Difference between revisions of "Skill Hardwiring"

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(Skill naming & cybernetics requirements)
m (Change http to https where applicable. Change skill links to {{Sk}})
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==Cybernetics Skill Requirements==
 
==Cybernetics Skill Requirements==
  
A pilot must have a certain level in the [[Cybernetics]] skill to inject an skill hardwiring [[implant]].  This is checked when the implant is injected into a particular clone.  Once the implant has been injected, it will function fully when that clone is active, even if the pilot's Cybernetics skill is later reduced (such as an [[Alpha]] account or from using a [[Skill Extractor]]).
+
A pilot must have a certain level in the {{Sk|Cybernetics}} skill to inject an skill hardwiring [[implant]].  This is checked when the implant is injected into a particular clone.  Once the implant has been injected, it will function fully when that clone is active, even if the pilot's Cybernetics skill is later reduced (such as an [[Clone states#Alpha clones|Alpha]] account or from using a [[Skill Extractor]]).
  
 
The level of Cybernetics required varies between skill hardwiring series.  For example:
 
The level of Cybernetics required varies between skill hardwiring series.  For example:
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! Skill !! Series !! 01 !! 02 !! 03 !! 04 !! 05 !! 06
 
! Skill !! Series !! 01 !! 02 !! 03 !! 04 !! 05 !! 06
 
|-
 
|-
| [[Capacitor Systems Operation]] || EO-6 || I || I || II || III || IV || V
+
| {{Sk|Capacitor Systems Operation}} || EO-6 || I || I || II || III || IV || V
 
|-
 
|-
| [[Power Grid Management]] || EG-6 || I || I || II || III || IV || V
+
| {{Sk|Power Grid Management}} || EG-6 || I || I || II || III || IV || V
 
|-
 
|-
| [[CPU Management]] || EE-6 || I || I || II || III || IV || V
+
| {{Sk|CPU Management}} || EE-6 || I || I || II || III || IV || V
 
|-
 
|-
| [[Repair Systems]] || RS-6 || I || I || II || III || IV || V
+
| {{Sk|Repair Systems}} || RS-6 || I || I || II || III || IV || V
 
|-
 
|-
| [[Small Projectile Turret]] || SP-6 || I || I || I || III || III || V
+
| {{Sk|Small Projectile Turret}} || SP-6 || I || I || I || III || III || V
 
|-
 
|-
| [[Small Energy Turret]] || SE-6 || I || I || I || I || III || III
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| {{Sk|Small Energy Turret}} || SE-6 || I || I || I || I || III || III
 
|-
 
|-
| [[Small Hybrid Turret]] || SH-6 || I || I || I || I || III || III
+
| {{Sk|Small Hybrid Turret}} || SH-6 || I || I || I || I || III || III
 
|-
 
|-
| [[Motion Prediction]] || MR-7 || I || I || III || III || III || V
+
| {{Sk|Motion Prediction}} || MR-7 || I || I || III || III || III || V
 
|-
 
|-
| [[Controlled Bursts]] || CB-7 || I || I || I || I || III || III
+
| {{Sk|Controlled Bursts}} || CB-7 || I || I || I || I || III || III
 
|-
 
|-
| [[Trajectory Analysis]] || TA-7 || I || I || I || I || III || III
+
| {{Sk|Trajectory Analysis}} || TA-7 || I || I || I || I || III || III
 
|-
 
|-
| [[Medium Projectile Turret]] || MP-8 || I || I || II || III || IV || V
+
| {{Sk|Medium Projectile Turret}} || MP-8 || I || I || II || III || IV || V
 
|-
 
|-
| [[Medium Energy Turret]] || ME-8 || I || I || II || II || IV || IV
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| {{Sk|Medium Energy Turret}} || ME-8 || I || I || II || II || IV || IV
 
|-
 
|-
| [[Medium Hybrid Turret]] || MH-8 || I || I || II || II || IV || IV
+
| {{Sk|Medium Hybrid Turret}} || MH-8 || I || I || II || II || IV || IV
 
|-
 
|-
| [[Surgical Strike]] || SS-9 || I || I || II || III || IV || V
+
| {{Sk|Surgical Strike}} || SS-9 || I || I || II || III || IV || V
 
|-
 
|-
| [[Gunnery]] || RF-9 || I || I || II || II || IV || IV
+
| {{Sk|Gunnery}} || RF-9 || I || I || II || II || IV || IV
 
|-
 
|-
| [[Sharpshooter]] || ST-9 || I || I || II || II || IV || IV
+
| {{Sk|Sharpshooter}} || ST-9 || I || I || II || II || IV || IV
 
|-
 
|-
| [[Large Projectile Turret]] || LP-10 || I || I || III || III || IV || V
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| {{Sk|Large Projectile Turret}} || LP-10 || I || I || III || III || IV || V
 
|-
 
|-
| [[Large Energy Turret]] || LE-10 || I || I || III || III || IV || V
+
| {{Sk|Large Energy Turret}} || LE-10 || I || I || III || III || IV || V
 
