=====Implants===== ---- =====Overview===== Implants are items that you can plug into your character's brain to boost skills and attributes, helping you to learn faster and be more effective. * You have ten slots available in your head for implants. Each slot takes a specific kind of implant. * Slots 1-5 are for Attribute Enhancers, and slots 6-10 are for Skill Hardwirings. * To use any implant you need at least one level of Cybernetics, which itself requires Science III. The more powerful and expensive implants require more training in Cybernetics, and often cost significant amounts of ISK, but they can give you indispensable reductions in skill training times, and useful bonuses to your ship's abilities. Implants can be acquired from Loyalty Point Stores of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace. ---- =====Using An Implant===== To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little. This is done by going to your Character Sheet, selecting Augmentations, right-clicking the implant in question, and selecting Unplug.\\ 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. ---- ====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), and 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 "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. ---- ====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 by 1% (similar to 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. ===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. ---- ====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. ---- =====Advanced Attribute Enhancer Reference===== The [[https://community.eveonline.com/news/patch-notes/patch-notes-for-kronos|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. ^Category^Set Name^Secondary Effect^ ^Scanning/EW|Grail|Radar Sensor Strength| ^:::|Jackal|Ladar Sensor Strength| ^:::|Spur|Magnetometric Sensor Strength| ^:::|Talon|Gravimetric Sensor Strength| ^:::|Virtue|Probe Scan Strength| ^:::|Centurion|EWAR Module Optimal Range| ^Mining|Harvest|Mining Laser Range| ^Navigation|Snake|Maximum Velocity| ^:::|Nomad|Agility| ^:::|Ascendancy|Warp Speed| ^Tanking|Asklepian|Armor Repair Amount| ^:::|Slave|Armor HP Amount| ^:::|Crystal|Shield Boost Amount| ^Other|Halo|Signature Radius Reduction| ^:::|Talisman|Energy Emission System Cycle Time Reduction| ^:::|Edge|Booster Side Effect Reduction| ---- =====Skill Hardwirings Reference===== To quickly find an Implant search for its Serial Number in the Market Browser ====Slot 6==== ^Skill^Serial Number^Attributes^ ^Armor|RS-601 ~ 606|1% ~ 6% reduction in armor/hull repair modules duration| ^:::|Numon Family Heirloom|7% reduction in armor/hull repair modules duration| ^Electronics|EE-601 ~ 606|1% ~ 6% bonus to the CPU output| ^:::|EU-601 ~ 606|1% ~ 6% reduction in CPU need of modules requiring the Electronics Upgrade skill| ^Engineering|EO-601 ~ 606|1% ~ 6% reduction in capacitor recharge time| ^:::|EG-601 ~ 606|1% ~ 6% bonus to the power grid output of your ship| ^Gunnery|SP-601 ~ 606|1% ~ 6% bonus to small projectile turret damage| ^:::|SE-601 ~ 606|1% ~ 6% bonus to small energy turret damage| ^:::|SH-601 ~ 606|1% ~ 6% bonus to small hybrid turret damage| ^Missile|LE-601 ~ 606|1% ~ 6% reduction in the CPU need of missile launchers| ^:::|CM-601 ~ 606|1% ~ 6% bonus to the damage of cruise missiles| ^:::|TD-601 ~ 606|1% ~ 6% bonus to the damage of torpedo missiles| ^Navigation|AC-601 ~ 606|1% ~ 6% bonus to afterburner and microwarpdrive speed increase| ^:::|AB-602 ~ 612|2% ~ 12% bonus to the duration of afterburners (available in multiples of 2)| ^:::|NN-601 ~ 606|1% ~ 6% bonus to ship velocity| ^:::|Shaquil's Speed Enhancer|8% bonus to ship velocity| ^:::|WD-602 ~ 612|2% ~ 12% reduction in the capacitor need of warp drive| ^:::|WS-605 ~ 618|5% ~ 18% bonus to ships warp speed (available in 5,8,10,13,15,18 percent increments)| ^Science|AP-602 ~ 610|2% ~ 10% reduction in maximum scan deviation (available in 2,6,10 percent increments)| ^:::|RR-601 ~ 605|1% ~ 5% bonus to blueprint manufacturing time