Welcome to Jester's Trek.
I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Tuesday, October 9, 2012

Guide: Implants and Jump Clones, Part 1

Introduction and Definition

"Implants" in EVE Online refer to a set of up to ten semi-permanent bonuses applied to your character at any given time.  Unlike Skills, which are (mostly) permanent and Boosters which are (mostly) temporary, Implants fitted to your character and the bonuses they give you apply until one of two things happen:
  • the clone you are in is destroyed either in combat or by self-destructing; or,
  • you proactively jump out of that clone into another clone.
In the first case, any implants that you are using at that time are destroyed with the clone.  In the second case, the implants that you are using at that time are stored with that clone until you return to it.

As you were informed in the very first video that introduced you to EVE Online, a "capsuleer" is both an immortal being, and one that can move its intellect freely among various stored bodies.  These various stored bodies are generally refered to as "Jump Clones".

The purpose to this guide is to introduce you to the various types of implants in EVE Online and their functions, then to introduce you to this concept of clones that underlies the game itself.  Once these two topics are completed, the guide concludes with tips and strategies for using implants and clones to gain a strategic advantage in the game.  Due to the length of the material being presnted, this guide is presented in four parts, of which this is Part 1:

Part 1: Introduction, Definitions, Common PvP Implants
Part 2: Creating Jump Clones, Managing Jump Clones, Attribute Implants
Part 3: Pirate Implants
Part 4: Mindlinks, Industry Implants, Specialty Implants
Part 5: Jump Clone Strategies, Hints and Tips

Term Definitions

Implant: one of ten semi-permanent bonuses applied to your EVE Online character at any given time.  Implants are physical objects that must be purchased within the EVE Online market from other players, are given as mission rewards, or are purchased from in-game faction Loyalty stores.  Implants are also given from time to time as free gifts by CCP, the developers of EVE Online.  They come in two types: attribute enhancers and skill hardwirings.  Implants are fitted into a jump clone's "slots".

Slots: each clone has ten implant slots, numbered one to ten.  One through five are for attribute enhancers.  Six through ten are for skill hardwirings.  Only one implant may be used per slot.  Removing an implant from a slot destroys that implant.

Attribute Enhancer: a type of implant that increases one or more of your EVE character's five attributes.  Attribute enhancers are used in slots one through five of each clone and each clone must have separate attribute enhancers if their bonus is to be applied.  Increasing your character's attributes accelerates your character's skill training.  Some attribute enhancer implants also include additional bonuses in addition to increasing attributes.

Skill Hardwiring: a type of implant that provides a bonus to one of your EVE character's skills or abilities, or to one of the attributes of your currently-flown ship.  Skill hardwirings are used in slots six through ten of each clone and each clone may have separate skill hardwirings.  Typically, skill hardwirings increase the effects of the relevant skill, ability, or ship aspect by between 1% and 6%.  Some particularly valuable skill hardwirings increase two skills, abilities, or ship aspects, or increase the aspects by greater percentages.

Pirate implant: the slang term for a type of implant purchased or acquired through completing pirate faction missions and sites.  Pirate implants are usually characterized by acting as Attribute Enhancers, but also providing powerful skill bonuses as well.  Pirate implants operate best when used as a set.  Part three of this guide will focus in part on pirate implants.

Fitting implant: the slang term for a series of implants that make fitting either specific or general types of modules easier.  For instance, it is quite common to fit a slot six skill hardwiring that increases the character's ship CPU by a small percentage.  This is usually referred to as a "CPU implant", as in "You will need a 1% CPU implant to make this fitting work."  There is also a common implant that increases the character's ship power grid, called a "grid implant."

Medical Clone: the generic term for a blank clone with no implants installed.  Usually, this term is meant to refer to one of two things: the location that the player will appear after his current clone is destroyed, or the actual clone that the player receives after such an in-game death.  A player always receives a medical clone after being killed, regardless of Infomorph Psychology skill.  By default, medical clones can store 900,000 skill points.

Infomorph Psychology: a Rank 1 Science skill based on the Charisma and Willpower attributes.  This skill has no prerequisites.  It allows the use of one additional jump clone per level.

Jump Clone: the generic term for each clone body acquired by a character.  A character is entitled to one jump clone per level of Infomorph Psychology skill, plus the initial medical clone, for a maximum of six bodies for a character at any given time if Infomorph Psychology V is trained.  Each clone requires its own set of implants and only the implants from the currently active jump clone will be applied to the character.

Clone Vat: the storage facility for a clone or clones.  Each character is entitled to a clone vat at each station that he or she can dock in.  Station clone vats are capable of storing a single clone.  This does not count the active clone that the character is using.  Rorquals and Titans are also capable of fitting Clone Vats via a high slot module.