|-
 
|-
| [[Large Hybrid Turret]] || LH-10 || I || I || III || III || IV || V
+
| {{Sk|Large Hybrid Turret}} || LH-10 || I || I || III || III || IV || V
 
|-
 
|-
| [[Weapon Upgrades]] || WU-10 || I || I || III || III || IV || V
+
| {{Sk|Weapon Upgrades}} || WU-10 || I || I || III || III || IV || V
 
|}
 
|}
  
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====Summary by Skill====
 
====Summary by Skill====
  
* [[Archaeology]]: AC-905 (only one hardwire), EY-1005 (only one hardwire)
+
* {{Sk|Archaeology}}: AC-905 (only one hardwire), EY-1005 (only one hardwire)
* [[Astrometric Acquisition]]: AQ-700 series
+
* {{Sk|Astrometric Acquisition}}: AQ-700 series
* [[Astrometric Pinpointing]]: AP-600 series
+
* {{Sk|Astrometric Pinpointing}}: AP-600 series
* [[Astrometric Rangefinding]]: AR-800 series
+
* {{Sk|Astrometric Rangefinding}}: AR-800 series
 
* [[Hacking]]: HC-905 (only one hardwire), EY-1005 (only one hardwire)
 
* [[Hacking]]: HC-905 (only one hardwire), EY-1005 (only one hardwire)
 
* [[Salvaging]]: SV-905 (only one hardwire)
 
* [[Salvaging]]: SV-905 (only one hardwire)
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==Implant Acquisition==
 
==Implant Acquisition==
  
All hardwiring implants can be purchased at NPC stations through the LP store. This is usually the most cost-effective way but not always as the market is volatile and may offer cheaper implants off the market than the LP store. [http://www.ellatha.com/eve/LP_Stores.asp Ellatha LP Database] hosts an LP database so implants and their LP store prices can be cross-checked with market prices.
+
All hardwiring implants can be purchased at NPC stations through the LP store. This is usually the most cost-effective way but not always as the market is volatile and may offer cheaper implants off the market than the LP store. [https://www.ellatha.com/eve/LP_Stores.asp Ellatha LP Database] hosts an LP database so implants and their LP store prices can be cross-checked with market prices.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 12:51, 24 May 2022

Skill hardwirings are a type of implant. In general, weapons and ship enhancements are in sets of six, which give a bonus of 1-6% to a given skill or attribute, depending on the grade of the implant, whereas industry, science and processing hardwires are in sets of three and have varying bonuses. The bonuses are stacked separately from the actual corresponding skills, i.e. if a skill gives you 5% / level, and you have the 5% hardwiring, your total effect is 1.25 * 1.05 = 1.3125 for a positive bonus or 0.75 * 0.95 = 0.7125 for a negative bonus, not the 1.30 or 0.70 you would get by adding the 25% and the 5% for a 30% bonus.

Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades that give a different bonus amount. Individual faction and officer hardwires are not listed below.

Naming

Most Skill Hardwiring implants use a common naming scheme. For example, Zainou 'Gypsy' CPU Management EE-601 or Eifyr & Co. 'Gunslinger' Medium Projectile Turret MP-803. The key properties of the implant - skill, slot and bonus - are summarised in the name.

Corporation Series Name Skill Skill code Slot Bonus
Zainou Gypsy CPU Management EE 6 01
Eifyr & Co. Gunslinger Medium Projectile Turret MP 8 03

Notes:

  • Skill code is often (but not always) an abbreviation of the skill.
    • Codes are not always exact abbreviations. For example, MR for Motion Prediction (as MP is already used for Medium Projectile Turret).
    • Some skills have been renamed since the implant was created. Notable examples:
      • Electronics (EE) to CPU Management.
      • Engineering (EG) to Power Grid Management.
      • Energy Systems Operation (EO) to Capacitor Systems Operation.
  • Implant slot varies from 6 to 10.
  • Bonus varies from 01 (1%) to 06 (6%). Not all implant series have all bonuses.

Unique Skill Hardwiring Implants

Certain foes or missions can drop uniquely named skill hardwiring implants. For example, Zor's Custom Navigation Hyper-Link. For such implants, you will need to read the description to find the slot and bonus.

Usually, the named skill hardwiring grants the same bonus as a regular skill hardwiring, but perhaps in a different slot. Compare:

Implant Slot Cybernetics Bonus
Zor's Custom Navigation Hyper-Link 8 4 +5% to AB and MWD speed increase
Eifyr & Co. 'Rogue' Acceleration Control AC-605 6 3

Cybernetics Skill Requirements

A pilot must have a certain level in the Cybernetics skill to inject an skill hardwiring implant. This is checked when the implant is injected into a particular clone. Once the implant has been injected, it will function fully when that clone is active, even if the pilot's Cybernetics skill is later reduced (such as an Alpha account or from using a Skill Extractor).

