Eve Online Implant Slots

 admin
  1. Eve Online Implant Slot 8
  2. Eve Online Implant Slot 9

Industry in Eve Online

TraitsSlot 1Primary Effect: +3 bonus to PerceptionSecondary Effect: +1.5% bonus to powergrid and capacitor amountImplant Set Effect: 50% bonus to the strength of all Genolution implant secondary effectsDevelopmentThe modestly titled “Core Augmentation” implant set was developed by Genolution with the assistance of implantation specialists and other leaders in the field of neural. $0.25 Available. All characters, items, pictures and ISK in Eve Online are the sole property of CCP Games, CCP hf., and/or White Wolf.

Almost everything you buy and use in Eve Online is player generated, either by gathering, looting or manufacturing. Industrial activity is a vital part of the game with the great alliances being both military and industrial powerhouses. For the purposes of this basic industry guide, I will only discuss the activities that can be performed through the industry tab of the game. for more specific guides you should look for guides that detail the particular aspect of the industry you are interested in.

Industry in Eve Online can be divided into manufacturing and research. Manufacturing consisting of tech 1, tech 2 and tech 3 production (both modules and ships) and research consists of ME and TE research, blueprint copying, invention, and reverse engineering.

Advertisements

Blueprint ME and TE Research

I want to start by discussing ME and PE research. ME stands for Material Efficiency and PE stands for Production Efficiency. Every blueprint in Eve Online has a ME and PE value from 0 to 10. This value represents the reduction of materials needed in the case of ME and the shortening of production time in the case of PE.

For each level of ME the material cost of a product is reduced by 1% rounded up and for each level of PE the production time is reduced by 2% rounded up. This means a fully researched blueprint has a 10% reduction in material cost and a 20% reduction in production time.

To research a blueprint, you simply need to place it in the square on the industry tab as shown below. Press the ME or PE research tab (ME is the one currently highlighted in the image) and chose the number of job runs you wish to run concurrently. The number of ME levels raised is the same as the number of jobs completed.

From the image, you can see that this blueprint requires no input materials which is true for most Tech 1 blueprints. You also see that the job duration is just over 4 days and 3 hours. The time it takes to run each job increases exponentially as the ME/PE level increases, so going from ME 0 to ME 1 takes much less time than going from ME 8 to ME 9 as shown in the image. Finally, the total job cost is just above the start button which is the price in ISK it takes to complete the number of runs selected.

Effect of Skills on Blueprint Research Jobs.

The skill Metallurgy increases the research speed by 5% per level for ME research and the skill Research increases the research speed by 5% per level for PE research. Advanced Industry also reduces all research times by 3% per level.

You can also have multiple jobs running simultaneously. To do so you need to train the skill Laboratory Operation to get one additional research slot per level followed by Advanced Laboratory Operation which also gets you one additional research slot per level.

Finally, the skill Scientific Networking will allow you remote access to research facilities.

Manufacturing

To be able to manufacture anything in Eve Online you need to possess a blueprint of the item you wish to produce. There are two forms of blueprints to produce from. One is original blueprints or BPO’s for short, which are blueprints that last forever and are sold on the market. The other is blueprint copies or BPC’s for short and can be found in contracts and acquired through invention, copying of BPO’s, looted or as rewards.

As with ME/TE research, you need to place the blueprint into the square in the industry tab to be able to manufacture with it. When you have done so you get a list of materials needed to produce the desired number of items. Some blueprints require certain skills for production in which case the start button will be red if your character does not have those skills.

As the image above shows you need six different minerals to produce this item. For tech 1 items the materials are almost always the base minerals. For tech 2 you would need different materials which are produced via moon mining and/or planet mining. You can also see that the rest is similar to the ME/TE research screen, where you can increase the number of job runs, you can see the total job duration and the total cost of the job.

There is a limitation on the maximum number of concurrent job runs. For ME/TE the max number of runs is always 10, but for manufacturing the limit is only the amount of job runs that can be completed in 30 days or a single run if the production time for it is more than 30 days.

I should also mention that since the game always rounds up it is possible to get some savings by manufacturing larger batches. For example, the BPO shown in the image needs 2 zydrine and 12 megacyte for a single run, but 100 concurrent runs would only need 184 zydrine and 1104 megacyte and these savings on minerals really rack up over time.

Effect of Skills on Manufacturing Jobs.

  • Industry – 4% reduction in manufacturing times per level
  • Advanced Industry – 3% reduction in manufacturing and research times per level
  • Mass Production – one additional manufacturing slot per level
  • Advanced Mass Production – one additional manufacturing slot per level
  • Supply Chain Management – allows for remote operation of industrial facilities

If you are interested in manufacturing you should read this more detailed Eve Online Manufacturing guide.

Blueprint Copying

If you own an original blueprint (BPO) you can use that to create copies. By placing the BPO into the square in the industry screen and choose the copy tab you can simply choose the number of blueprint copies you want and how many runs each of those copies has. The ME and PE values of the copies will be the same as the BPO so researching the blueprints beforehand makes sense. As before the cost and time for the job is shown as well.

You can also make copies of Tech 2 BPO’s. It’s a little bit more complicated as you will need datasheets and a few other components for each copy you make. In the image above I have an 800mm Reinforced Steel Plate II ready to make 5 copies with each copy having 10 runs, but I need 50 databases and 2250 datasheets to start the job. Every blueprint copy can be either used for manufacturing, sold with contracts or used as a part of the invention process.

