Difference between revisions of "Medical boosters"

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{{WIP|The uni wiki deserved a proper page on space drugs. Feel free to add anything that might be missing.}}
 
{{WIP|The uni wiki deserved a proper page on space drugs. Feel free to add anything that might be missing.}}
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{{related class|Messing With Your Head}}
 
'''Combat boosters''', sometimes '''medical boosters''' or just '''boosters''', are performance enhancing drugs in EVE. They allow users to temporarily boost certain combat related abilities. The more powerful boosters have a chance of having negative side effects which will impact your ability to fight, and are illegal to carry in Empire space. The weaker boosters, called Synths, are legal and have no chance of side effects, but have dramatically reduced effects.
 
'''Combat boosters''', sometimes '''medical boosters''' or just '''boosters''', are performance enhancing drugs in EVE. They allow users to temporarily boost certain combat related abilities. The more powerful boosters have a chance of having negative side effects which will impact your ability to fight, and are illegal to carry in Empire space. The weaker boosters, called Synths, are legal and have no chance of side effects, but have dramatically reduced effects.
  

Revision as of 09:59, 20 April 2015

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Combat boosters, sometimes medical boosters or just boosters, are performance enhancing drugs in EVE. They allow users to temporarily boost certain combat related abilities. The more powerful boosters have a chance of having negative side effects which will impact your ability to fight, and are illegal to carry in Empire space. The weaker boosters, called Synths, are legal and have no chance of side effects, but have dramatically reduced effects.

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

Types of boosters

There are four different grades of booster, and 8 different abilities they can effect.

Booster name Attribute Slot Bonuses by grade Potential side effects
Synth Standard Improved Strong
Blue Pill Shield boosting amount 1 +3% +20% +25% +30% Shield capacity, Turret optimal range, Missile explosion velocity, Capacitor capacity
Exile Armor repair amount 1 +3% +20% +25% +30% Armor hitpoint, Turret tracking, Missile explosion radius, Capacitor capacity
Mindflood Capacitor capacity 1 +3% +10% +15% +20% Armor repair amount, Shield boosting amount, Turret optimal range, Missile explosion radius
X-Instinct Signature radius 1 -2.25% -7.5% -11.25% -15% Armor hitpoint, Shield capacity, Turret falloff, Missile velocity
Drop Tracking speed 2 +3% +25% +31.25% +37.5% Armor repair amount, Shield capacity, Turret falloff, Velocity
Frentix Optimal range 2 +3% +10% +15% +20% Armor hitpoint, Shield boosting amount, Turret tracking, Velocity
Sooth Sayer Falloff range 2 +3% +10% +15% +20% Armor repair amount, Shield capacity, Turret optimal range, Velocity
Crash Missile explosion radius 3 -3% -20% -25% -30% Armor hitpoint, Shield boosting amount, Missile velocity, Velocity

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 different 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 Biology 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.

Skills

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

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.

Illegality and transporting

Boosters are considered illegal by all Empire custom officials. NPC customs agents at gates may scan your cargo; if you are carrying boosters, you will lose 0.1 standing with the faction that caught you, and face confiscation and a fine of 200% market value of the boosters. You can choose not to pay the fine, in which case you keep the booster but the customs official, who flies a battleship, will try to kill you.

Note that it is only illegal to transport boosters. It is perfectly legal to fly while under the influence of them.

Manufacturing

Acquiring materials

Main article: Gas Cloud Mining

Boosters are manufactured from mytoserocin and cytoserocin gas harvesting from clouds in anomolies found in known space. Only certain regions will have these clouds spawn.

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.

See also

External links