Eve Online Implant Slots
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.
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 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
|---|---|---|---|---|
| RS: armor / hull repair systems duration | RA: remote armor repair capacitor need | MC: hull hit points | RP: repair system repair amount | HG: 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 7 | Slot 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 name | Slot 8 | Slot 9 |
|---|---|---|
| Zainou 'Gypsy' | PJ: propulsion jamming cap need | EW: 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 |

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.
| Model name | Slot 6 | Slot 7 | Slot 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 name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
|---|---|---|---|---|---|
| Eifyr & Co. 'Gunslinger' | SP: small projectile damage | MR: tracking speed (all) | MP: medium projectile damage | SS: turret damage (all) | LP: large projectile damage |
| Inherent Implants 'Lancer' | SE: small energy damage | CB: turret capacitor need (all) | ME: medium energy damage | RF: rate of fire (all) | LE: large energy damage |
| Zainou 'Deadeye' | SH: small hybrid damage | TA: falloff (all) | MH: medium hybrid damage | ST: 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 Name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
|---|---|---|---|---|---|
| Zainou 'Deadeye' | MB: missile flight time MP: missile velocity | GP: explosion radius | TN: explosion velocity | RL: 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 velocity | LM: 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 6 | Slot 7 | Slot 8 | Slot 9 |
|---|---|---|---|
| AC: Afterburner / Microwaprdrive speed AB: Afterburner duration NN: ship velocity WD: warp drive cap need WS: warp speed | EM: ship agility | FC: Afterburner cap need | HS: 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.

| Slot 8 | Slot 9 | Slot 10 |
|---|---|---|
| BY: booster duration | NC: booster side effect severity | NR: booster side effect probability |
Summary by Skill

- 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 Name | Slot 8 | Slot 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 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
|---|---|---|---|---|
| AP: scan deviation | AQ: probe scanning time | AR: probe scan strength | AC: 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 6 | Slot 7 | Slot 8 |
|---|---|---|
| RR: blueprint manufacturing time research | MY: material efficiency research time | SC: 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 6 | Slot 7 | Slot 8 | Slot 9 |
|---|---|---|---|
| SU: shield upgrade module power grid need | SM: shield amount | SE: shield emission module cap need | SP: 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 7 | Slot 8 |
|---|---|
| SA: scan resolution | LT: 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 area | Model names | Purpose |
|---|---|---|
| Armor | Inherent Implants 'Noble' RS | armor and hull repair systems duration |
| Electronic Systems | none | |
| Engineering | Inherent Implants 'Squire' EO, EG; Zainou 'Gypsy' EE, EU | capacitor recharge, power grid output; CPU amount, electronics upgrade CPU need |
| Gunnery | Eifur & Co. 'Gunslinger' SP, Inherent Implants 'Lancer' SE and Zainou 'Deadeye' SH | small racial turret damage |
| Industry | none | |
