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Template:Advanced Combat Template:Advanced Professions

Basics[]

Each of your clones has ten implant slots, numbered 1 to 10. The Cybernetics skill governs implants, with higher skill levels allowing more powerful implants. You can use jump clones to switch between implant sets. Once inserted they cannot be removed, and are destroyed when you insert a different implant into a slot already in use. When you die you lose all implants in that clone.

Attribute Enhancers[]

The first implants you are likely to come across are the attribute enhancers. They fit in slots one to five, and add +1 to +5 to a specific attribute, which then increases the rate at which you gain skill points. They are bought from most faction's loyalty point stores, and then bought and sold in the market.

Increase Implant Type Required Skill
+1 Limited Cybernetics I
+2 Limited - Beta Cybernetics I
+3 Basic Cybernetics I
+4 Standard Cybernetics IV
+5 Improved Cybernetics V

Combat Skill Hardwirings[]

These fit in slots six to ten. They are available from faction loyalty point stores, and occasionally from belt and mission rats. All improve functionality by reducing or increasing values but none have detrimental effects like ship Rigs do.

  • Slot 6 - small turrets damage (specific), launcher CPU requirements, agility, repair system duration, shield upgrade power requirements, pirate set boosters,
  • Slot 7 - turret falloff, turret track speed, turret cap drain, missile flight time, ship velocity, afterburner duration, cap drain on remote armor repair, shield hitpoints
  • Slot 8 - medium projectile damage, signature radius for missile explosions, afterburner cap drain, cap drain for shield transfer, hull hitpoints
  • Slot 9 - every type of turret damage, every turret's R.O.F., turret optimal range, target velocity for missile strike, micro warp drive cap drain, armor repair hitpoints, shield recharge
  • Slot 10 - large turret damage, missile R.O.F, turret CPU requirements, AB or MWD speed, armor hitpoints, warfare mindlinks

Notes: all hardwires have versions 1%, 3% and 5% boosts. Many of the 5% have Cybernetics 5 requirement. Rare hardwires can give 7% or 10% boosts and require Cybernetics 5. Mining implants are not available on market and are not in the above list.

Outside Resources[]

Comprehensive Hardwiring Overview

Profession Hardwirings[]

Industry Hardwirings[]

Slot Implant Bonus
6 Zainou 'Beancounter' Research RR-601 -1% Blueprint manufacturing time research time
6 Zainou 'Beancounter' Research RR-603 -3% Blueprint manufacturing time research time
6 Zainou 'Beancounter' Research RR-605 -5% Blueprint manufacturing time research time
7 Zainou 'Beancounter' Metallurgy MY-701 -1% Blueprint material efficiency research time
7 Zainou 'Beancounter' Metallurgy MY-703 -3% Blueprint material efficiency research time
7 Zainou 'Beancounter' Metallurgy MY-705 -5% Blueprint material efficiency research time
8 Zainou 'Beancounter' Science SC-801 -1% Blueprint copying time
8 Zainou 'Beancounter' Science SC-803 -3% Blueprint copying time
8 Zainou 'Beancounter' Science SC-805 -5% Blueprint copying time
8 Zainou 'Beancounter' Industry BX-801 -1% Manufacturing time
8 Zainou 'Beancounter' Industry BX-802 -2% Manufacturing time
8 Zainou 'Beancounter' Industry BX-804 -4% Manufacturing time
8 Zainou 'Beancounter' Refining RX-801 +1% Refining yield
8 Zainou 'Beancounter' Refining RX-802 +2% Refining yield
8 Zainou 'Beancounter' Refining RX-804 +4% Refining yield

Exploration Hardwirings[]

Slot Implant Bonus
6 Poteque 'Prospector' Astrometric Pinpointing AP-602 -2% Maximum scan deviation
6 Poteque 'Prospector' Astrometric Pinpointing AP-606 -6% Maximum scan deviation
6 Poteque 'Prospector' Astrometric Pinpointing AP-610 -10% Maximum scan deviation
7 Poteque 'Prospector' Astrometric Acquisition AQ-702 -2% Scan time
7 Poteque 'Prospector' Astrometric Acquisition AQ-706 -6% Scan time
7 Poteque 'Prospector' Astrometric Acquisition AQ-710 -10% Scan time
8 Poteque 'Prospector' Astrometric Rangefinding AR-802 +2% Scan strength
8 Poteque 'Prospector' Astrometric Rangefinding AR-806 +6% Scan strength
8 Poteque 'Prospector' Astrometric Rangefinding AR-810 +10% Scan strength
9 Poteque 'Prospector' Archaeology AC-905 +5% Archeology find chance (exploration)
9 Poteque 'Prospector' Hacking HC-905 +5% Data retrieval chance (exploration)
9 Poteque 'Prospector' Salvaging SV-905 +5% Salvage retrieval chance (exploration)
10 Poteque 'Prospector' Environmental Analysis EY-1005 -5% Cycle time of salvage, hacking and archeology modules