The skill Science increases you copying speed by 5% per level.

Blueprint Invention

In Eve Online, invention is the action of changing T1 blueprint copies into T2 blueprint copies. To do so you must use the invention tab in the industry window and place the blueprint copy you intend to change into a tech 2 version into the blueprint square. To be able to make an invention run you need to have at least two different types of data cores and you can add to the job a decryptor to change the ME, PE or number of jobs on the finished tech 2 blueprint product.

Contrary to the other industry activities, invention is a somewhat skill-intensive activity to get into. The skills you need are

  • “Racial” Encryption Methods to level I + every pre-requirement
  • “Datacore I” Engineering
  • “Datacore II” Engineering
  • Plus the prerequisites.

The outcome of inventing is also chance-based, with a higher probability of success with an increase in these skill levels. Some decryptors can also increase the chance of success. To see the effect of skills and decryptors you can use this invention chance calculator.

Because it is chance based it is best to consider invention profit in the long run. You can emphasis inventing blueprints and selling them on contracts or you can manufacture from the blueprints. Either way, you need to consider the cost of inventions when calculating the profitability of a blueprint.

If you are interested in invention then here is a more detailed invention guide.

The Cost of Industry Jobs

The cost of industry jobs is also worth mentioning as it has an effect on your profitability, albeit a small one. The cost is varied between stations and job types and is mostly determined by the number of jobs of any type being performed at a particular station, there are a few other parameters but the “popularity” of a station has the greatest effect. For example, the costs in Jita are very high while the industry costs in some remote area like Arshat is next to nill.

If you are running jobs that will have a small profitability margin, then you should go to the outer systems, but if you are running high profitable jobs then you can probably run them in trade hubs. You can always see the cost of the entire job you are about to run on the industry screen.

Cybernetic Implants

Finally, don’t forget that there is a range of industry-based cybernetic implants that can reduce manufacture or research time. These implants are all available on the market and need to be fitted into implant slots 6,7 and 8.

Now if you liked this Eve Online industry guide then be sure to share it with your friends and allies and feel free to check out my other Eve Online guides.

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. The bonuses are stacked separately from the actual corresponding skills, i.e. if a skill gives you 5% / level, and you have the 5% hardwiring, your total effect is 1.25 * 1.05 = 1.3125 for a positive bonus or 0.75 * 0.95 = 0.7125 for a negative bonus, not the 1.30 or 0.70 you would get by adding the 25% and the 5% for a 30% bonus.

Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades that give a different bonus amount. Individual faction and officer hardwires are not listed below.

  • 1Hardwiring by Affected Skill Area
    • 1.1Armor
    • 1.2Drone
    • 1.3Electronic Systems
    • 1.4Engineering
    • 1.5Gunnery
    • 1.7Missiles
    • 1.8Navigation
    • 1.9Neural Enhancement
    • 1.10Resource Processing
    • 1.11Scanning
    • 1.12Science
    • 1.13Shield
    • 1.14Targeting
  • 2Hardwiring by slot, summarized

Hardwiring by Affected Skill Area

Armor

All Armor hardwires are the Inherent Implants 'Noble' type.

Slot 6Slot 7Slot 8Slot 9Slot 10
RS: armor / hull repair systems durationRA: remote armor repair capacitor needMC: hull hit pointsRP: repair system repair amountHG: armor hit points

Summary by Skills

  • Hull Upgrades: HG-1000 series
  • Mechanics: MC-800 series
  • Remote Armor Repair Systems: RA-700 series
  • Repair Systems: RS-600 series

Implants with no corresponding skill:

  • RP-900 series (there is no skill that increases armor repair amount)

Drone

Slot 7Slot 9
Overmind 'Goliath' Drone Tuner T25-10S
Overmind 'Hawkmoth' Drone Tuner S10-25T
CreoDron 'Yellowjacket' Drone Tuner D5-10T
CreoDron 'Bumblebee' Drone Tuner T10-5D

Summary by Skills

  • Drones: Overmind 'Goliath' Drone Tuner T25-10S
  • Drones: Overmind 'Hawkmoth' Drone Tuner S10-25T
  • Drones: CreoDron 'Yellowjacket' Drone Tuner D5-10T
  • Drones: CreoDron 'Bumblebee' Drone Tuner T10-5D


Electronic Systems

There are only Electronic Systems hardwires for slots 8 & 9.

Model nameSlot 8Slot 9
Zainou 'Gypsy'PJ: propulsion jamming cap needEW: ECM & ECM burst cap need
SL: sensor linking cap need
TG: target painting cap need
WD: weapon disruption cap need
Inquest 'Eros'MR: stasis webifier range
Eve Online Implant Slots

Summary by Skill

  • Electronic Warfare: EW-900 series
  • Propulsion Jamming: PJ-800 series
  • Sensor Linking: SL-900 series
  • Target Painting: TG-900 series
  • Weapon Disruption: WD-900 series

Implants with no corresponding skill:

  • MR-800 series - there is no skill that increases stasis webifier range

Engineering

There are no Engineering hardwires for slots 9 & 10.

