Difference between revisions of "Medical boosters"

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== Using boosters ==
 
== Using boosters ==
To use a booster, right click on it and select 'Consume'. This can be done in space or at a station. Each booster type has a different "slot" that it uses, viewable in the character sheet. You cannot use another booster if it occupies the same slot as currently active booster. These slots are distinct from those used for regular neural implants.
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To use a booster, right click on it and select "Consume". This can be done in space or at a station. Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for regular neural implants.
  
It is not possible to override an booster once it has been consumed; you must wait out the drug for its duration. Boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology}} the user has trained.  
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It is not possible to override an booster once it has been consumed - pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of {{sk|Biology|icon=yes}} the user has trained.  
  
Each flavor of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The effects are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
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Each type of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
  
 
=== Skills ===
 
=== Skills ===
* {{sk|Biology|mult=yes}}: 20% bonus to attribute booster duration per skill level.
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* {{sk|Biology|mult=yes}}: 20% bonus per skill level to attribute booster duration
* {{sk|Neurotoxin Control|mult=yes}}: 5% reduction of potency of side effects per level.
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* {{sk|Neurotoxin Control|mult=yes}}: 5% reduction per skill level to booster side effects potency
* {{sk|Neurotoxin Recovery|mult=yes}}: 5% reduction of the chance of having a negative side effect per skill level.
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* {{sk|Neurotoxin Recovery|mult=yes}}: 5% reduction per skill level to the chance of having a negative side effect
  
 
=== Implants ===
 
=== Implants ===

Revision as of 20:25, 1 February 2017

E-UNI Emblem.png EVE University offers
a class on:

Medical boosters, often simply called boosters, are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects, but have dramatically reduced effects.

Combat-related boosters are manufactured from gasses which are harvested from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters.

Skill training boosters are obtained through in-game events, and generally have an expiration date after which they will not function.

Combat boosters

There are 8 different abilities that boosters can affect, divided into four different grades.

Booster name Attribute Slot Bonuses by grade Potential side effects
Synth Standard Improved Strong
Blue Pill Icon shield glow.pngShield boosting amount 1 +3% +20% +25% +30% Capacitor capacity Missile explosion velocity Shield capacity Turret optimal range
Exile Icon armor repairer i.pngArmor repair amount 1 +3% +20% +25% +30% Armor hitpoints Capacitor capacity Missile explosion radius Turret tracking
Mindflood Icon capacitor capacity.pngCapacitor capacity 1 +3% +10% +15% +20% Armor repair amount Missile explosion radius Shield boosting amount Turret optimal range
X-Instinct Icon ship sig.pngSignature radius 1 -2.25% -7.5% -11.25% -15% Armor hitpoints Missile velocity Shield capacity Turret falloff
Drop Icon tracking.pngTracking speed 2 +3% +25% +31.25% +37.5% Armor repair amount Shield capacity Turret falloff Velocity
Frentix Icon target range.pngOptimal range 2 +3% +10% +15% +20% Armor hitpoints Shield boosting amount Turret tracking Velocity
Sooth Sayer Icon falloff mod.pngFalloff range 2 +3% +10% +15% +20% Armor repair amount Shield capacity Turret optimal range Velocity
Crash Icon damage exp.pngMissile explosion radius 3 -3% -20% -25% -30% Armor hitpoints Missile velocity Shield boosting amount Velocity

Other boosters

There are other combat boosters which are not manufactured by players, and which do not have side effects.

Booster name Bonus Slot Duration Source
Antipharmakon Aeolis Icon capacitor capacity.png+8% Capacitor 1 30 minutes Project Discovery
Antipharmakon Iokira Icon tracking.png+8% Tracking Speed 2
Antipharmakon Kosybo Icon armor repairer i.png+8% Armor Repair 1
Antipharmakon Thureo Icon shield glow.png+8% Shield Boost 1
Antipharmakon Toxot Icon burst.png+8% Flight Time 3
Quafe Zero Icon velocity.png+5% Velocity
Icon sensor resolution.png+5% Scan Resolution
1 1 hour Gift from CCP

Using boosters

To use a booster, right click on it and select "Consume". This can be done in space or at a station. Each booster type has a different "slot" that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for regular neural implants.