The level of Cybernetics required varies between skill hardwiring series. For example:

Skill Series 01 02 03 04 05 06
Capacitor Systems Operation EO-6 I I II III IV V
Power Grid Management EG-6 I I II III IV V
CPU Management EE-6 I I II III IV V
Repair Systems RS-6 I I II III IV V
Small Projectile Turret SP-6 I I I III III V
Small Energy Turret SE-6 I I I I III III
Small Hybrid Turret SH-6 I I I I III III
Motion Prediction MR-7 I I III III III V
Controlled Bursts CB-7 I I I I III III
Trajectory Analysis TA-7 I I I I III III
Medium Projectile Turret MP-8 I I II III IV V
Medium Energy Turret ME-8 I I II II IV IV
Medium Hybrid Turret MH-8 I I II II IV IV
Surgical Strike SS-9 I I II III IV V
Gunnery RF-9 I I II II IV IV
Sharpshooter ST-9 I I II II IV IV
Large Projectile Turret LP-10 I I III III IV V
Large Energy Turret LE-10 I I III III IV V
Large Hybrid Turret LH-10 I I III III IV V
Weapon Upgrades WU-10 I I III III IV V

Unique skill hardwiring implants can have quite different Cybernetics requirements. This can mean that named implants can be injected by Alpha clones even when the common variety are not.

Skill Hardwiring Slot Affects Bonus Cybernetics
Ogdin's Eye Coordination Enhancer 9 Turret tracking speed +6% III
Peshan's Turret Customisation Mindlink 9 Turret rate of fire +7% IV
Peshan's Turret Handling Mindlink 10 Large energy turret damage +7% IV
Sansha Modified 'Gnome' Implant 7 Shield capacity and shield recharge rate +3% III

Hardwiring by Affected Skill Area

Armor

All Armor hardwires are the Inherent Implants 'Noble' type.

Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
RS: armor / hull repair systems duration RA: remote armor repair capacitor need MC: hull hit points RP: repair system repair amount HG: armor hit points

Summary by Skills

Implants with no corresponding skill:

  • RP-900 series (there is no skill that increases armor repair amount)

Drone

Slot 7 Slot 9
Overmind 'Goliath' Drone Tuner T25-10S
Overmind 'Hawkmoth' Drone Tuner S10-25T
CreoDron 'Yellowjacket' Drone Tuner D5-10T
CreoDron 'Bumblebee' Drone Tuner T10-5D

Summary by Skills

  • Drones: Overmind 'Goliath' Drone Tuner T25-10S
  • Drones: Overmind 'Hawkmoth' Drone Tuner S10-25T
  • Drones: CreoDron 'Yellowjacket' Drone Tuner D5-10T
  • Drones: CreoDron 'Bumblebee' Drone Tuner T10-5D



Electronic Systems

There are only Electronic Systems hardwires for slots 8 & 9.

Model name Slot 8 Slot 9
Zainou 'Gypsy' PJ: propulsion jamming cap need EW: ECM & ECM burst cap need
SL: sensor linking cap need
TG: target painting cap need
WD: weapon disruption cap need
Inquest 'Eros' MR: stasis webifier range

Summary by Skill

Implants with no corresponding skill:

  • MR-800 series - there is no skill that increases stasis webifier range

Engineering

There are no Engineering hardwires for slots 9 & 10.

Model name Slot 6 Slot 7 Slot 8
Inherent Implants 'Squire' EO: capacitor recharge rate
EG: power grid output
ES: capacitor emission systems capacitor need
EU: energy upgrade CPU need
EP: energy pulse weapon (smart bomb) duration
EM: total capacitor capacity
Zainou 'Gypsy' EE: CPU amount
EU: Electronics Upgrade modules CPU need

Summary by Skill


Gunnery

Hardwires that include "(all)" affect all types and sizes of turrets.

Model name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
Eifyr & Co. 'Gunslinger' SP: small projectile damage MR: tracking speed (all) MP: medium projectile damage SS: turret damage (all) LP: large projectile damage
Inherent Implants 'Lancer' SE: small energy damage CB: turret capacitor need (all) ME: medium energy damage RF: rate of fire (all) LE: large energy damage
Zainou 'Deadeye' SH: small hybrid damage TA: falloff (all) MH: medium hybrid damage ST: optimal range (all) LH: large hybrid damage
Zainou 'Gnome' WU: CPU need (all)

Summary by Slot

Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size.

6: +damage for racial small turret, else use a utility hardwire.
7: +tracking, -capacitor use or +falloff.
8: +damage for racial medium turret, else use a utility hardwire.
9: +damage, +rate of fire or +optimal.
10: +damage for racial large turret, else -CPU.

Summary by Skill


Industry

There is only one set of Industry hardwires - the Zainou 'Beancounter' BX-800 series for slot 8. There are three in the series, which reduce manufacturing time by 1%, 2% and 4%.


Missiles

Model Name Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
Zainou 'Deadeye' MB: missile flight time
MP: missile velocity
GP: explosion radius TN: explosion velocity RL: rate of fire
Zainou 'Gnome' LE: CPU need
Zainou 'Snapshot' CM: Cruise Missile damage
TD: Torpedo damage
AM: Heavy Assault Missile damage
HM: Heavy Missile damage
DM: Defender Missile velocity LM: Light Missile damage
RD: Rocket damage
FR: FoF explosion radius

Note that the Zainou 'Gnome' "LE-600" series in slot 6 saves launcher CPU but the Zainou 'Gypsy' "EE-600" series (in the engineering group) fits in the same slot and boosts overall CPU, which is preferable.