Slots
Model nameSlot 6Slot 7Slot 8
Inherent Implants 'Squire'EO: capacitor recharge rate
EG: power grid output
ES: capacitor emission systems capacitor need
EU: energy upgrade CPU need
EP: energy pulse weapon (smart bomb) duration
EM: total capacitor capacity
Zainou 'Gypsy'EE: CPU amount
EU: Electronics Upgrade modules CPU need

Summary by Skill

  • Capacitor Emission Systems: 'Squire' ES-700 series
  • Capacitor Management: 'Squire' EM-800 series
  • Capacitor Systems Operation: 'Squire' EO-600 series
  • CPU Management: 'Gypsy' EE-600 series
  • Electronics Upgrades: 'Gypsy' EU-600 series
  • Energy Grid Upgrades: 'Squire' EU-700 series
  • Energy Pulse Weapons: 'Squire' EP-700 series
  • Power Grid Management: 'Squire' EG-600 series

Gunnery

Hardwires that include '(all)' affect all types and sizes of turrets.

Model nameSlot 6Slot 7Slot 8Slot 9Slot 10
Eifyr & Co. 'Gunslinger'SP: small projectile damageMR: tracking speed (all)MP: medium projectile damageSS: turret damage (all)LP: large projectile damage
Inherent Implants 'Lancer'SE: small energy damageCB: turret capacitor need (all)ME: medium energy damageRF: rate of fire (all)LE: large energy damage
Zainou 'Deadeye'SH: small hybrid damageTA: falloff (all)MH: medium hybrid damageST: optimal range (all)LH: large hybrid damage
Zainou 'Gnome'WU: CPU need (all)

Summary by Slot

Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size.

6: +damage for racial small turret, else use a utility hardwire.
7: +tracking, -capacitor use or +falloff.
8: +damage for racial medium turret, else use a utility hardwire.
9: +damage, +rate of fire or +optimal.
10: +damage for racial large turret, else -CPU.

Summary by Skill

  • Controlled Bursts: Inherent Implants 'Lancer' CB-700 series
  • Motion Prediction: Eifyr & Co. 'Gunslinger' MR-700 series
  • Gunnery: Inherent Implants 'Lancer' RF-900 series
  • Sharpshooter: Zainou 'Deadeye' ST-900 series
  • Small Energy Turret: Inherent Implants 'Lancer' SE-600
  • Medium Energy Turret: Inherent Implants 'Lancer' ME-800
  • Large Energy Turret: Inherent Implants 'Lancer' LE-1000
  • Small Hybrid Turret: Zainou 'Deadeye' SH-600
  • Medium Hybrid Turret: Zainou 'Deadeye' MH-800
  • Large Hybrid Turret: Zainou 'Deadeye' LH-1000
  • Small Projectile Turret: Eifyr & Co. 'Gunslinger' SP-600
  • Medium Projectile Turret: Eifyr & Co. 'Gunslinger' MP-800
  • Large Projectile Turret: Eifyr & Co. 'Gunslinger' LP-1000
  • Surgical Strike: Eifyr & Co. 'Gunslinger' SS-900 series
  • Trajectory Analysis: Zainou 'Deadeye' TA-700 series
  • Weapon Upgrades: Zainou 'Gnome' WU-1000 series

Industry

There is only one set of Industry hardwires - the Zainou 'Beancounter' BX-800 series for slot 8. There are three in the series, which reduce manufacturing time by 1%, 2% and 4%.

Missiles

Model NameSlot 6Slot 7Slot 8Slot 9Slot 10
Zainou 'Deadeye'MB: missile flight time
MP: missile velocity
GP: explosion radiusTN: explosion velocityRL: rate of fire
Zainou 'Gnome'LE: CPU need
Zainou 'Snapshot'CM: Cruise Missile damage
TD: Torpedo damage
AM: Heavy Assault Missile damage
HM: Heavy Missile damage
DM: Defender Missile velocityLM: Light Missile damage
RD: Rocket damage
FR: FoF explosion radius

Note that the Zainou 'Gnome' 'LE-600' series in slot 6 saves launcher CPU but the Zainou 'Gypsy' 'EE-600' series (in the engineering group) fits in the same slot and boosts overall CPU, which is preferable.

Summary by Slot

6: +Damage for large launchers, else use a utility hardwire.
7: +Damage for medium launchers, else range.
8: -Explosion radius, else +Velocity for defenders (but a utility hardwire is probably preferable over that).
9: +Damage for small launchers, else +Explosion velocity.
10: +ROF unless you really love FoF.

Summary by Skill

  • Cruise Missiles: 'Snapshot' CM-600 Series
  • Defender Missiles: 'Snapshot' DM-800 Series
  • Guided Missile Precision: 'Deadeye' GP-800 Series, 'Snapshot' FR-1000 Series (FoF missiles only)
  • Heavy Assault Missiles: 'Snapshot' AM-700 Series
  • Heavy Missiles: 'Snapshot' HM-700 Series
  • Light Missiles: 'Snapshot' LM-900 Series
  • Missile Bombardment: 'Deadeye' MB-700 Series
  • Missile Projection: 'Deadeye' MP-700 Series
  • Rapid Launch: 'Deadeye' RL-1000 Series
  • Rockets: 'Snapshot' RD-900 Series
  • Target Navigation Prediction: 'Deadeye' TN-900 Series
  • Torpedoes: 'Snapshot' TD-600 Series

Navigation

Navigation hardwires are Eifyr & Co. 'Rogue'. There are no Navigation hardwires for slot 10.