| Missiles | Zainou 'Gnome' LE; Zainou 'Snapshot' CM & TD | launcher CPU; large missile damage |
| Navigation | Eifyr & Co. 'Rogue' AC, AB, NN, WD, WS | AB/MWD speed bonus, afterburner duration, velocity, warp cap need, warp speed |
| Neural Enhancement | none | |
| Resource Processing | none | |
| Scanning | Poteque Prospector AP | scan deviaton |
| Science | Zainou 'Beancounter' RR | blueprintmanufacturing time research |
| Shield | Zainou 'Gnome' SU | shield upgrade module power grid need |
| Targeting | none |
Slot 7
| Skill area | Model names | Purpose |
|---|---|---|
| Armor | Inherent Implants 'Noble' RA | remote armor repair cap need |
| Electronic Systems | none | |
| Engineering | Inherent Implants 'Squire' ES, EU, EP | capacitor emissions cap need, energy grid upgrade CPU need, energy pulse (smart bomb) duration |
| Gunnery | Eifyr & Co. 'Gunslinger' MR; Inherent Implants 'Lancer' CB; Zainou 'Deadeye' TA | tracking speed; turret capacitor use; falloff |
| Industry | none | |
| Missiles | Zainou 'Deadeye' MB, MP; Zainou 'Snapshot' AM, HM | missile flight time & velocity; medium missile damage |
| Navigation | Eifyr & Co. 'Rogue' EM | ship agility |
| Neural Enhancement | none | |
| Resource Processing | Michi's Excavation Augmentor | 5% bonus to mining yield of mining lasers |
| Scanning | Poteque 'Prospector' AQ | probe scanning time |
| Science | Zainou 'Beancounter' MY | material effeciency research time |
| Shield | Zainou 'Gnome' SM | shield amount |
| Targeting | Zainou 'Gypsy' SA | scan resolution |
Eve Online Implant Slot 9
Slot 8
| Skill area | Model names | Purpose |
|---|---|---|
| Armor | Inherent Implants 'Noble' MC | hull hitpoints |
| Electronic Systems | Zainou 'Gypsy' PJ; Inquest 'Eros' MR | propulsion jammer cap need; stasis webifier range |
| Engineering | Inherent Implants 'Squire' EM | total capacitor capacity |
| Gunnery | Eifyr & Co. 'Gunslinger' MP, Inherent Implants 'Lancer' ME, and Zainou 'Deadeye' MH | medium racial turret damage |
| Industry | Zainou 'Beancounter' BX | manufacturing time |
| Missiles | Zainout 'Deadeye' GP; Zainou 'Snapshot' DM | explosion radius; defender missile velocity |
| Navigation | Eifyr & Co. 'Rogue' FC | afterburner cap need |
| Neural Enhancement | Eifyr & Co. 'Alchemist' BY | booster duration |
| Resource Processing | Eifyr & Co.'Alchemist' GH; Zainou 'Beancounter' RX | gas cloud harvester duration; reprocessing wastage |
| Scanning | Poteque 'Prospector' AR | probe scan strength |
| Science | Zainou 'Beancounter' SC | blueprint copy time |
| Shield | Zainou 'Gnome' SE | shield emission cap need |
| Targeting | Zainou 'Gypsy' LT | targeting range |
Slot 9
| Skill area | Model names | Purpose |
|---|---|---|
| Armor | Inherent Implants 'Noble' RP | repair systems repair amount |
| Electronic Systems | Zainou 'Gypsy' EW, SL, TG, WD | electronic attacks and sensor link cap need |
| Engineering | none | |
| Gunnery | Eifyr & Co. 'Gunslinger' SS, Inherent Implants 'Lancer' RF; Zainou 'Deadeye' ST | damage; rate of fire; optimal range |
| Industry | none | |
| Missiles | Zainou 'Deadeye' TN; Zainou 'Snapshot' LM, RD | explosion velocity; small missile damage |
| Navigation | Eifyr & Co. 'Rogue' HS | MWD cap need |
| Neural Enhancement | Eifyr & Co. 'Alchemist' NC | booster side effect severity |
| Resource Processing | none | |
| Scanning | Poteque 'Prospector' AC, HC, SV | data / relic analyzer virus coherence, salvage success probability |
| Science | none | |