Summary by Slot

6: +Damage for large launchers, else use a utility hardwire.
7: +Damage for medium launchers, else range.
8: -Explosion radius, else +Velocity for defenders (but a utility hardwire is probably preferable over that).
9: +Damage for small launchers, else +Explosion velocity.
10: +ROF unless you really love FoF.

Summary by Skill


Navigation

Navigation hardwires are Eifyr & Co. 'Rogue'. There are no Navigation hardwires for slot 10.

Slot 6 Slot 7 Slot 8 Slot 9
AC: Afterburner / Microwaprdrive speed
AB: Afterburner duration
NN: ship velocity
WD: warp drive cap need
WS: warp speed
EM: ship agility FC: Afterburner cap need HS: Microwarpdrive cap need

Summary by Skill

Implants with no corresponding skill:

  • WS-600 series - there is no skill that increases warp speed

Neural Enhancement

All Neural Enhancement hardwires are the Eifyr & Co. 'Alchemist' type. There are no hardwires for slots 6 & 7 and there are only 2 grades per set.

Slot 8 Slot 9 Slot 10
BY: booster duration NC: booster side effect severity NR: booster side effect probability

Summary by Skill


Resource Processing

There are only Resource Processing hardwires for slots 8 & 10. Each series contains only three grades of hardwire.

Model Name Slot 8 Slot 10
Eifyr & Co. 'Alchemist' GH: gas cloud harvester duration
Zainou 'Beancounter' RX: reprocessing waste
Inherent Implants 'Highwall' MX: mining yield
MU: mining upgrade CPU penalty
Inherent Implants 'Yeti' IH: ice harvester duration

Summary by Skill


Scanning

All Scanning hardwires are the Poteque 'Prospector' type. Some series contain three grades of hardwire and others only have one.

Slot 6 Slot 7 Slot 8 Slot 9 Slot 10
AP: scan deviation AQ: probe scanning time AR: probe scan strength AC: relic analyzer virus coherence
HC: data analyzer virus coherence
SV: salvage retrieval
EY: virus coherence and module duration

Summary by Skill

Implants with no corresponding skill:

  • EY-1005 (only one hardwire) - this hardwire also gives bonuses to archaeology, hacking and salvage module duration. No skill gives these bonuses.

Science

All Science hardwires are the Zainou 'Beancounter' type. There are no Science hardwires for slots 9 & 10.

Slot 6 Slot 7 Slot 8
RR: blueprint manufacturing time research MY: material efficiency research time SC: blueprint copy time

Summary by Skill


Shield

All Shield hardwires are the Zainou 'Gnome' type. There are no Shield hardwires for slot 10.

Slot 6 Slot 7 Slot 8 Slot 9
SU: shield upgrade module power grid need SM: shield amount SE: shield emission module cap need SP: shield recharge rate

Summary by Skill


Targeting

All Targeting hardwires are the Zainou 'Gypsy' type. There are only Targeting hardwires for slots 7 & 8.

Slot 7 Slot 8
SA: scan resolution LT: targeting range

Summary by Skill


Hardwiring by slot, summarized

Slot 6

Skill area Model names Purpose
Armor Inherent Implants 'Noble' RS armor and hull repair systems duration
Electronic Systems none
Engineering Inherent Implants 'Squire' EO, EG; Zainou 'Gypsy' EE, EU capacitor recharge, power grid output; CPU amount, electronics upgrade CPU need
Gunnery Eifur & Co. 'Gunslinger' SP, Inherent Implants 'Lancer' SE and Zainou 'Deadeye' SH small racial turret damage
Industry none
Missiles Zainou 'Gnome' LE; Zainou 'Snapshot' CM & TD launcher CPU; large missile damage
Navigation Eifyr & Co. 'Rogue' AC, AB, NN, WD, WS AB/MWD speed bonus, afterburner duration, velocity, warp cap need, warp speed
Neural Enhancement none
Resource Processing none
Scanning Poteque Prospector AP scan deviaton
Science Zainou 'Beancounter' RR blueprint manufacturing time research
Shield Zainou 'Gnome' SU shield upgrade module power grid need
Targeting none

Slot 7

Skill area Model names Purpose
Armor Inherent Implants 'Noble' RA remote armor repair cap need
Electronic Systems none
Engineering Inherent Implants 'Squire' ES, EU, EP capacitor emissions cap need, energy grid upgrade CPU need, energy pulse (smart bomb) duration
Gunnery Eifyr & Co. 'Gunslinger' MR; Inherent Implants 'Lancer' CB; Zainou 'Deadeye' TA tracking speed; turret capacitor use; falloff
Industry none
Missiles Zainou 'Deadeye' MB, MP; Zainou 'Snapshot' AM, HM missile flight time & velocity; medium missile damage
Navigation Eifyr & Co. 'Rogue' EM ship agility
Neural Enhancement none
Resource Processing Michi's Excavation Augmentor 5% bonus to mining yield of mining lasers
Scanning Poteque 'Prospector' AQ probe scanning time
Science Zainou 'Beancounter' MY material effeciency research time
Shield Zainou 'Gnome' SM shield amount
Targeting Zainou 'Gypsy' SA scan resolution