Slot 6Slot 7Slot 8Slot 9
AC: Afterburner / Microwaprdrive speed
AB: Afterburner duration
NN: ship velocity
WD: warp drive cap need
WS: warp speed
EM: ship agilityFC: Afterburner cap needHS: Microwarpdrive cap need

Summary by Skill

  • Acceleration Control: AC-600 series
  • Afterburner: AB-600 series
  • Evasive Maneuvering: EM-700 series
  • Fuel Conservation: FC-800 series
  • High Speed Maneuvering: HS-900 series
  • Navigation: NN-600 series
  • Warp Drive Operation: WD-600 series

Implants with no corresponding skill:

  • WS-600 series - there is no skill that increases warp speed

Neural Enhancement

All Neural Enhancement hardwires are the Eifyr & Co. 'Alchemist' type. There are no hardwires for slots 6 & 7 and there are only 2 grades per set.

Eve Online Implant Slots
Slot 8Slot 9Slot 10
BY: booster durationNC: booster side effect severityNR: booster side effect probability

Summary by Skill

Eve online implant slot 6
  • Biology: BY-800 series (5% & 10% grades only)
  • Neurotoxin Control: NC-900 series (3% & 5% grades only)
  • Neurotoxin Recovery: NR-1000 series (3% & 5% grades only)

Resource Processing

There are only Resource Processing hardwires for slots 8 & 10. Each series contains only three grades of hardwire.

Model NameSlot 8Slot 10
Eifyr & Co. 'Alchemist'GH: gas cloud harvester duration
Zainou 'Beancounter'RX: reprocessing waste
Inherent Implants 'Highwall'MX: mining yield
MU: mining upgrade CPU penalty
Inherent Implants 'Yeti'IH: ice harvester duration

Summary by Skill

  • Gas Cloud Harvesting: Eifyr & Co. 'Alchemist GH-800 series
  • Ice Harvesting: Inherent Implants 'Yeti' IH-1000 series
  • Mining: Inherent Implants 'Highwall' MX-1000 series
  • Mining Upgrades: Inherent Implants 'Highwall' MU-1000 series
  • Reprocessing: Zainou 'Beancounter' RX-800 series

Scanning

All Scanning hardwires are the Poteque 'Prospector' type. Some series contain three grades of hardwire and others only have one.

Slot 6Slot 7Slot 8Slot 9Slot 10
AP: scan deviationAQ: probe scanning timeAR: probe scan strengthAC: relic analyzer virus coherence
HC: data analyzer virus coherence
SV: salvage retrieval
EY: virus coherence and module duration

Summary by Skill

  • Archaeology: AC-905 (only one hardwire), EY-1005 (only one hardwire)
  • Astrometric Acquisition: AQ-700 series
  • Astrometric Pinpointing: AP-600 series
  • Astrometric Rangefinding: AR-800 series
  • Hacking: HC-905 (only one hardwire), EY-1005 (only one hardwire)
  • Salvaging: SV-905 (only one hardwire)

Implants with no corresponding skill:

  • EY-1005 (only one hardwire) - this hardwire also gives bonuses to archaeology, hacking and salvage module duration. No skill gives these bonuses.

Science

All Science hardwires are the Zainou 'Beancounter' type. There are no Science hardwires for slots 9 & 10.

Slot 6Slot 7Slot 8
RR: blueprint manufacturing time researchMY: material efficiency research timeSC: blueprint copy time

Summary by Skill

  • Metallurgy: MY-700 series
  • Research: RR-600 series
  • Science: SC-800 series

Shield

All Shield hardwires are the Zainou 'Gnome' type. There are no Shield hardwires for slot 10.

Slot 6Slot 7Slot 8Slot 9
SU: shield upgrade module power grid needSM: shield amountSE: shield emission module cap needSP: shield recharge rate

Summary by Skill

  • Shield Operation: SP-900 series
  • Shield Emission Systems: SE-800 series
  • Shield Management: SM-700 series
  • Shield Upgrades: SU-600 series

Targeting

All Targeting hardwires are the Zainou 'Gypsy' type. There are only Targeting hardwires for slots 7 & 8.

Slot 7Slot 8
SA: scan resolutionLT: targeting range

Summary by Skill

  • Signature Analysis: SA-700 series
  • Long Range Targeting: LT-800 series

Hardwiring by slot, summarized

Eve Online Implant Slot 8

Slot 6

Skill areaModel namesPurpose
ArmorInherent Implants 'Noble' RSarmor and hull repair systems duration
Electronic Systemsnone
EngineeringInherent Implants 'Squire' EO, EG; Zainou 'Gypsy' EE, EUcapacitor recharge, power grid output; CPU amount, electronics upgrade CPU need
GunneryEifur & Co. 'Gunslinger' SP, Inherent Implants 'Lancer' SE and Zainou 'Deadeye' SHsmall racial turret damage
Industrynone
MissilesZainou 'Gnome' LE; Zainou 'Snapshot' CM & TDlauncher CPU; large missile damage
NavigationEifyr & Co. 'Rogue' AC, AB, NN, WD, WSAB/MWD speed bonus, afterburner duration, velocity, warp cap need, warp speed
Neural Enhancementnone
Resource Processingnone
ScanningPoteque Prospector APscan deviaton
ScienceZainou 'Beancounter' RRblueprintmanufacturing time research
ShieldZainou 'Gnome' SUshield upgrade module power grid need
Targetingnone