| Shield | Zainou 'Gnome' SP | shield recharge rate |
| Targeting | none |
Slot 10
| Skill area | Model names | Purpose |
|---|---|---|
| Armor | Inherent Implants 'Noble' HG | Armor hitpoints |
| Electronics | none | |
| Engineering | none | |
| Gunnery | Eifyr & Co. 'Gunslinger' LP, Inherent Implants 'Lancer' LE, and Zainou 'Deadeye' LH; Zainou 'Gnome' WU | large racial turret damage; turret CPU need |
| Industry | none | |
| Missiles | Zainou 'Deadeye' RL; Zainou 'Snapshot' FR | rate of fire; FoF explosion radius |
| Navigation | none | |
| Neural Enhancement | Eifyr & Co. 'Alchemist' NR | booster side effect probability |
| Resource Processing | Inherent Implants 'Highwall' MX, MU; Inherent Implants 'Yeti' IH | mining yield, mining upgrade CPU penalty; ice harvester duration |
| Scanning | Poteque 'Prospector' Environmental Analysis EY | analyzer virus coherence and analyzer / salvager module duration |
| Science | none | |
| Shield | none | |
| Targeting | none |
Hardwiring by series, summarized
| Model name | Purpose(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
| Slot | Skill | Name | Serial | Attributes |
|---|---|---|---|---|
| 6 | Armor | Inherent Implants 'Noble' Repair Systems | RS-601 ~ 606 | 1% ~ 6% reduction in armor/hull repair modules duration |
| 6 | Armor | Numon Family Heirloom | 7% reduction in armor/hull repair modules duration | |
| 6 | Electronics | Zainou 'Gypsy' Electronics | EE-601 ~ 606 | 1% ~ 6% bonus to the CPU output |
| 6 | Electronics | Zainou 'Gypsy' Electronics Upgrades | EU-601 ~ 606 | 1% ~ 6% reduction in CPU need of modules requiring the Electronics Upgrade skill |
| 6 | Engineering | Inherent Implants 'Squire' Capacitor Systems Operation | EO-601 ~ 606 | 1% ~ 6% reduction in capacitor recharge time |
| 6 | Engineering | Inherent Implants 'Squire' Power Grid Management | EG-601 ~ 606 | 1% ~ 6% bonus to the power grid output of your ship |
| 6 | Gunnery | Eifyr and Co. 'Gunslinger' Small Projectile Turret | SP-601 ~ 606 | 1% ~ 6% bonus to small projectile turret damage |
| 6 | Gunnery | Inherent Implants 'Lancer' Small Energy Turret | SE-601 ~ 606 | 1% ~ 6% bonus to small energy turret damage |
| 6 | Gunnery | Zainou 'Deadeye' Small Hybrid Turret | SH-601 ~ 606 | 1% ~ 6% bonus to small hybrid turret damage |
| 6 | Missile | Zainou 'Gnome' Launcher CPU Efficiency | LE-601 ~ 606 | 1% ~ 6% reduction in the CPU need of missile launchers |
| 6 | Missile | Zainou 'Snapshot' Cruise Missiles | CM-601 ~ 606 | 1% ~ 6% bonus to the damage of cruise missiles |
| 6 | Missile | Zainou 'Snapshot' Torpedoes | TD-601 ~ 606 | 1% ~ 6% bonus to the damage of torpedo missiles |
| 6 | Navigation | Eifyr and Co. 'Rogue' Acceleration Control | AC-601 ~ 606 | 1% ~ 6% bonus to afterburner and microwarpdrive speed increase |
| 6 | Navigation | Eifyr and Co. 'Rogue' Afterburner | AB-602 ~ 612 | 2% ~ 12% bonus to the duration of afterburners (available in 2,4,6,8,10,12 percent increments) |
| 6 | Navigation | Eifyr and Co. 'Rogue' Navigation | NN-601 ~ 606 | 1% ~ 6% bonus to ship velocity |
| 6 | Navigation | Shaqil's Speed Enhancer | 8% bonus to ship velocity | |
| 6 | Navigation | Eifyr and Co. 'Rogue' Warp Drive Operation | WD-602 ~ 612 | 2% ~ 12% reduction in the capacitor need of warp drive |
| 6 | Navigation | Eifyr and Co. 'Rogue' Warp Drive Speed | WS-605 ~ 618 | 5% ~ 18% bonus to ships warp speed (available in 5,8,10,13,15,18 percent increments) |