Slot 8

Skill area Model names Purpose
Armor Inherent Implants 'Noble' MC hull hitpoints
Electronic Systems Zainou 'Gypsy' PJ; Inquest 'Eros' MR propulsion jammer cap need; stasis webifier range
Engineering Inherent Implants 'Squire' EM total capacitor capacity
Gunnery Eifyr & Co. 'Gunslinger' MP, Inherent Implants 'Lancer' ME, and Zainou 'Deadeye' MH medium racial turret damage
Industry Zainou 'Beancounter' BX manufacturing time
Missiles Zainout 'Deadeye' GP; Zainou 'Snapshot' DM explosion radius; defender missile velocity
Navigation Eifyr & Co. 'Rogue' FC afterburner cap need
Neural Enhancement Eifyr & Co. 'Alchemist' BY booster duration
Resource Processing Eifyr & Co.'Alchemist' GH; Zainou 'Beancounter' RX gas cloud harvester duration; reprocessing wastage
Scanning Poteque 'Prospector' AR probe scan strength
Science Zainou 'Beancounter' SC blueprint copy time
Shield Zainou 'Gnome' SE shield emission cap need
Targeting Zainou 'Gypsy' LT targeting range

Slot 9

Skill area Model names Purpose
Armor Inherent Implants 'Noble' RP repair systems repair amount
Electronic Systems Zainou 'Gypsy' EW, SL, TG, WD electronic attacks and sensor link cap need
Engineering none
Gunnery Eifyr & Co. 'Gunslinger' SS, Inherent Implants 'Lancer' RF; Zainou 'Deadeye' ST damage; rate of fire; optimal range
Industry none
Missiles Zainou 'Deadeye' TN; Zainou 'Snapshot' LM, RD explosion velocity; small missile damage
Navigation Eifyr & Co. 'Rogue' HS MWD cap need
Neural Enhancement Eifyr & Co. 'Alchemist' NC booster side effect severity
Resource Processing none
Scanning Poteque 'Prospector' AC, HC, SV data / relic analyzer virus coherence, salvage success probability
Science none
Shield Zainou 'Gnome' SP shield recharge rate
Targeting none

Slot 10

Skill area Model names Purpose
Armor Inherent Implants 'Noble' HG Armor hitpoints
Electronics none
Engineering none
Gunnery Eifyr & Co. 'Gunslinger' LP, Inherent Implants 'Lancer' LE, and Zainou 'Deadeye' LH; Zainou 'Gnome' WU large racial turret damage; turret CPU need
Industry none
Missiles Zainou 'Deadeye' RL; Zainou 'Snapshot' FR rate of fire; FoF explosion radius
Navigation none
Neural Enhancement Eifyr & Co. 'Alchemist' NR booster side effect probability
Resource Processing Inherent Implants 'Highwall' MX, MU; Inherent Implants 'Yeti' IH mining yield, mining upgrade CPU penalty; ice harvester duration
Scanning Poteque 'Prospector' Environmental Analysis EY analyzer virus coherence and analyzer / salvager module duration
Science none
Shield none
Targeting none

Hardwiring by series, summarized

Model name Purpose(s)
Eifyr & Co. 'Alchemist' skill boosters and gas cloud harvesting
Eifyr & Co. 'Gunslinger' projectile turret damage, all turret tracking and damage
Eifyr & Co. 'Rogue' navigation
Inherent Implants 'Highwall' mining
Inherent Implants 'Lancer' energy turret damage, all turret cap use and rate of fire
Inherent Implants 'Noble' hull/armor repair and hitpoints
Inherent Implants 'Squire' capacitor and power grid
Inherent Implants 'Yeti' ice harvesting
Poteque 'Prospector' scanning, analyzers & salvaging
Zainou 'Beancounter' research and manufacturing
Zainou 'Deadeye' hybrid turret damage, all turret falloff and optimal range.
Missile range, explosion radius, explosion velocity and launcher rate of fire.
Zainou 'Gnome' turret and launcher CPU, all shield
Zainou 'Gypsy' electronic systems, CPU and targeting
Zainou 'Snapshot' missile damage, defender missile velocity, FoF missile explosion radius