Slot 7

Skill areaModel namesPurpose
ArmorInherent Implants 'Noble' RAremote armor repair cap need
Electronic Systemsnone
EngineeringInherent Implants 'Squire' ES, EU, EPcapacitor emissions cap need, energy grid upgrade CPU need, energy pulse (smart bomb) duration
GunneryEifyr & Co. 'Gunslinger' MR; Inherent Implants 'Lancer' CB; Zainou 'Deadeye' TAtracking speed; turret capacitor use; falloff
Industrynone
MissilesZainou 'Deadeye' MB, MP; Zainou 'Snapshot' AM, HMmissile flight time & velocity; medium missile damage
NavigationEifyr & Co. 'Rogue' EMship agility
Neural Enhancementnone
Resource ProcessingMichi's Excavation Augmentor5% bonus to mining yield of mining lasers
ScanningPoteque 'Prospector' AQprobe scanning time
ScienceZainou 'Beancounter' MYmaterial effeciency research time
ShieldZainou 'Gnome' SMshield amount
TargetingZainou 'Gypsy' SAscan resolution

Eve Online Implant Slot 9

Slot 8

Skill areaModel namesPurpose
ArmorInherent Implants 'Noble' MChull hitpoints
Electronic SystemsZainou 'Gypsy' PJ; Inquest 'Eros' MRpropulsion jammer cap need; stasis webifier range
EngineeringInherent Implants 'Squire' EMtotal capacitor capacity
GunneryEifyr & Co. 'Gunslinger' MP, Inherent Implants 'Lancer' ME, and Zainou 'Deadeye' MHmedium racial turret damage
IndustryZainou 'Beancounter' BXmanufacturing time
MissilesZainout 'Deadeye' GP; Zainou 'Snapshot' DMexplosion radius; defender missile velocity
NavigationEifyr & Co. 'Rogue' FCafterburner cap need
Neural EnhancementEifyr & Co. 'Alchemist' BYbooster duration
Resource ProcessingEifyr & Co.'Alchemist' GH; Zainou 'Beancounter' RXgas cloud harvester duration; reprocessing wastage
ScanningPoteque 'Prospector' ARprobe scan strength
ScienceZainou 'Beancounter' SCblueprint copy time
ShieldZainou 'Gnome' SEshield emission cap need
TargetingZainou 'Gypsy' LTtargeting range

Slot 9

Skill areaModel namesPurpose
ArmorInherent Implants 'Noble' RPrepair systems repair amount
Electronic SystemsZainou 'Gypsy' EW, SL, TG, WDelectronic attacks and sensor link cap need
Engineeringnone
GunneryEifyr & Co. 'Gunslinger' SS, Inherent Implants 'Lancer' RF; Zainou 'Deadeye' STdamage; rate of fire; optimal range
Industrynone
MissilesZainou 'Deadeye' TN; Zainou 'Snapshot' LM, RDexplosion velocity; small missile damage
NavigationEifyr & Co. 'Rogue' HSMWD cap need
Neural EnhancementEifyr & Co. 'Alchemist' NCbooster side effect severity
Resource Processingnone
ScanningPoteque 'Prospector' AC, HC, SVdata / relic analyzer virus coherence, salvage success probability
Sciencenone
ShieldZainou 'Gnome' SPshield recharge rate
Targetingnone

Slot 10

Skill areaModel namesPurpose
ArmorInherent Implants 'Noble' HGArmor hitpoints
Electronicsnone
Engineeringnone
GunneryEifyr & Co. 'Gunslinger' LP, Inherent Implants 'Lancer' LE, and Zainou 'Deadeye' LH; Zainou 'Gnome' WUlarge racial turret damage; turret CPU need
Industrynone
MissilesZainou 'Deadeye' RL; Zainou 'Snapshot' FRrate of fire; FoF explosion radius
Navigationnone
Neural EnhancementEifyr & Co. 'Alchemist' NRbooster side effect probability
Resource ProcessingInherent Implants 'Highwall' MX, MU; Inherent Implants 'Yeti' IHmining yield, mining upgrade CPU penalty; ice harvester duration
ScanningPoteque 'Prospector' Environmental Analysis EYanalyzer virus coherence and analyzer / salvager module duration
Sciencenone
Shieldnone
Targetingnone

Hardwiring by series, summarized

Model namePurpose(s)
Eifyr & Co. 'Alchemist'skill boosters and gas cloud harvesting
Eifyr & Co. 'Gunslinger'projectile turret damage, all turret tracking and damage
Eifyr & Co. 'Rogue'navigation
Inherent Implants 'Highwall'mining
Inherent Implants 'Lancer'energy turret damage, all turret cap use and rate of fire
Inherent Implants 'Noble'hull/armor repair and hitpoints
Inherent Implants 'Squire'capacitor and power grid
Inherent Implants 'Yeti'ice harvesting
Poteque 'Prospector'scanning, analyzers & salvaging
Zainou 'Beancounter'research and manufacturing
Zainou 'Deadeye'hybrid turret damage, all turret falloff and optimal range.
Missile range, explosion radius, explosion velocity and launcher rate of fire.
Zainou 'Gnome'turret and launcher CPU, all shield
Zainou 'Gypsy'electronic systems, CPU and targeting
Zainou 'Snapshot'missile damage, defender missile velocity, FoF missile explosion radius