| 6 | Science | Poteque ' Prospector' Astrometric Pinpointing | AP-602 ~ 610 | 2% ~ 10% reduction in maximum scan deviation (available in 2,6,10 percent increments) |
| 6 | Science | Zainou 'Beancounter' Research | RR-601 ~ 605 | 1% ~ 5% bonus to blueprint manufacturing time research (available in 1,3,5 percent increments) |
| 6 | Shield | Zainou 'Gnome' Shield Upgrades | SU-601 ~ 606 | 1% ~ 5% reduction in power grid needs of modules requiring the Shield Upgrades skill |
| 7 | Drones | Overmind 'Goliath' Drone Tuner T25-10S | 25% Bonus to Drone Tank, 10% penalty to Drone Speed | |
| 7 | Drones | Overmind 'Hawkmoth' Drone Tuner S10-25T | 10% Bonus to Drone Speed, 25% Penalty to Drone Tank | |
| 7 | Armor | Inherent Implants 'Noble' Remote Armor Repair Systems | RA-701 ~ 706 | 1% ~ 6% reduced capacitor need for remote armor repair system modules |
| 7 | Electronics | Zainou 'Gypsy' Signature Analysis | SA-701 ~ 706 | 1% ~ 6% bonus in ships scan resolution |
| 7 | Engineering | Inherent Implants 'Squire' Capacitor Emission Systems | ES-701 ~ 706 | 1% ~ 6% reduction in capacitor need of modules requiring the Energy Emission Systems skill |
| 7 | Engineering | Inherent Implants 'Squire' Energy Grid Upgrades | EU-701 ~ 706 | 1% ~ 6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill |
| 7 | Engineering | Inherent Implants 'Squire' Energy Pulse Weapons | EP-701 ~ 706 | 1% ~ 6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill |
| 7 | Gunnery | Eifyr and Co. 'Gunslinger' Motion Prediction | MR-701 ~ 706 | 1% ~ 6% bonus to turret tracking speed |
| 7 | Gunnery | Ogdin's Eye Coordination Enhancer | 6% bonus to turret tracking speed | |
| 7 | Gunnery | Inherent Implants 'Lancer' Controlled Bursts | CB-701 ~ 706 | 1% ~ 6% reduction in all turret capacitor need |
| 7 | Gunnery | Zainou 'Deadeye' Trajectory Analysis | TA-701 ~ 706 | 1% ~ 6% bonus to turret falloff |
| 7 | Industry | Michi's Excavation Augmentor | 5% bonus to mining yield of mining lasers | |
| 7 | Missile | Zainou 'Deadeye' Missile Bombardment | MB-701 ~ 706 | 1% ~ 6% bonus to all missiles' maximum flight time |
| 7 | Missile | Zainou 'Deadeye' Missile Projection | MP-701 ~ 706 | 1% ~ 6% bonus to all missiles' maximum velocity |
| 7 | Missile | Zainou 'Snapshot' Assault Missiles | AM-701 ~ 706 | 1% ~ 6% bonus to assault missile damage |
| 7 | Missile | Zainou 'Snapshot' Heavy Missiles | HM-701 ~ 706 | 1% ~ 6% bonus to heavy missile damage |
| 7 | Navigation | Eifyr and Co. 'Rogue' Evasive Maneuvering | EM-701 ~ 706 | 1% ~ 6% bonus to ship agility |
| 7 | Navigation | Zor's Custom Navigation Link | 10% bonus to afterburner duration | |
| 7 | Science | Poteque 'Prospector' Astrometric Acquisition | AQ-702 ~ 710 | 2% ~ 10% reduction in probe scanning time (available in 2,6,10 percent increments) |
| 7 | Science | Zainou 'Beancounter' Metallurgy | MY-701 ~ 705 | 1% ~ 5% bonus to material efficiency research speed (available in 1,3,5 percent increments) |
| 7 | Shield | Zainou 'Gnome' Shield Management | SM-701 ~ 706 | 1% ~ 6% bonus to shield capacity |
| 7 | Shield | Sansha Modified 'Gnome' Implant | 3% bonus to shield capacity AND to shield recharge rate | |
| 8 | Armor | Inherent Implants 'Noble' Mechanic | MC-801 ~ 806 | 1% ~ 6% bonus to hull hp |
| 8 | Electronics | Zainou 'Gypsy' Long Range Targeting | LT-801 ~ 806 | 1% ~ 6% bonus to max targeting range |
| 8 | Electronics | Zainou 'Gypsy' Propulsion Jamming | PJ-801 ~ 806 | 1% ~ 6% reduction in capacitor need for modules requiring Propulsion Jamming skill |