Table of Implants

Slot Skill Name Serial Attributes
6 Armor Inherent Implants 'Noble' Repair Systems RS-601 ~ 606 1% ~ 6% reduction in armor/hull repair modules duration
6 Armor Numon Family Heirloom 7% reduction in armor/hull repair modules duration
6 Electronics Zainou 'Gypsy' Electronics EE-601 ~ 606 1% ~ 6% bonus to the CPU output
6 Electronics Zainou 'Gypsy' Electronics Upgrades EU-601 ~ 606 1% ~ 6% reduction in CPU need of modules requiring the Electronics Upgrade skill
6 Engineering Inherent Implants 'Squire' Capacitor Systems Operation EO-601 ~ 606 1% ~ 6% reduction in capacitor recharge time
6 Engineering Inherent Implants 'Squire' Power Grid Management EG-601 ~ 606 1% ~ 6% bonus to the power grid output of your ship
6 Gunnery Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-601 ~ 606 1% ~ 6% bonus to small projectile turret damage
6 Gunnery Inherent Implants 'Lancer' Small Energy Turret SE-601 ~ 606 1% ~ 6% bonus to small energy turret damage
6 Gunnery Zainou 'Deadeye' Small Hybrid Turret SH-601 ~ 606 1% ~ 6% bonus to small hybrid turret damage
6 Missile Zainou 'Gnome' Launcher CPU Efficiency LE-601 ~ 606 1% ~ 6% reduction in the CPU need of missile launchers
6 Missile Zainou 'Snapshot' Cruise Missiles CM-601 ~ 606 1% ~ 6% bonus to the damage of cruise missiles
6 Missile Zainou 'Snapshot' Torpedoes TD-601 ~ 606 1% ~ 6% bonus to the damage of torpedo missiles
6 Navigation Eifyr and Co. 'Rogue' Acceleration Control AC-601 ~ 606 1% ~ 6% bonus to afterburner and microwarpdrive speed increase
6 Navigation Eifyr and Co. 'Rogue' Afterburner AB-602 ~ 612 2% ~ 12% bonus to the duration of afterburners (available in 2,4,6,8,10,12 percent increments)
6 Navigation Eifyr and Co. 'Rogue' Navigation NN-601 ~ 606 1% ~ 6% bonus to ship velocity
6 Navigation Shaqil's Speed Enhancer 8% bonus to ship velocity
6 Navigation Eifyr and Co. 'Rogue' Warp Drive Operation WD-602 ~ 612 2% ~ 12% reduction in the capacitor need of warp drive
6 Navigation Eifyr and Co. 'Rogue' Warp Drive Speed WS-605 ~ 618 5% ~ 18% bonus to ships warp speed (available in 5,8,10,13,15,18 percent increments)
6 Science Poteque ' Prospector' Astrometric Pinpointing AP-602 ~ 610 2% ~ 10% reduction in maximum scan deviation (available in 2,6,10 percent increments)
6 Science Zainou 'Beancounter' Research RR-601 ~ 605 1% ~ 5% bonus to blueprint manufacturing time research (available in 1,3,5 percent increments)
6 Shield Zainou 'Gnome' Shield Upgrades SU-601 ~ 606 1% ~ 5% reduction in power grid needs of modules requiring the Shield Upgrades skill
7 Drones Overmind 'Goliath' Drone Tuner T25-10S 25% Bonus to Drone Tank, 10% penalty to Drone Speed
7 Drones Overmind 'Hawkmoth' Drone Tuner S10-25T 10% Bonus to Drone Speed, 25% Penalty to Drone Tank
7 Armor Inherent Implants 'Noble' Remote Armor Repair Systems RA-701 ~ 706 1% ~ 6% reduced capacitor need for remote armor repair system modules
7 Electronics Zainou 'Gypsy' Signature Analysis SA-701 ~ 706 1% ~ 6% bonus in ships scan resolution
7 Engineering Inherent Implants 'Squire' Capacitor Emission Systems ES-701 ~ 706 1% ~ 6% reduction in capacitor need of modules requiring the Energy Emission Systems skill
7 Engineering Inherent Implants 'Squire' Energy Grid Upgrades EU-701 ~ 706 1% ~ 6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill
7 Engineering Inherent Implants 'Squire' Energy Pulse Weapons EP-701 ~ 706 1% ~ 6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill
7 Gunnery Eifyr and Co. 'Gunslinger' Motion Prediction MR-701 ~ 706 1% ~ 6% bonus to turret tracking speed
7 Gunnery Ogdin's Eye Coordination Enhancer 6% bonus to turret tracking speed
7 Gunnery Inherent Implants 'Lancer' Controlled Bursts CB-701 ~ 706 1% ~ 6% reduction in all turret capacitor need
7 Gunnery Zainou 'Deadeye' Trajectory Analysis TA-701 ~ 706 1% ~ 6% bonus to turret falloff
7 Industry Michi's Excavation Augmentor 5% bonus to mining yield of mining lasers
7 Missile Zainou 'Deadeye' Missile Bombardment MB-701 ~ 706 1% ~ 6% bonus to all missiles' maximum flight time
7 Missile Zainou 'Deadeye' Missile Projection MP-701 ~ 706 1% ~ 6% bonus to all missiles' maximum velocity
7 Missile Zainou 'Snapshot' Assault Missiles AM-701 ~ 706 1% ~ 6% bonus to assault missile damage
7 Missile Zainou 'Snapshot' Heavy Missiles HM-701 ~ 706 1% ~ 6% bonus to heavy missile damage
