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eve:implants_and_boosters:implants

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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.


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 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.

CategorySet NameSecondary Effect
Scanning/EWGrailRadar Sensor Strength
JackalLadar Sensor Strength
SpurMagnetometric Sensor Strength
TalonGravimetric Sensor Strength
VirtueProbe Scan Strength
CenturionEWAR Module Optimal Range
MiningHarvestMining Laser Range
NavigationSnakeMaximum Velocity
NomadAgility
AscendancyWarp Speed
TankingAsklepianArmor Repair Amount
SlaveArmor HP Amount
CrystalShield Boost Amount
OtherHaloSignature Radius Reduction
TalismanEnergy Emission System Cycle Time Reduction
EdgeBooster Side Effect Reduction

Skill Hardwirings Reference

To quickly find an Implant search for its Serial Number in the Market Browser

Slot 6

SlotSkillSerial NumberAttributes
6ArmorRS-601 ~ 6061% ~ 6% reduction in armor/hull repair modules duration
Numon Family Heirloom7% reduction in armor/hull repair modules duration
ElectronicsEE-601 ~ 6061% ~ 6% bonus to the CPU output
EU-601 ~ 6061% ~ 6% reduction in CPU need of modules requiring the Electronics Upgrade skill
EngineeringEO-601 ~ 6061% ~ 6% reduction in capacitor recharge time
EG-601 ~ 6061% ~ 6% bonus to the power grid output of your ship
GunnerySP-601 ~ 6061% ~ 6% bonus to small projectile turret damage
SE-601 ~ 6061% ~ 6% bonus to small energy turret damage
SH-601 ~ 6061% ~ 6% bonus to small hybrid turret damage
MissileLE-601 ~ 6061% ~ 6% reduction in the CPU need of missile launchers
CM-601 ~ 6061% ~ 6% bonus to the damage of cruise missiles
TD-601 ~ 6061% ~ 6% bonus to the damage of torpedo missiles
NavigationAC-601 ~ 6061% ~ 6% bonus to afterburner and microwarpdrive speed increase
AB-602 ~ 6122% ~ 12% bonus to the duration of afterburners (available in multiples of 2)
NN-601 ~ 6061% ~ 6% bonus to ship velocity
Shaquil's Speed Enhancer8% bonus to ship velocity
WD-602 ~ 6122% ~ 12% reduction in the capacitor need of warp drive
WS-605 ~ 6185% ~ 18% bonus to ships warp speed (available in 5,8,10,13,15,18 percent increments)
ScienceAP-602 ~ 6102% ~ 10% reduction in maximum scan deviation (available in 2,6,10 percent increments)
RR-601 ~ 6051% ~ 5% bonus to blueprint manufacturing time research (available in 1,3,5 percent increments)
ShieldSU-601 ~ 6061% ~ 6% bonus to reduction in power grid needs of modules requiring the Shield Upgrades skill

Slot 7

SlotSkillSerial NumberAttributes
7ArmorRA-701 ~ 7061% ~ 6% reduced capacitor need for remote armor repair system modules
ElectronicsSA-701 ~ 7061% ~ 6% bonus in ships scan resolution
EngineeringES-701 ~ 7061% ~ 6% reduction in capacitor need of modules requiring the Energy Emission Systems skill
EU-701 ~ 7061% ~ 6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill
EP-701 ~ 7061% ~ 6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill
GunneryMR-701 ~ 7061% ~ 6% bonus to turret tracking speed
Ogdin's Eye Coordination Enhancer6% bonus to turret tracking speed
CB-701 ~ 7061% ~ 6% reduction in all turret capacitor need
TA-701 ~ 7061% ~ 6% bonus to turret falloff
IndustryMichi's Excavation Augmentor5% bonus to mining yield of mining lasers
MissileMB-701 ~ 7061% ~ 6% bonus to all missiles' maximum flight time
MP-701 ~ 7061% ~ 6% bonus to all missiles' maximum velocity
AM-701 ~ 7061% ~ 6% bonus to assault missile damage
HM-701 ~ 7061% ~ 6% bonus to heavy missile damage
NavigationEM-701 ~ 7061% ~ 6% bonus to ship agility
Zor's Custom Navigation Link10% bonus to afterburner duration
ScienceAQ-702 ~ 7102% ~ 10% reduction in probe scanning time (available in 2,6,10 percent increments)
MY-701 ~ 7051% ~ 5% bonus to material efficiency research speed (available in 1,3,5 percent increments)
ShieldSM-701 ~ 7061% ~ 6% bonus to shield capacity
Sansha Modified 'Gnome' Implant3% bonus to shield capacity AND to shield recharge rate

Slot 9

SlotSkillSerial NumberAttributes
eve/implants_and_boosters/implants.1487286942.txt.gz · Last modified: 2017/02/16 23:15 by conscript