Mindlinks[]

Um... Minklink words go here

Slot Implant Bonus
10 Armored Warfare Mindlink +15% Armor HP (Overrides leadership skills) & +50% Command Bonus to Warfare Links
10 Information Warfare Mindlink +15% Targeting Range (Overrides leadership skills) & +50% Command Bonus to Warfare Links
10 Seige Warfare Mindlink +15% Shield HP (Overrides leadership skills) & +50% Command Bonus to Warfare Links
10 Skirmish Warfare Mindlink +15% Agility (Overrides leadership) & +50% Command Bonus to Warfare Links
10 Mining Foreman Mindlink +15% Mining Yield (Overrides leadership skills) & +50% Command Bonus to Foreman Links
10 Pashan's Turret Customization Mindlink +7% Turret (all) Rate of Fire
10 Pashan's Turret Handling Mindlink +7% Large Energy Turret Damage

Implant Sets[]

words:

Calculating Secondary Bonuses[]

Calculating bonuses isn't as hard as it might first appear.

First, multiply all the "Set Bonus" bonuses together. If you're missing any set pieces, just ignore them. Low-Grade and normal (referred to as High-Grade) pieces from the same set will quite happily mix (just remember they have specific slots; you can't use both Low-Grade and normal Alpha, for example).

For a complete set: 1.15 x 1.15 x 1.15 x 1.15 x 1.15 x 1.5 = 3.017036
For an incomplete, mixed set (Alpha, Beta, Low-Grade Gamma and Low-Grade Delta): 1.15 x 1.15 x 1.1 x 1.1 = 1.600225

Next, for each item, multiply the number you've just arrived at by the "Effect Bonus", then divide by 100 and add 1

Complete set:
1 x 3.017036 /100 +1 = 1.030170
2 x 3.017036 /100 +1 = 1.060340
3 x 3.017036 /100 +1 = 1.090511
4 x 3.017036 /100 +1 = 1.120681
5 x 3.017036 /100 +1 = 1.150851
Incomplete, mixed set:
1 x 1.600225 /100 +1 = 1.016002
2 x 1.600225 /100 +1 = 1.032004
3 x 1.600225 /100 +1 = 1.048006
4 x 1.600225 /100 +1 = 1.064009

Lastly, multiply these numbers together.

Complete set: 1.030170 x 1.060340 x 1.090511 x 1.120681 x 1.150851 = 1.536336, or a 53% increase.
Incomplete, mixed set: 1.016002 x 1.032004 x 1.048006 x 1.064009 = 1.169191, or a 16.9% increase.

Sets which provide their bonus through reducing attributes like signature radius or cycle time work similarly; the numbers in the second step will be slightly below 1 rather than slightly above it.

Faction Sets[]

These come from the LP stores of (primarily 0.0?) NPC corporations. The pirate factions also have their own sets, which will be discussed in more detail below.

Name Faction/Corporation Set Bonus
Low-Grade Centurion Mordus Legion Optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors and Target Painters
Low-Grade Edge Intaki Reduction to booster side effects
Low-Grade Grail Amarr Empire / 24th Imperial Crusade Radar sensor strength
Grail
Low-Grade Harvest Outer Ring Excavations Range to all mining lasers
Low-Grade Jackal Minmatar Republic / Tribal Liberation Force Ladar sensor strength
Jackal
Low-Grade Nomad Thukker Tribe Agility
Low-Grade Spur Gallente Federation / Federation Defence Union Magnetometric sensor strength
Spur
Low-Grade Talon Caldari State / State Protectorate Gravimetric sensor strength
Talon
Low-Grade Virtue The Servant Sisters of EVE Scan strength of probes

Pirate Sets[]

These come from pirate factions, and fit in slots one to six, named alpha, beta, gamma, delta, epsilon and omega. The first five (alpha to epsilon) have a primary effect of +2 (low grade) or +3 attribute enhancement, and a secondary effect that is set dependent. The Omega fits in slot six, and boosts the secondary effects of the other five by 50%. The Cybernetics skill level required depends on the set element.