7 Navigation Eifyr and Co. 'Rogue' Evasive Maneuvering EM-701 ~ 706 1% ~ 6% bonus to ship agility
7 Navigation Zor's Custom Navigation Link 10% bonus to afterburner duration
7 Science Poteque 'Prospector' Astrometric Acquisition AQ-702 ~ 710 2% ~ 10% reduction in probe scanning time (available in 2,6,10 percent increments)
7 Science Zainou 'Beancounter' Metallurgy MY-701 ~ 705 1% ~ 5% bonus to material efficiency research speed (available in 1,3,5 percent increments)
7 Shield Zainou 'Gnome' Shield Management SM-701 ~ 706 1% ~ 6% bonus to shield capacity
7 Shield Sansha Modified 'Gnome' Implant 3% bonus to shield capacity AND to shield recharge rate
8 Armor Inherent Implants 'Noble' Mechanic MC-801 ~ 806 1% ~ 6% bonus to hull hp
8 Electronics Zainou 'Gypsy' Long Range Targeting LT-801 ~ 806 1% ~ 6% bonus to max targeting range
8 Electronics Zainou 'Gypsy' Propulsion Jamming PJ-801 ~ 806 1% ~ 6% reduction in capacitor need for modules requiring Propulsion Jamming skill
8 Electronics Inquest 'Eros' Stasis Webifier MR-803 ~ 807 3% ~ 7% increase in stasis webifier range
8 Engineering Inherent Implants 'Squire' Capacitor Management EM-801 ~ 806 1% ~ 6% bonus to ships capacitor capacity
8 Gunnery Inherent Implants 'Lancer' Medium Energy Turret ME-801 ~ 806 1% ~ 6% bonus to medium energy turret damage
8 Gunnery Zainou 'Deadeye' Medium Hybrid Turret MH-801 ~ 806 1% ~ 6% bonus to medium hybrid turret damage
8 Gunnery Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-801 ~ 806 1% ~ 6% bonus to medium projectile turret damage
8 Industry Eifyr and Co. 'Alchemist' Gas Harvesting GH-801 ~ 805 1% ~ 5% reduction to gas cloud harvester cycle time (available in 1,3,5 percent increments)
8 Industry Zainou 'Beancounter' Industry BX-801 ~ 804 1% ~ 4% reduction in manufacturing time (available in 1,2,4 percent increments)
8 Industry Zainou 'Beancounter' Refining RX-801 ~ 804 1% ~ 4% reduction in refinery waste (available in 1,2,4 percent increments)
8 Missile Zainou 'Deadeye' Guided Missile Precision GP-801 ~ 806 1% ~ 6% reduced factor of signature radius for all missile explosions
8 Missile Zainou 'Snapshot' Defender Missiles DM-801 ~ 806 1% ~ 6% bonus to the velocity of defender missiles
8 Navigation Eifyr and Co. 'Rogue' Fuel Conservation FC-801 ~ 806 1% ~ 6% reduction in afterburner capacitor needs
8 Navigation Zor's Custom Navigation Hyper-Link 5% bonus to afterburner and MWD speed boost
8 Science Eifyr and Co. 'Alchemist' Biology BY-805 ~ 810 1% ~ 6% bonus to attribute booster duration (available in 5,10 percent increments)
8 Science Poteque 'Prospector' Astrometric Rangefinding AR-802 ~ 810 2% ~ 10% strong scanning strength with scan probes (available in 2,6,10 percent increments)
8 Science Zainou 'Beancounter' Science SC-801 ~ 805 1% ~ 5% bonus to blueprint copying speed (available in 1,3,5 percent increments)
8 Shield Zainou 'Gnome' Shield Emission Systems SE-801 ~ 806 1% ~ 6% reduction in capacitor need of modules requiring the Shield Emission Systems skill
9 Drones CreoDron 'Yellowjacket' Drone Tuner D5-10T 5% Bonus to Drone Damage, 10% penalty to Drone Tank
9 Drones CreoDron 'Bumblebee' Drone Tuner T10-5D 10% Bonus to Drone Tank, 5% Penalty to Drone Damage
9 Armor Inherent Implants 'Noble' Repair Proficiency RP-901 ~ 906 1% ~ 6% bonus to repair system repair amount
9 Electronics Zainou 'Gypsy' Electronic Warfare EW-901 ~ 906 1% ~ 6% reduction in ECM and ECM Burst module capacitor need
9 Electronics Zainou 'Gypsy' Sensor Linking SL-901 ~ 906 1% ~ 6% reduction in capacitor need of modules requiring the Sensor Linking skill
9 Electronics Zainou 'Gypsy' Weapon Disruption WD-901 ~ 906 1% ~ 6% reduction in capacitor need of modules requiring the Weapon Disruption skill
9 Electronics Zainou 'Gypsy' Target Painting TG-901 ~ 906 1% ~ 6% reduction in capcitor need of modules requiring the Target Painting skill
9 Gunnery Eifyr and Co. 'Gunslinger' Surgical Strike SS-901 - 906 1% ~ 6% bonus to all turret damages
9 Gunnery Inherent Implants 'Lancer' Gunnery RF-901 ~ 906 1% ~ 6% bonus to all turret rate of fire
9 Gunnery Zainou 'Deadeye' Sharpshooter ST-901 ~ 906 1% ~ 6% bonus to all turret optimal range
9 Gunnery Pashan's Turret Customization Mindlink 7% bonus to all turret rate of fire
9 Missile Zainou 'Deadeye' Target Navigation Prediction TN-901 ~ 906 1% ~ 6% decrease in factor of target's velocity for all missiles