Table of Implants

SlotSkillNameSerialAttributes
6ArmorInherent Implants 'Noble' Repair SystemsRS-601 ~ 6061% ~ 6% reduction in armor/hull repair modules duration
6ArmorNumon Family Heirloom7% reduction in armor/hull repair modules duration
6ElectronicsZainou 'Gypsy' ElectronicsEE-601 ~ 6061% ~ 6% bonus to the CPU output
6ElectronicsZainou 'Gypsy' Electronics UpgradesEU-601 ~ 6061% ~ 6% reduction in CPU need of modules requiring the Electronics Upgrade skill
6EngineeringInherent Implants 'Squire' Capacitor Systems OperationEO-601 ~ 6061% ~ 6% reduction in capacitor recharge time
6EngineeringInherent Implants 'Squire' Power Grid ManagementEG-601 ~ 6061% ~ 6% bonus to the power grid output of your ship
6GunneryEifyr and Co. 'Gunslinger' Small Projectile TurretSP-601 ~ 6061% ~ 6% bonus to small projectile turret damage
6GunneryInherent Implants 'Lancer' Small Energy TurretSE-601 ~ 6061% ~ 6% bonus to small energy turret damage
6GunneryZainou 'Deadeye' Small Hybrid TurretSH-601 ~ 6061% ~ 6% bonus to small hybrid turret damage
6MissileZainou 'Gnome' Launcher CPU EfficiencyLE-601 ~ 6061% ~ 6% reduction in the CPU need of missile launchers
6MissileZainou 'Snapshot' Cruise MissilesCM-601 ~ 6061% ~ 6% bonus to the damage of cruise missiles
6MissileZainou 'Snapshot' TorpedoesTD-601 ~ 6061% ~ 6% bonus to the damage of torpedo missiles
6NavigationEifyr and Co. 'Rogue' Acceleration ControlAC-601 ~ 6061% ~ 6% bonus to afterburner and microwarpdrive speed increase
6NavigationEifyr and Co. 'Rogue' AfterburnerAB-602 ~ 6122% ~ 12% bonus to the duration of afterburners (available in 2,4,6,8,10,12 percent increments)
6NavigationEifyr and Co. 'Rogue' NavigationNN-601 ~ 6061% ~ 6% bonus to ship velocity
6NavigationShaqil's Speed Enhancer8% bonus to ship velocity
6NavigationEifyr and Co. 'Rogue' Warp Drive OperationWD-602 ~ 6122% ~ 12% reduction in the capacitor need of warp drive
6NavigationEifyr and Co. 'Rogue' Warp Drive SpeedWS-605 ~ 6185% ~ 18% bonus to ships warp speed (available in 5,8,10,13,15,18 percent increments)
6SciencePoteque ' Prospector' Astrometric PinpointingAP-602 ~ 6102% ~ 10% reduction in maximum scan deviation (available in 2,6,10 percent increments)
6ScienceZainou 'Beancounter' ResearchRR-601 ~ 6051% ~ 5% bonus to blueprint manufacturing time research (available in 1,3,5 percent increments)
6ShieldZainou 'Gnome' Shield UpgradesSU-601 ~ 6061% ~ 5% reduction in power grid needs of modules requiring the Shield Upgrades skill
7DronesOvermind 'Goliath' Drone Tuner T25-10S25% Bonus to Drone Tank, 10% penalty to Drone Speed
7DronesOvermind 'Hawkmoth' Drone Tuner S10-25T10% Bonus to Drone Speed, 25% Penalty to Drone Tank
7ArmorInherent Implants 'Noble' Remote Armor Repair SystemsRA-701 ~ 7061% ~ 6% reduced capacitor need for remote armor repair system modules
7ElectronicsZainou 'Gypsy' Signature AnalysisSA-701 ~ 7061% ~ 6% bonus in ships scan resolution
7EngineeringInherent Implants 'Squire' Capacitor Emission SystemsES-701 ~ 7061% ~ 6% reduction in capacitor need of modules requiring the Energy Emission Systems skill
7EngineeringInherent Implants 'Squire' Energy Grid UpgradesEU-701 ~ 7061% ~ 6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill
7EngineeringInherent Implants 'Squire' Energy Pulse WeaponsEP-701 ~ 7061% ~ 6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill
7GunneryEifyr and Co. 'Gunslinger' Motion PredictionMR-701 ~ 7061% ~ 6% bonus to turret tracking speed
7GunneryOgdin's Eye Coordination Enhancer6% bonus to turret tracking speed
7GunneryInherent Implants 'Lancer' Controlled BurstsCB-701 ~ 7061% ~ 6% reduction in all turret capacitor need
7GunneryZainou 'Deadeye' Trajectory AnalysisTA-701 ~ 7061% ~ 6% bonus to turret falloff
7IndustryMichi's Excavation Augmentor5% bonus to mining yield of mining lasers
7MissileZainou 'Deadeye' Missile BombardmentMB-701 ~ 7061% ~ 6% bonus to all missiles' maximum flight time
7MissileZainou 'Deadeye' Missile ProjectionMP-701 ~ 7061% ~ 6% bonus to all missiles' maximum velocity
7MissileZainou 'Snapshot' Assault MissilesAM-701 ~ 7061% ~ 6% bonus to assault missile damage
7MissileZainou 'Snapshot' Heavy MissilesHM-701 ~ 7061% ~ 6% bonus to heavy missile damage
7NavigationEifyr and Co. 'Rogue' Evasive ManeuveringEM-701 ~ 7061% ~ 6% bonus to ship agility
7NavigationZor's Custom Navigation Link10% bonus to afterburner duration
7SciencePoteque 'Prospector' Astrometric AcquisitionAQ-702 ~ 7102% ~ 10% reduction in probe scanning time (available in 2,6,10 percent increments)
7ScienceZainou 'Beancounter' MetallurgyMY-701 ~ 7051% ~ 5% bonus to material efficiency research speed (available in 1,3,5 percent increments)
7ShieldZainou 'Gnome' Shield ManagementSM-701 ~ 7061% ~ 6% bonus to shield capacity
7ShieldSansha Modified 'Gnome' Implant3% bonus to shield capacity AND to shield recharge rate
8ArmorInherent Implants 'Noble' MechanicMC-801 ~ 8061% ~ 6% bonus to hull hp
8ElectronicsZainou 'Gypsy' Long Range TargetingLT-801 ~ 8061% ~ 6% bonus to max targeting range
8ElectronicsZainou 'Gypsy' Propulsion JammingPJ-801 ~ 8061% ~ 6% reduction in capacitor need for modules requiring Propulsion Jamming skill
8ElectronicsInquest 'Eros' Stasis WebifierMR-803 ~ 8073% ~ 7% increase in stasis webifier range
8EngineeringInherent Implants 'Squire' Capacitor ManagementEM-801 ~ 8061% ~ 6% bonus to ships capacitor capacity
8GunneryInherent Implants 'Lancer' Medium Energy TurretME-801 ~ 8061% ~ 6% bonus to medium energy turret damage
8GunneryZainou 'Deadeye' Medium Hybrid TurretMH-801 ~ 8061% ~ 6% bonus to medium hybrid turret damage
