Eve Online Implant Slots
- This article is about the nature of implants in general. For the article about the University service that provides +3 implants at a discounted price to EVE University students, see The +3 Implants Program.
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Most implants in EVE Online have three versions, with each giving better bonuses and costing a correspondingly higher amount. Be aware that some other implants only have one or two versions, however. Note also that there are a few implant types not listed here that were introduced in-game, but do not have any functionality. Jan 20, 2019 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. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. Has granted permission to fuzzwork.co.uk to use EVE Online and all associated logos and designs for promotional and information.
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.
- 3Attribute Enhancers
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.
Keeping your Implants safe
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 or in certain cases, by some NPCs such as Triglavians.
You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed. However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Continue reading for more tips and practical applications with jump clones.
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
Note: '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.
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. (See the Implants section near bottom of Kronos Patch Notes.)
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Category | Secondary Effect | Set Name | Set Bonus per slot | Effect Bonus per slot | Total Effect | Attributes | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
1-5 | 6 (Omega) | 1 | 2 | 3 | 4 | 5 | |||||
Scanning/EW | Radar Sensor Strength | High-grade Grail | 15% | 100% | 1% | 2% | 3% | 4% | 5% | 75.63% | +4 |
Low-grade Grail | 0% | 40% | +1 | +1 | +1 | +1 | +1 | +7 | +2 | ||
Ladar Sensor Strength | High-grade Jackal | 15% | 100% | 1% | 2% | 3% | 4% | 5% | 75.63% | +4 | |
Low-grade Jackal | 0% | 40% | +1 | +1 | +1 | +1 | +1 | +7 | +2 | ||
Magnetometric Sensor Strength | High-grade Spur | 15% | 100% | 1% | 2% | 3% | 4% | 5% | 75.63% | +4 | |
Low-grade Spur | 0% | 40% | +1 | +1 | +1 | +1 | +1 | +7 | +2 | ||
Gravimetric Sensor Strength | High-grade Talon | 15% | 100% | 1% | 2% | 3% | 4% | 5% | 75.63% | +4 | |
Low-grade Talon | 0% | 40% | +1 | +1 | +1 | +1 | +1 | +7 | +2 | ||
Probe Scan Strength | Mid-grade Virtue | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 | |
Low-grade Virtue | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
EWAR module optimal range | Mid-grade Centurion | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 | |
Low-grade Centurion | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
Mining | Mining laser range | Mid-grade Harvest | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 |
Low-grade Harvest | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
Navigation | Maximum velocity | High-grade Snake | 15% | 200% | 0.5% | 0.625% | 0.75% | 0.875% | 1% | 24.73% | +4 |
Mid-grade Snake | 10% | 150% | 0.5% | 0.625% | 0.75% | 0.875% | 1% | 16.02% | +3 | ||
Low-grade Snake | 5% | 110% | 0.5% | 0.625% | 0.75% | 0.875% | 1% | 10.5% | +2 | ||
Agility | Mid-grade Nomad | 10% | 25% | 1% | 2% | 3% | 4% | 5% | -26.93% | +3 | |
Low-grade Nomad | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | -17.39% | +2 | ||
Warp Speed | High-grade Ascendancy | 15% | 70% | 1% | 2% | 3% | 4% | 5% | 62.17% | +4 | |
Mid-grade Ascendancy | 10% | 35% | 1% | 2% | 3% | 4% | 5% | 36.87% | +3 | ||
Tanking | Armor Repair Amount | High-grade Asklepian | 15% | 50% | 1% | 2% | 3% | 4% | 5% | 53.63% | +4 |
Mid-grade Asklepian | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 | ||
Low-grade Asklepian | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
Armor HP Amount | High-grade Amulet | 15% | 50% | 1% | 2% | 3% | 4% | 5% | 53.63% | +4 | |
Mid-grade Amulet | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 | ||
Low-grade Amulet | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
Shield Boost Amount | High-grade Crystal | 15% | 50% | 1% | 2% | 3% | 4% | 5% | 53.63% | +4 | |
Mid-grade Crystal | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 | ||
Low-grade Crystal | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
Shield HP Amount | High-grade Nirvana | 15% | 50% | 1% | 2% | 3% | 4% | 5% | 53.63% | +4 | |
Mid-grade Nirvana | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 | ||
Low-grade Nirvana | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | 20.03% | +2 | ||
Other | Signature Radius Reduction | High-grade Halo | 15% | 50% | 1% | 1.25% | 1.5% | 1.75% | 2% | -20.7% | +4 |
Mid-grade Halo | 10% | 25% | 1% | 1.25% | 1.5% | 1.75% | 2% | -14.3% | +3 | ||
Low-grade Halo | 2.5% | 10% | 1% | 1.25% | 1.5% | 1.75% | 2% | -8.99% | +2 | ||
Subcap Remote Rep Cycle Time Reduction | High-grade Savior | 15% | 50% | 1% | 1.5% | 2% | 2.5% | 3% | -26.8% | +4 | |
Mid-grade Savior | 10% | 25% | 1% | 1.5% | 2% | 2.5% | 3% | -18.6% | +3 | ||
Low-grade Savior | 2.5% | 10% | 1% | 1.5% | 2% | 2.5% | 3% | -11.9% | +2 | ||
Energy Emission System Cycle Time Reduction | High-grade Talisman | 15% | 50% | 1% | 2% | 3% | 4% | 5% | -38.12% | +4 | |
Mid-grade Talisman | 10% | 25% | 1% | 2% | 3% | 4% | 5% | -26.93% | +3 | ||
Low-grade Talisman | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | -17.39% | +2 | ||
Booster Side Effect Reduction | Mid-grade Edge | 10% | 25% | 1% | 2% | 3% | 4% | 5% | -26.93% | +3 | |
Low-grade Edge | 2.5% | 10% | 1% | 2% | 3% | 4% | 5% | -17.39% | +2 | ||
Entropic Disintegrator Maximum Damage Bonus Multiplier / Damage Multipler Bonus per cycle penalty | High-grade Mimesis | 20% | 80% | 1.5% | 2% | 2.5% | 3% | 3.5% | +69.67% | +4 | |
-0.33% | -0.33% | -0.33% | -0.33% | -0.33% | -7.18% | ||||||
Mid-grade Mimesis | 20% | 60% | 1.25% | 1.75% | 2.25% | 2.75% | 3.25% | +53.31% | +3 | ||
-0.33% | -0.33% | -0.33% | -0.33% | -0.33% | -6.40% | ||||||
Low-grade Mimesis | 20% | 50% | 1.% | 1.5% | 2% | 2.5% | 3% | +43.11% | +2 | ||
-0.33% | -0.33% | -0.33% | -0.33% | -0.33% | -6.01% |
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.
Skill Hardwirings
Eve Online Implant Slot 6
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 damage 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.
For lists of skill hardwirings organised by function, and a summary of slot options, see the List of Skill Hardwiring Implants.
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Tips and Practical Applications with Jump Clones
Some clever things can be done when combining the specialization that implants allows on each clone and the ability to change between these clones - and potentially teleport across many systems or constellations - that jump clones enable. To be more precise, various jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped between depending on what you want to do that day. A lot of the high end implants are pretty expensive, it isn't unusual to see someone with implants vastly more expensive than their ship. For example, a training clone would have very expensive attribute enhancers, and almost never undock. As such, training skills during offline hours would be best suited to this clone. A low-sec PvP-dedicated clone should have skill hardwirings that enhance their PvP efficacy, and should furthermore be installed in a station in - or bordering - low-sec regions.