9 Missile Zainou 'Snapshot' Light Missiles LM-901 ~ 906 1% ~ 6% bonus to damage of light missiles
9 Missile Zainou 'Snapshot' Rockets RD-901 ~ 906 1% ~ 6% bonus to damage of rockets
9 Navigation Eifyr and Co. 'Rogue' High Speed Maneuvering HS-901 ~ 906 1% ~ 6% reduction in capacitor need of modules requiring High Speed Maneuvering
9 Science Eifyr and Co. 'Alchemist' Nanite Control NC-903 ~ 905 3% ~ 5% bonus reduction to side effects (available in 3,5 percent increments)
9 Science Poteque 'Prospector' Archaeology AC-905 +5 Virus Coherence bonus for Relic Analyzers
9 Science Poteque 'Prospector' Hacking HC-905 +5 Virus Coherence bonus for Data Analyzers
9 Science Poteque 'Prospector' Salvaging SV-905 5% increase in chance of salvage retrieval
9 Shield Zainou 'Gnome' Shield Operation SP-901 ~ 906 1% ~ 6% boost to shield recharge rate
10 Armor Inherent Implants 'Noble' Hull Upgrades HG-1001 ~ 1008 1% ~ 8% bonus to armor hitpoints
10 Armor Imperial Navy Modified 'Noble' Implant 3% bonus to armor hit points AND to repair system repair amount
10 Gunnery Inherent Implants 'Lancer' Large Energy Turret LE-1001 ~ 1006 1% ~ 6% bonus to large energy turret damage
10 Gunnery Zainou 'Deadeye' Large Hybrid Turret LH-1001 ~ 1006 1% ~ 6% bonus to large hybrid turret damage
10 Gunnery Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1001 ~ 1006 1% ~ 6% bonus to large projectile turret damage
10 Gunnery Zainou 'Gnome' Weapon Upgrades WU-1001 ~ 1006 1% ~ 6% reduction in the CPU required by turrets
10 Gunnery Pashan's Turret Handling Mindlink 7% bonus to large energy turret damage
10 Industry Inherent Implants 'Highwall' Mining MX-1001 ~ 1005 1% ~ 5% bonus to mining yield (available in 1,3,5 percent increments)
10 Industry Inherent Implants 'Highwall' Mining Upgrades MY-1001 ~ 1005 1% ~ 5% reduction in CPU penalty of mining ugprade modules (available in 1,3,5 percent increments)
10 Industry Inherent Implants 'Yeti' Ice Harvesting IH-1001 ~ 1005 1% ~ 5% decrease in ice harvester cycle time (available in 1,3,5 percent increments)
10 Leadership Armored Command Mindlink +25% bonus to Armored Command Burst effect strength and duration.
10 Leadership Information Command Mindlink +25% bonus to Information Command Burst effect strength and duration.
10 Leadership Shield Command Mindlink +25% bonus to Shield Command Burst effect strength and duration.
10 Leadership Skirmish Command Mindlink +25% bonus to Skirmish Command Burst effect strength and duration.
10 Leadership Caldari Navy Command Mindlink +25% bonus to Shield and Information Command Burst effect strength and duration.
10 Leadership Federation Navy Command Mindlink +25% bonus to Armor and Skirmish Command Burst effect strength and duration.
10 Leadership Imperial Navy Command Mindlink +25% bonus to Armor and Information Command Burst effect strength and duration.
10 Leadership Republic Fleet Command Mindlink +25% bonus to Shield and Skirmish Command Burst effect strength and duration.
10 Leadership Mining Foreman Mindlink +25% bonus to Mining Foreman Burst effect strength and duration.
10 Leadership ORE Mining Director Mindlink +25% bonus to Mining Foreman and Shield Command Burst effect strength and duration. Replaces Mining Foreman Mindlink and Shield Command Mindlink
10 Missile Zainou 'Deadeye' Rapid Launch RL-1001 ~ 1006 1% ~ 6% bonus to all missile launcher rate of fire
10 Missile Zainou 'Snapshot' FOF Explosion Radius FR-1001 ~ 1006 1% ~ 6% bonus to explosion radius of auto-target missiles
10 Missile Whelan Machorin's Ballistic Smartlink 5% reduction in missile launcher rate of fire
10 Science Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1003 ~ 1005 3% ~ 5% less chance of side effect when using boosters (available in 3,5 percent increments)
10 Science Poteque 'Prospector' Environmental Analysis EY-1005 5% reduction in cycle time of salvage, hacking and archaeology modules; and +5 Virus Coherence bonus for both data and relic analyzers.

Implant Acquisition

All hardwiring implants can be purchased at NPC stations through the LP store. This is usually the most cost-effective way but not always as the market is volatile and may offer cheaper implants off the market than the LP store. Ellatha LP Database hosts an LP database so implants and their LP store prices can be cross-checked with market prices.