Jump Cloning: this term refers to the act of transitioning from one jump clone to another.  It can only be done when the character is docked in a station.  The game will attempt to store the current jump clone in the clone vat for the current station.  If the player already has a clone stored in that vat, a dialogue warning will appear warning the player that if the jump cloning proceeds, the current clone will be destroyed.  Each character may jump clone as frequently as every 24 hours.  The game will prevent any attempt to jump clone before the 24 hour timer expires.

Assumptions and Key Points

Each character may only have one clone active at any given time.  Only that clone's implants will provide their bonuses.  Bonuses in that character's other clones will not be applied.

As noted above, only one clone may be stored per station.  Any attempt to jump clone away from a station that already has a clone stored in that station's vat will result in a dialogue warning that the current clone will be destroyed if the attempt proceeds.  If a system has multiple stations, that character may safely store one jump clone per station.

It is possible to "swap" jump clones with the one stored in the current station's clone vat without danger.  The current clone will be stored in the station's clone vat, the clone in that vat will become the new active clone, and the 24 hour timer before the next jump clone may be performed will start.

If one of a character's jump clones is stored in a Titan or Rorqual, the character may jump to that clone as long as the ship's Clone Vat Bay is activated.  More information about creating new jump clones will be provided in part two of this guide.

New implants may only be plugged into a clone while that clone is active and while training for that character is either paused or stopped entirely because another character on the same account is training instead.  However, existing implants may be removed at any time without pausing or stopping training.

Each clone not only carries with it its unique implants, it carries its unique clothing items as well.

Common PvP Implants

Skill hardwirings that are useful for PvP are what most EVE players commonly think of when they think of "implants."  Until very recently as of this writing, these implants were sorted on the market by the slot they took.  Recently, this has been changed so that they are sorted by the bonus they grant.  Still, it is often most convenient when building a clone to do so in terms of selecting one implant for each slot from six to ten.

Below is a table of the common PvP implants sorted by slot, and then in rough order of preference for each slot.  In other words, implants that are more desirable are generally listed before implants that are less desirable.  This list is not comprehensive but instead covers the most common selections for each slot.  Rote Kapelle member Namamai was very helpful in putting together this table.  Thanks, Nam!

Of course, these implants are not only for PvP; they can be quite useful for PvE as well, particularly PvE that involves ratting, incursions, wormhole ops, and running sites and plexes of all types.

The NPC company that "produces" each implant has been removed from the table for convenience.  When searching for a particular implant, it is easiest to search for the final 5-6 letter code.  For instance, if a  Zainou 'Gypsy' Electronics EE-6## implant is what you're after, just search the market for "EE-6" and you'll be presented all the options.

Slot 6
'Rogue' Navigation NN-6##+(1-6)% ship velocity
'Gypsy' Electronics EE-6##+(1-6)% CPU
'Squire' Engineering EG-6##+(1-6)% power grid
'Squire' Energy Systems Operation EO-6##+(1-6)% faster capacitor recharge
'Noble' Repair Systems RS-6##+(1-6)% faster cycling of local armor/hull reps
'Snapshot' Torpedos TD-6##+(1-6)% torpedo damage
'Gunslinger' Small Projectile Turret SP-6##+(1-6)% small projectile turret damage
'Lancer' Small Energy Turret SE-6##+(1-6)% small energy turret damage
'Deadeye' Small Hybrid Turret SH-6##+(1-6)% small hybrid turret damage
'Snapshot' Cruise Missiles CM-6## +(1-6)% cruise missile damage
Shaqil's Speed Enhancer+8% ship velocity
Numon Family Heirloom +7% faster cycling of local armor/hull reps
'Rogue' Warp Drive Speed WS-6##+(5/8/10/13/15/18)% warp speed

Slot 7
'Snapshot' Assault Missiles AM-7##+(1-6)% HAM damage
'Snapshot' Heavy Missiles HM-7##+(1-6)% HML damage
'Gnome' Shield Management SM-7##+(1-6)% shield HP
'Gunslinger' Motion Prediction MR-7##+(1-6)% tracking speed to all turrets
'Rogue' Evasive Maneuvering EM-7##+(1-6)% ship agility
'Gypsy' Signature Analysis SA-7##+(1-6)% scan resolution
'Deadeye' Trajectory Analysis TA-7##+(1-6)% falloff range to all turrets
'Deadeye' Missile Projection MP-7##+(1-6)% travel velocity to all missiles
'Deadeye' Missile Bombardment MB-7##+(1-6)% flight time to all missiles
'Noble' Remote Armor Repair Systems RA-7##   -(1-6)% capacitor usage by remote armor reps
'Squire' Energy Emission Systems ES-7##-(1-6)% capacitor usage by neuts and energy trans
'Squire' Energy Pulse Weapons EP-7##+(1-6)% faster cycling of smartbombs
Sansha Modified 'Gnome' Implant+3% shield HP and +3% shield recharge rate