It is not possible to override an booster once it has been consumed - pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of Icon skillbook2.png Biology the user has trained.

Each type of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.

Skills

  • Biology (1x): 20% bonus per skill level to attribute booster duration
  • Neurotoxin Control (2x): 5% reduction per skill level to booster side effects potency
  • Neurotoxin Recovery (5x): 5% reduction per skill level to the chance of having a negative side effect

Implants

The Eifyr and Co. 'Alchemist' line of neural implants can enhance the duration of boosters, or reduce the probability or potency of side effects. See implants for more information.

Manufacturing

Acquiring materials

Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in anomalies found in known space. These anomalies will only spawn in specific regions of the universe. Note that these gasses are different from the Fullerine gasses found in wormholes, which are used to create tier 3 ships and subsystems.

Processing gas

Gas must be processed into pure booster material before the final product is created. This is done using reactions at a player owned starbase (POS). Synth and Standard boosters use Simple Biochemical Reactions at a Medium Biochemical Reactor Array. Improved and Strong boosters use Complex Biochemical Reactions at a Biochemical Reactor Array. Both these structures can only be anchored at a POS in .3 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reaction require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.

The Reactor Arrays require additional silos to pull and place materials. The gas is stored in a Biochemical Silo, the other catalyst in a General Storage silo, and the pure booster product must be outputted to a Hazardous Chemical Silo.

Booster creation

Finally, the booster is created at a Drug Lab anchored at a POS. This structure has no security requirements, and can be placed and operated in hisec. Manufactoring the final booster product requires the pure booster material of the desired grade covered in the above section, a little bit of megacyte, and a blueprint.

Cerebral Accelerators

Cerebral Accelerators are boosters that increase the attributes of character, thereby increasing the speed at which they accrue skill points. The attribute bonus given by Cerebral Accelerators varies by type and method of acquisition, but all Cerebral Accelerators boost all attributes by the same amount. Some Cerebral Accelerators provide additional bonuses to combat stats, but most only affect character attributes.

All Cerebral Accelerators occupy booster slot 4, meaning that pilots cannot use two different accelerators at the same time. As noted above, boosters and implants occupy different slots, so pilots are able to use a full set of attribute-boosting implants alongside a Cerebral Accelerator.

Purchased Accelerators

The most common sources of Cerebral Accelerators are various deals offered to new players by CCP (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their skill queue during their first few days in New Eden. Cerebral Accelerators obtained by this method are only usable by characters below a certain age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration.

Cerebral Accelerators obtained via real-money purchases are not available on the regular market, but can be sold via contract.

Redemption

When a player purchases a subscription package that includes a Cerebral Accelerator of any kind, the Accelerator will be delivered via the item redemption system. To redeem a Cerebral Accelerator:

  1. Go to the character selection screen.
  2. If the Accelerator is available to be redeemed, a “Redeem Items” ribbon with be located along the bottom of the screen. Click on this, and a list of all the items available to be redeemed will be shown.
  3. Drag and drop the Accelerator onto the portrait of the character you want to receive it.
  4. The item will be delivered to the Item Hangar of the station in which the designated character is currently docked.
    Note: It is advisable to move the desired character to the station you want the item at before redeeming the item. That way there is zero chance of losing it during transport.
  5. To activate the Accelerator, right click on it in the Item Hangar and choose “Consume”.

Event Accelerators

There are also several kinds of Accelerators that have been part of various lore events in New Eden, such as the Crimson Harvest. These Cerebral Accelerators are usable by all characters, regardless of age, but they also come with a built-in expiration date after which they will no longer function. This expiration date is generally some set time period after the conclusion of the event in which they were obtained.

See also

External links