Crystal[]

The Crystal set comes from the Guristas pirate faction, and gives a bonus to shield boost amount (subcaps only).

Name Slot Attribute Modifier Effect
Bonus
Set
Bonus
Cybernetics
Low-Grade Crystal Alpha 1 Perception 2 1 1.1 II
Crystal Alpha 3 1.15
Low-Grade Crystal Beta 2 Memory 2 2 1.1 II
Crystal Beta 3 1.15
Low-Grade Crystal Gamma 3 Willpower 2 3 1.1 III
Crystal Gamma 3 1.15
Low-Grade Crystal Delta 4 Intelligence 2 4 1.1 III
Crystal Delta 3 1.15
Low-Grade Crystal Epsilon 5 Charisma 2 5 1.1 IV
Crystal Epsilon 3 1.15
Low-Grade Crystal Omega 6 1.25 V
Crystal Omega 1.5

Halo[]

The Halo set comes from the Angel pirate faction, and reduces signature radius.

Name Slot Attribute Modifier Effect
Bonus
Set
Bonus
Cybernetics
Low-Grade Halo Alpha 1 Perception 2 -1 1.1 II
Halo Alpha 3 1.15
Low-Grade Halo Beta 2 Memory 2 -1.25 1.1 II
Halo Beta 3 1.15
Low-Grade Halo Gamma 3 Willpower 2 -1.75 1.1 III
Halo Gamma 3 1.15
Low-Grade Halo Delta 4 Intelligence 2 -1.5 1.1 III
Halo Delta 3 1.15
Low-Grade Halo Epsilon 5 Charisma 2 -2 1.1 IV
Halo Epsilon 3 1.15
Low-Grade Halo Omega 6 1.25 V
Halo Omega 1.5

Slave[]

The Slave set comes from the Sansha pirate faction, and increases armor hitpoints.

Name Slot Attribute Modifier Effect
Bonus
Set
Bonus
Cybernetics
Low-Grade Slave Alpha 1 Perception 2 1 1.1 II
Slave Alpha 3 1.15
Low-Grade Slave Beta 2 Memory 2 2 1.1 II
Slave Beta 3 1.15
Low-Grade Slave Gamma 3 Willpower 2 3 1.1 III
Slave Gamma 3 1.15
Low-Grade Slave Delta 4 Intelligence 2 4 1.1 III
Slave Delta 3 1.15
Low-Grade Slave Epsilon 5 Charisma 2 5 1.1 IV
Slave Epsilon 3 1.15
Low-Grade Slave Omega 6 1.25 V
Slave Omega 1.5

Snake[]

The Snake set comes from the Serpentis pirate faction, and increases velocity. This set also gives a bonus to your chance of smuggling contraband through high-sec.

Name Slot Attribute Modifier Effect
Bonus
Set
Bonus
Smuggling
Bonus
Cybernetics
Low-Grade Snake Alpha 1 Perception 2 0.5 1.1 0.01 II
Snake Alpha 3 1.15
Low-Grade Snake Beta 2 Memory 2 0.625 1.1 0.02 II
Snake Beta 3 1.15
Low-Grade Snake Gamma 3 Willpower 2 0.75 1.1 0.03 III
Snake Gamma 3 1.15
Low-Grade Snake Delta 4 Intelligence 2 0.875 1.1 0.04 III
Snake Delta 3 1.15
Low-Grade Snake Epsilon 5 Charisma 2 1 1.1 0.05 IV
Snake Epsilon 3 1.15
Low-Grade Snake Omega 6 2.5 V
Snake Omega 3

Talisman[]

The Talisman set comes from the Blood Raider pirate faction and reduces the duration of modules requiring the Energy Emission Systems skill.

Name Slot Attribute Modifier Effect
Bonus
Set
Bonus
Cybernetics
Low-Grade Talisman Alpha 1 Perception 2 -1 1.1 II
Talisman Alpha 3 1.15
Low-Grade Talisman Beta 2 Memory 2 -2 1.1 II
Talisman Beta 3 1.15
Low-Grade Talisman Gamma 3 Willpower 2 -3 1.1 III
Talisman Gamma 3 1.15
Low-Grade Talisman Delta 4 Intelligence 2 -4 1.1 III
Talisman Delta 3 1.15
Low-Grade Talisman Epsilon 5 Charisma 2 -5 1.1 IV
Talisman Epsilon 3 1.15
Low-Grade Talisman Omega 6 1.25 V
Talisman Omega 1.5
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