8GunneryEifyr and Co. 'Gunslinger' Medium Projectile TurretMP-801 ~ 8061% ~ 6% bonus to medium projectile turret damage
8IndustryEifyr and Co. 'Alchemist' Gas HarvestingGH-801 ~ 8051% ~ 5% reduction to gas cloud harvester cycle time (available in 1,3,5 percent increments)
8IndustryZainou 'Beancounter' IndustryBX-801 ~ 8041% ~ 4% reduction in manufacturing time (available in 1,2,4 percent increments)
8IndustryZainou 'Beancounter' RefiningRX-801 ~ 8041% ~ 4% reduction in refinery waste (available in 1,2,4 percent increments)
8MissileZainou 'Deadeye' Guided Missile PrecisionGP-801 ~ 8061% ~ 6% reduced factor of signature radius for all missile explosions
8MissileZainou 'Snapshot' Defender MissilesDM-801 ~ 8061% ~ 6% bonus to the velocity of defender missiles
8NavigationEifyr and Co. 'Rogue' Fuel ConservationFC-801 ~ 8061% ~ 6% reduction in afterburner capacitor needs
8NavigationZor's Custom Navigation Hyper-Link5% bonus to afterburner and MWD speed boost
8ScienceEifyr and Co. 'Alchemist' BiologyBY-805 ~ 8101% ~ 6% bonus to attribute booster duration (available in 5,10 percent increments)
8SciencePoteque 'Prospector' Astrometric RangefindingAR-802 ~ 8102% ~ 10% strong scanning strength with scan probes (available in 2,6,10 percent increments)
8ScienceZainou 'Beancounter' ScienceSC-801 ~ 8051% ~ 5% bonus to blueprint copying speed (available in 1,3,5 percent increments)
8ShieldZainou 'Gnome' Shield Emission SystemsSE-801 ~ 8061% ~ 6% reduction in capacitor need of modules requiring the Shield Emission Systems skill
9DronesCreoDron 'Yellowjacket' Drone Tuner D5-10T5% Bonus to Drone Damage, 10% penalty to Drone Tank
9DronesCreoDron 'Bumblebee' Drone Tuner T10-5D10% Bonus to Drone Tank, 5% Penalty to Drone Damage
9ArmorInherent Implants 'Noble' Repair ProficiencyRP-901 ~ 9061% ~ 6% bonus to repair system repair amount
9ElectronicsZainou 'Gypsy' Electronic WarfareEW-901 ~ 9061% ~ 6% reduction in ECM and ECM Burst module capacitor need
9ElectronicsZainou 'Gypsy' Sensor LinkingSL-901 ~ 9061% ~ 6% reduction in capacitor need of modules requiring the Sensor Linking skill
9ElectronicsZainou 'Gypsy' Weapon DisruptionWD-901 ~ 9061% ~ 6% reduction in capacitor need of modules requiring the Weapon Disruption skill
9ElectronicsZainou 'Gypsy' Target PaintingTG-901 ~ 9061% ~ 6% reduction in capcitor need of modules requiring the Target Painting skill
9GunneryEifyr and Co. 'Gunslinger' Surgical StrikeSS-901 - 9061% ~ 6% bonus to all turret damages
9GunneryInherent Implants 'Lancer' GunneryRF-901 ~ 9061% ~ 6% bonus to all turret rate of fire
9GunneryZainou 'Deadeye' SharpshooterST-901 ~ 9061% ~ 6% bonus to all turret optimal range
9GunneryPashan's Turret Customization Mindlink7% bonus to all turret rate of fire
9MissileZainou 'Deadeye' Target Navigation PredictionTN-901 ~ 9061% ~ 6% decrease in factor of target's velocity for all missiles
9MissileZainou 'Snapshot' Light MissilesLM-901 ~ 9061% ~ 6% bonus to damage of light missiles
9MissileZainou 'Snapshot' RocketsRD-901 ~ 9061% ~ 6% bonus to damage of rockets
9NavigationEifyr and Co. 'Rogue' High Speed ManeuveringHS-901 ~ 9061% ~ 6% reduction in capacitor need of modules requiring High Speed Maneuvering
9ScienceEifyr and Co. 'Alchemist' Nanite ControlNC-903 ~ 9053% ~ 5% bonus reduction to side effects (available in 3,5 percent increments)
9SciencePoteque 'Prospector' ArchaeologyAC-905+5 Virus Coherence bonus for Relic Analyzers
9SciencePoteque 'Prospector' HackingHC-905+5 Virus Coherence bonus for Data Analyzers
9SciencePoteque 'Prospector' SalvagingSV-9055% increase in chance of salvage retrieval
9ShieldZainou 'Gnome' Shield OperationSP-901 ~ 9061% ~ 6% boost to shield recharge rate
10ArmorInherent Implants 'Noble' Hull UpgradesHG-1001 ~ 10081% ~ 8% bonus to armor hitpoints
10ArmorImperial Navy Modified 'Noble' Implant3% bonus to armor hit points AND to repair system repair amount
10GunneryInherent Implants 'Lancer' Large Energy TurretLE-1001 ~ 10061% ~ 6% bonus to large energy turret damage
10GunneryZainou 'Deadeye' Large Hybrid TurretLH-1001 ~ 10061% ~ 6% bonus to large hybrid turret damage
10GunneryEifyr and Co. 'Gunslinger' Large Projectile TurretLP-1001 ~ 10061% ~ 6% bonus to large projectile turret damage
10GunneryZainou 'Gnome' Weapon UpgradesWU-1001 ~ 10061% ~ 6% reduction in the CPU required by turrets
10GunneryPashan's Turret Handling Mindlink7% bonus to large energy turret damage
10IndustryInherent Implants 'Highwall' MiningMX-1001 ~ 10051% ~ 5% bonus to mining yield (available in 1,3,5 percent increments)
10IndustryInherent Implants 'Highwall' Mining UpgradesMY-1001 ~ 10051% ~ 5% reduction in CPU penalty of mining ugprade modules (available in 1,3,5 percent increments)
10IndustryInherent Implants 'Yeti' Ice HarvestingIH-1001 ~ 10051% ~ 5% decrease in ice harvester cycle time (available in 1,3,5 percent increments)
10LeadershipArmored Command Mindlink25% increase to the command bonus of Armored Warfare Link modules and replaces Armored Warfare skill bonus with fixed 15% armor HP bonus
10LeadershipInformation Command Mindlink50% increase to the command bonus of Information Warfare Link modules and replaces Information Warfare skill bonus with fixed 15% targeting range bonus
10LeadershipShield Command Mindlink25% increase to the command bonus of Siege Warfare Link modules and replaces Siege Warfare skill bonus with fixed 15% shield HP bonus
10LeadershipSkirmish Command Mindlink25% increase to the command bonus of Skirmish Warfare Link modules and replaces Skirmish Warfare skill bonus with fixed 15% agility bonus
10LeadershipCaldari Navy Command Mindlink25% 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.