Slot 8
'Squire' Energy Management EM-8##+(1-6)% capacitor size
'Gunslinger' Medium Projectile Turret MP-8##+(1-6)% medium projectile turret damage
'Lancer' Medium Energy Turret ME-8##+(1-6)% medium energy turret damage
'Deadeye' Medium Hybrid Turret MH-8##+(1-6)% medium hybrid turret damage
'Deadeye' Guided Missile Precision GP-8##-(1-6)% explosion radius to all missiles
'Rogue' Fuel Conservation FC-8##-(1-6)% capacitor usage by ABs
'Gypsy' Long Range Targeting LT-8##+(1-6)% max targeting range
'Noble' Mechanic MC-8##+(1-6)% hull HP
'Gnome' Shield Emission Systems SE-8##-(1-6)% capacitor needed to run shield transfers
Zor's Custom Navigation Hyper-Link+5% speed bonus from ABs and MWDs

Slot 9
'Lancer' Gunnery RF-9##+(1-6)% rate of fire on all turrets
'Gunslinger' Surgical Strike SS-9##+(1-6)% damage on all turrets
'Deadeye' Sharpshooter ST-9##+(1-6)% optimal range to all turrets
'Deadeye' Target Navigation Prediction TN-9##+(1-6)% explosion velocity to all missiles
'Noble' Repair Proficiency RP-9##+(1-6)% HP repaired/cycle by local armor reps
'Gnome' Shield Operation SP-9##+(1-6)% shield recharge rate
'Rogue' High Speed Maneuvering HS-9##-(1-6)% capacitor usage by MWDs
'Gypsy' Electronic Warfare EW-9##-(1-6)% capacitor usage by ECM
'Gypsy' Sensor Linking SL-9##-(1-6)% capacitor usage by damps
'Gypsy' Weapon Disruption WD-9##-(1-6)% capacitor usage by TDs
'Gypsy' Target Painting TG-9##-(1-6)% capacitor usage by TPs
'Snapshot' Light Missiles LM-9##+(1-6)% light missile damage
'Snapshot' Rockets RD-9##+(1-6)% rocket damage

Slot 10
Warfare Mindlinks (Siege, Skirmish, Armor)
'Noble' Hull Upgrades HG-10##+(1-8)% armor HP
'Gunslinger' Large Projectile Turret LP-10##+(1-6)% large projectile turret damage
'Lancer' Large Energy Turret LE-10##+(1-6)% large energy turret damage
'Deadeye' Large Hybrid Turret LH-10##+(1-6)% large hybrid turret damage
'Deadeye' Rapid Launch RL-10## +(1-6)% rate of fire on all missile launchers
Akemon's Modified 'Noble' ZET5000+8% armor HP
Whelan Machorin's Ballistic Smartlink+5% rate of fire on all missile launchers

The bonus for each implant is specified, and is variable based on the quality of implant chosen.  For instance, the 'Rogue' Navigation NN-6 implant increases your ship's base velocity by between 1% and 6% depending on the quality of that implant chosen.  In each case, the double-hash tag ("##") represents the percentage bonus desired.  Normally, these bonuses are 1%, 3%, and 5%.  However, specialty CONCORD implants exist for most of them as well in 2%, 4%, and 6% versions.  The CONCORD implants, however, tend to be significantly more expensive than the standard types and their prices are much more variable.

Each bonus is applied to the ship characteristic mentioned.  The bonuses are flat, and stack with all other bonuses applied without additional stacking penalty.  For instance, if a ship has 15000 armor HP and a 'Noble' Hull Upgrades HG-1003 implant is used, the ship will have 15450 armor, 15000 * 1.03.  Note in particular that each weapon system has the opportunity to receive two bonuses: a rate of fire bonus from one implant and a damage bonus particular to each weapon type from a second implant.  As an example, Heavy Missiles receive a damage bonus from a slot seven implant and a rate of fire bonus from a slot ten implant.

As of this writing, 1% implants tend to be two million ISK or less, 3% implants tend to be 15-20 million ISK, and 5% implants tend to be 120 million ISK.  Your budget will define what percentage bonus you go for.  Those that get podded frequently will want to stick to less expensive implants, while those that are confident in their flying abilities or their ship can go for more expensive ones.