research (available in 1,3,5 percent increments)| ^Shield|SU-601 ~ 606|1% ~ 6% bonus to reduction in power grid needs of modules requiring the Shield Upgrades skill| ---- ====Slot 7==== ^Skill^Serial Number^Attributes^ ^Armor|RA-701 ~ 706|1% ~ 6% reduced capacitor need for remote armor repair system modules| ^Electronics|SA-701 ~ 706|1% ~ 6% bonus in ships scan resolution| ^Engineering|ES-701 ~ 706|1% ~ 6% reduction in capacitor need of modules requiring the Energy Emission Systems skill| ^:::|EU-701 ~ 706|1% ~ 6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill| ^:::|EP-701 ~ 706|1% ~ 6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill| ^Gunnery|MR-701 ~ 706|1% ~ 6% bonus to turret tracking speed| ^:::|Ogdin's Eye Coordination Enhancer|6% bonus to turret tracking speed| ^:::|CB-701 ~ 706|1% ~ 6% reduction in all turret capacitor need| ^:::|TA-701 ~ 706|1% ~ 6% bonus to turret falloff| ^Industry|Michi's Excavation Augmentor|5% bonus to mining yield of mining lasers| ^Missile|MB-701 ~ 706|1% ~ 6% bonus to all missiles' maximum flight time| ^:::|MP-701 ~ 706|1% ~ 6% bonus to all missiles' maximum velocity| ^:::|AM-701 ~ 706|1% ~ 6% bonus to assault missile damage| ^:::|HM-701 ~ 706|1% ~ 6% bonus to heavy missile damage| ^Navigation|EM-701 ~ 706|1% ~ 6% bonus to ship agility| ^:::|Zor's Custom Navigation Link|10% bonus to afterburner duration| ^Science|AQ-702 ~ 710|2% ~ 10% reduction in probe scanning time (available in 2,6,10 percent increments)| ^:::|MY-701 ~ 705|1% ~ 5% bonus to material efficiency research speed (available in 1,3,5 percent increments)| ^Shield|SM-701 ~ 706|1% ~ 6% bonus to shield capacity| ^:::|Sansha Modified 'Gnome' Implant|3% bonus to shield capacity AND to shield recharge rate| ---- ====Slot 8==== ^Skill^Serial Number^Attributes^ ^Armor|MC-801 ~ 806|1% ~ 6% bonus to hull hp| ^Electronics|LT-801 ~ 806|1% ~ 6% bonus to max targeting range| ^:::|PJ-801 ~ 806|1% ~ 6% reduction in capacitor need for modules requiring Propulsion Jamming skill| ^Engineering|EM-801 ~ 806|1% ~ 6% bonus to ships capacitor capacity| ^Gunnery|ME-801 ~ 806|1% ~ 6% bonus to medium energy turret damage| ^:::|MH-801 ~ 806|1% ~ 6% bonus to medium hybrid turret damage| ^:::|MP-801 ~ 806|1% ~ 6% bonus to medium projectile turret damage| ^Industry|GH-801 ~ 805|1% ~ 5% reduction to gas cloud harvester cycle time (available in 1,3,5 percent increments)| ^:::|BX-801 ~ 804|1% ~ 4% reduction in manufacturing time (available in 1,2,4 percent increments)| ^:::|RX-801 ~ 804|1% ~ 4% reduction in refinery waste (available in 1,2,4 percent increments)| ^Missile|GP-801 ~ 806|1% ~ 6% reduced factor of signature radius for all missile explosions| ^:::|DM-801 ~ 806|1% ~ 6% bonus to the velocity of defender missiles| ^Navigation|FC-801 ~ 806|1% ~ 6% reduction in afterburner capacitor needs| ^:::|Zor's Custom Navigation Hyper-Link|5% bonus to afterburner and MWD speed boost| ^Science|BY-805 ~ 810|1% ~ 6% bonus to attribute booster duration (available in 5,10 percent increments)| ^:::|AR-802 ~ 810|2% ~ 10% strong scanning strength with scan probes (available in 2,6,10 percent increments)| ^:::|SC-801 ~ 805|1% ~ 5% bonus to blueprint copying speed (available in 1,3,5 percent increments)| ^Shield|SE-801 ~ 806|1% ~ 6% reduction in capacitor need of modules requiring the Shield Emission Systems skill| ---- ====Slot 9==== ^Skill^Serial Number^Attributes^ ^Armor|RP-901 ~ 906|1% ~ 6% bonus to repair system repair amount| ^Electronics|EW-901 ~ 906|1% ~ 6% reduction in ECM and ECM Burst module capacitor need| ^:::|SL-901 ~ 906|1% ~ 6% reduction in capacitor need of modules requiring the Sensor Linking skill| ^:::|WD-901 ~ 906|1% ~ 6% reduction in capacitor need of modules requiring the Weapon Disruption skill| ^:::|TG-901 ~ 906|1% ~ 6% reduction in capcitor need of modules requiring the Target Painting skill| ^Gunnery|SS-901 - 906|1% ~ 6% bonus to all turret damages| ^:::|RF-901 ~ 906|1% ~ 6% bonus to all turret rate of fire| ^:::|ST-901 ~ 906|1% ~ 6% bonus to all turret optimal range| ^:::|Pashan's