[http://jestertrek.blogspot.de/2012/12/guide-implants-and-jump-clones-part-4.html Jester´s Guide to Implants and Jump Clones Part IV]
 
*[http://jestertrek.blogspot.de/2012/12/guide-implants-and-jump-clones-part-5.html Jester´s Guide to Implants and Jump Clones Part V]
 
*[https://www.fuzzwork.co.uk/implants/ Fuzzwork's overview of current market prices for all implant sets]
 
*[https://oldforums.eveonline.com/?a=topic&threadID=203472 Math for calculating full secondary effect of pirate implants]
 
  
 
[[Category:Items]]
 
[[Category:Items]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 15:31, 21 November 2023

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, PvP loot during The Hunt, 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 affect 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 Source
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 LP store: 24th Imperial Crusade
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 LP store: Tribal Liberation Force
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 LP store: Federal Defence Union
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 LP store: State Protectorate
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 LP store: Servant Sisters of EVE
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 LP store: Mordus Legion
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 LP store: Outer Ring Excavations
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 LP store: Serpentis
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 LP store: Thukker Mix
LP Store: Trust Partners
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 Data site: Ghost Sites
Mid-grade Ascendancy 10% 35% 1% 2% 3% 4% 5% 36.87% +3
Tanking Icon armor repairer i.png Subcapital Armor Repair Amount High-grade Asklepian 15% 50% 1% 2% 3% 4% 5% 53.63% +4 LP store: Serpentis
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 LP store: Blood Raiders
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 Subcapital Shield Boost Amount High-grade Crystal 15% 50% 1% 2% 3% 4% 5% 53.63% +4 LP store: Guristas Pirates
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 LP store: Sansha's Nation
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 Combat site: Guristas Huntmaster Outpost
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 LP store: Angel Cartel
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
Subcapital Remote Repairer
Cycle Time Reduction
High-grade Savior 15% 50% 1% 1.5% 2% 2.5% 3% -26.8% +4 Combat site: Guardian's Gala VIP Emcee
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 LP store: Blood Raiders
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 LP store: The Syndicate
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 LP store: Triglavian Collective
LP Store: DED
-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 recharge time
Note: see Talk page
High-grade Rapture 15% 50% -1% -2% -3% -4% -5% -38.12% +4 Combat site: Wightstorm Muster Point
Mid-grade Rapture 10% 25% -1% -2% -3% -4% -5% -26.93% +3
Low-grade Rapture 2.5% 10% -1% -2% -3% -4% -5% -17.39% +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