In part four of this guide, I will cover one of the fundamental things you'll have to decide about your jump clones: whether or not to specialize them.  Specialty jump clones will tend to focus on those that provide large bonuses to specific weapon types or specific tactics.  These clones are generally easier to build because they are so focused.  Generalist clones are more difficult.

Whether generalist or specialized, though, a jump clone will have one or two key implants that define that clone.  For instance, it is very common to plug a fitting implant into slot six, but both of the common fitting implants fit in slot six.  As a result, you cannot fit both grid- and CPU-enhancing implants on the same clone.  As a result, even a generalist clone with a slot six CPU implant will tend to be used for ships that are CPU-constrained like frigates, destroyers, interceptors and the like.  Alternately, a jump clone with a mindlink in slot 10 -- even a generalist one -- will tend to use implants that further reinforce the tactics implied by the mindlink chosen... a speed implant in slot six to go with the Skirmish Warfare Mindlink in slot ten, for instance.

Once the key implants are chosen, most players then "fill in" the best choices from the remaining slots available.  Again, this will be covered in more detail in part four of the guide.

This concludes part one of this guide.  I hope it has been useful!

On to part two...


  1. Sweet, another guide to Eve from Jester! Much gratitude for putting these useful guides together, can't wait for the next installment.

  2. I know what skills aren't permanent, but what boosters aren't temporary? Can I buy some?

    1. The Cerebral Accelerator booster lasts 30 days, so while it's definitely not permanent it's not really "temporary" in the same sense the other boosters are either. Anyway, that's what I was thinking of when I wrote that bit.

  3. Great guide Jester. Your blog is the most informative blog I've read regarding Eve. As a matter of fact, I gave up Eve about 5 months ago(I had 5 accounts) but after some down time I actual missed reading your blog and re-activated my accounts. I hope you're planning on running for the CSM this time up.

  4. One other tip for quick search for implants is to search the skill that gives the same performance. You want shield hp eg? Search for "shield management" implants. For turret damage is "Surgical strike" ones. Not all implants fall into that rule thought but still helps a lot.

  5. A useful section would be on 'cheap' implants for whatever reason - for example, the small 3% turret damage implants from slot 6.

  6. Implants are only available once the Cybernetics skill has been trained. I would have that should been in the introduction, instead of mentioned in a later part. Later can you can enhance on the higher implants requiring greater level of this skill.


  7. Without training Cybernetics skilled, there is no access to implants. I felt that should be been covered in the introduction.

  8. Your guide, along with other thing, inspired me to run some numbers on pirate implants. Back story is that everywhere I read about it, they're always described as in their full sets, but I value my skill training too much to sacrifice my +5s for puny 50% bonuses :-D However...since I run full year remaps, I only fly with 2 +5s at a time (I fly in low sec, where pods are veeery safe, but even if/when I do fuck up (drunk flying is never wise), I can afford the loss of just 2 +5s). This, I realized, leaves 3 attribute slots for pirate implants, and since my pod is already 200 mil worth, doubling that for pirate implant bonus is an OK option. So I ran the numbers: http://www.raunow.dk/EvePirateImplants.JPG

    The conclusion is that I can get myself a 12% shield boost or armor bonus for 150-200 mill while still keeping Int/Mem +5d. Come march I remap back to Per/Wil. By then I have the choice of doing the same thing, or of upping the cost to 1 bill for almost double the bonus by running (high grade X, low grade Y, high grade gamma, low grade omega) at the cost of the slot 6 hardwiring (which soon makes this setup using snakes not worth it since I use slot 6 for speed hardwiring, except with the Int/Mem setup due the snakes' weird bonus allocation). The HLHL setup is definitely the most cost efficient assuming I keep insisting on running dual +5s.

  9. Weird trend in those implant lists: I see two different boosts to local active armor repping (one for cycle speed, one for rep amount), but none for active shield tanking.

    There's a similar gap in ship rigs, if I recall correctly. What gives? Is there some balance reason for that, or am I just blind?

    1. Shieldtanking has the insanely powerful Crystal pirate-set, which turns some respectable tanks into absolute nightmares. Especially Minmatar-ships with their inherent shieldtank-bonuses greatly benefit from a Crystal set in PvP, and you can find one in the heads of a good chunk of highend-missionrunners as well. I myself once used a crystal clone in a Vargur, which became an absolute brick, even with only 2 tankingmods.

      The only real downside is it's shockingly high price, especially the high-grade Crystal Omega.

  10. "I hope it has been useful!" Hell yes!


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