Turret Customization Mindlink|7% bonus to all turret rate of fire| ^Missile|TN-901 ~ 906|1% ~ 6% decrease in factor of target's velocity for all missiles| ^:::|LM-901 ~ 906|1% ~ 6% bonus to damage of light missiles| ^:::|RD-901 ~ 906|1% ~ 6% bonus to damage of rockets| ^Navigation|HS-901 ~ 906|1% ~ 6% reduction in capacitor need of modules requiring High Speed Maneuvering| ^Science|NC-903 ~ 905|3% ~ 5% bonus reduction to side effects (available in 3,5 percent increments)| ^:::|AC-905|+5 Virus Coherence bonus for Relic Analyzers| ^:::|HC-905|+5 Virus Coherence bonus for Data Analyzers| ^:::|SV-905|5% increase in chance of salvage retrieval| ^:::|SP-901 ~ 906|1% ~ 6% boost to shield recharge rate| ---- ====Slot 10==== ^Skill^Serial Number^Attributes^ ^Armor|HG-1001 ~ 1008|1% ~ 8% bonus to armor hitpoints| ^:::|Imperial Navy Modified 'Noble' Implant|3% bonus to armor hit points AND to repair system repair amount| ^Gunnery|LE-1001 ~ 1006|1% ~ 6% bonus to large energy turret damage| ^:::|LH-1001 ~ 1006|1% ~ 6% bonus to large hybrid turret damage| ^:::|LP-1001 ~ 1006|1% ~ 6% bonus to large projectile turret damage| ^:::|WU-1001 ~ 1006|1% ~ 6% reduction in the CPU required by turrets| ^:::|Pashan's Turret Handling Mindlink|7% bonus to large energy turret damage| ^Industry|MX-1001 ~ 1005|1% ~ 5% bonus to mining yield (available in 1,3,5 percent increments)| ^:::|MY-1001 ~ 1005|1% ~ 5% reduction in CPU penalty of mining ugprade modules (available in 1,3,5 percent increments)| ^:::|IH-1001 ~ 1005|1% ~ 5% decrease in ice harvester cycle time (available in 1,3,5 percent increments)| ^Leadership|Armored Warfare Mindlink|25% increase to the command bonus of Armored Warfare Link modules and replaces Armored Warfare skill bonus with fixed 15% armor HP bonus| ^:::|Information Warfare Mindlink|50% increase to the command bonus of Information Warfare Link modules and replaces Information Warfare skill bonus with fixed 15% targeting range bonus| ^:::|Siege Warfare Mindlink|25% increase to the command bonus of Siege Warfare Link modules and replaces Siege Warfare skill bonus with fixed 15% shield HP bonus| ^:::|Skirmish Warfare Mindlink|25% increase to the command bonus of Skirmish Warfare Link modules and replaces Skirmish Warfare skill bonus with fixed 15% agility bonus| ^:::|Caldari Navy Warfare Mindlink|25% increase to the command bonus of Siege Warfare and Information Warfare Link modules.\\ Replaces Siege Warfare skill bonus with fixed 15% shield HP bonus. Replaces Information Warfare skill bonus with fixed 15% targeting range bonus.| ^:::|Federation Navy Warfare Mindlink|25% increase to the command bonus of Armored Warfare and Skirmish Warfare Link modules.\\ Replaces Armored Warfare skill bonus with fixed 15% armor HP bonus. Replaces Skirmish Warfare skill bonus with fixed 15% agility bonus.| ^:::|Imperial Navy Warfare Mindlink|25% increase to the command bonus of Armored Warfare and information Warfare Link modules.\\ Replaces Armored Warfare skill bonus with fixed 15% armor HP bonus. Replaces Information Warfare skill bonus with fixed 15% targeting range bonus.| ^:::|Republic Fleet Warfare Mindlink|25% increase to the command bonus of Siege Warfare and Skirmish Warfare Link modules.\\ Replaces Siege Warfare skill bonus with fixed 15% shield HP bonus. Replaces Skirmish Warfare skill bonus with fixed 15% agility bonus.| ^:::|Mining Foreman Mindlink|25% increase to the command bonus of Mining Foreman Link modules and replaces Mining Foreman skill bonus with fixed 15% mining yield bonus| ^Missile|RL-1001 ~ 1006|1% ~ 6% bonus to all missile launcher rate of fire| ^:::|FR-1001 ~ 1006|1% ~ 6% bonus to explosion radius of auto-target missiles| ^:::|Whelan Machorin's Ballistic Smartlink|5% reduction in missile launcher rate of fire| ^Science|NR-1003 ~ 1005|3% ~ 5% less chance of side effect when using boosters (available in 3,5 percent increments)| ^:::|EY-1005|5% reduction in cycle time of salvage, hacking and archaeology modules; and +5 Virus Coherence bonus for both data and relic analyzers.|