10LeadershipFederation Navy Warfare Mindlink25% 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.

10LeadershipImperial Navy Command Mindlink25% 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.

10LeadershipRepublic Fleet Command Mindlink25% 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.

10LeadershipMining Foreman Mindlink25% increase to the command bonus of Mining Foreman Link modules and replaces Mining Foreman skill bonus with fixed 15% mining yield bonus
10LeadershipORE Mining Director Mindlink+25% bonus to Mining Foreman and Shield Command Burst effect strength and duration. Replaces Mining Foreman Mindlink and Shield Command Mindlink
10MissileZainou 'Deadeye' Rapid LaunchRL-1001 ~ 10061% ~ 6% bonus to all missile launcher rate of fire
10MissileZainou 'Snapshot' FOF Explosion RadiusFR-1001 ~ 10061% ~ 6% bonus to explosion radius of auto-target missiles
10MissileWhelan Machorin's Ballistic Smartlink5% reduction in missile launcher rate of fire
10ScienceEifyr and Co. 'Alchemist' Neurotoxin RecoveryNR-1003 ~ 10053% ~ 5% less chance of side effect when using boosters (available in 3,5 percent increments)
10SciencePoteque 'Prospector' Environmental AnalysisEY-10055% reduction in cycle time of salvage, hacking and archaeology modules; and +5 Virus Coherence bonus for both data and relic analyzers.

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. Ellatha LP Database hosts an LP database so implants and their LP store prices can be cross-checked with market prices.

Retrieved from 'https://wiki.eveuniversity.org/index.php?title=Skill_Hardwiring&oldid=140429'