| 8 | Electronics | Inquest 'Eros' Stasis Webifier | MR-803 ~ 807 | 3% ~ 7% increase in stasis webifier range |
| 8 | Engineering | Inherent Implants 'Squire' Capacitor Management | EM-801 ~ 806 | 1% ~ 6% bonus to ships capacitor capacity |
| 8 | Gunnery | Inherent Implants 'Lancer' Medium Energy Turret | ME-801 ~ 806 | 1% ~ 6% bonus to medium energy turret damage |
| 8 | Gunnery | Zainou 'Deadeye' Medium Hybrid Turret | MH-801 ~ 806 | 1% ~ 6% bonus to medium hybrid turret damage |
| 8 | Gunnery | Eifyr and Co. 'Gunslinger' Medium Projectile Turret | MP-801 ~ 806 | 1% ~ 6% bonus to medium projectile turret damage |
| 8 | Industry | Eifyr and Co. 'Alchemist' Gas Harvesting | GH-801 ~ 805 | 1% ~ 5% reduction to gas cloud harvester cycle time (available in 1,3,5 percent increments) |
| 8 | Industry | Zainou 'Beancounter' Industry | BX-801 ~ 804 | 1% ~ 4% reduction in manufacturing time (available in 1,2,4 percent increments) |
| 8 | Industry | Zainou 'Beancounter' Refining | RX-801 ~ 804 | 1% ~ 4% reduction in refinery waste (available in 1,2,4 percent increments) |
| 8 | Missile | Zainou 'Deadeye' Guided Missile Precision | GP-801 ~ 806 | 1% ~ 6% reduced factor of signature radius for all missile explosions |
| 8 | Missile | Zainou 'Snapshot' Defender Missiles | DM-801 ~ 806 | 1% ~ 6% bonus to the velocity of defender missiles |
| 8 | Navigation | Eifyr and Co. 'Rogue' Fuel Conservation | FC-801 ~ 806 | 1% ~ 6% reduction in afterburner capacitor needs |
| 8 | Navigation | Zor's Custom Navigation Hyper-Link | 5% bonus to afterburner and MWD speed boost | |
| 8 | Science | Eifyr and Co. 'Alchemist' Biology | BY-805 ~ 810 | 1% ~ 6% bonus to attribute booster duration (available in 5,10 percent increments) |
| 8 | Science | Poteque 'Prospector' Astrometric Rangefinding | AR-802 ~ 810 | 2% ~ 10% strong scanning strength with scan probes (available in 2,6,10 percent increments) |
| 8 | Science | Zainou 'Beancounter' Science | SC-801 ~ 805 | 1% ~ 5% bonus to blueprint copying speed (available in 1,3,5 percent increments) |
| 8 | Shield | Zainou 'Gnome' Shield Emission Systems | SE-801 ~ 806 | 1% ~ 6% reduction in capacitor need of modules requiring the Shield Emission Systems skill |
| 9 | Drones | CreoDron 'Yellowjacket' Drone Tuner D5-10T | 5% Bonus to Drone Damage, 10% penalty to Drone Tank | |
| 9 | Drones | CreoDron 'Bumblebee' Drone Tuner T10-5D | 10% Bonus to Drone Tank, 5% Penalty to Drone Damage | |
| 9 | Armor | Inherent Implants 'Noble' Repair Proficiency | RP-901 ~ 906 | 1% ~ 6% bonus to repair system repair amount |
| 9 | Electronics | Zainou 'Gypsy' Electronic Warfare | EW-901 ~ 906 | 1% ~ 6% reduction in ECM and ECM Burst module capacitor need |
| 9 | Electronics | Zainou 'Gypsy' Sensor Linking | SL-901 ~ 906 | 1% ~ 6% reduction in capacitor need of modules requiring the Sensor Linking skill |
| 9 | Electronics | Zainou 'Gypsy' Weapon Disruption | WD-901 ~ 906 | 1% ~ 6% reduction in capacitor need of modules requiring the Weapon Disruption skill |
| 9 | Electronics | Zainou 'Gypsy' Target Painting | TG-901 ~ 906 | 1% ~ 6% reduction in capcitor need of modules requiring the Target Painting skill |
| 9 | Gunnery | Eifyr and Co. 'Gunslinger' Surgical Strike | SS-901 - 906 | 1% ~ 6% bonus to all turret damages |
| 9 | Gunnery | Inherent Implants 'Lancer' Gunnery | RF-901 ~ 906 | 1% ~ 6% bonus to all turret rate of fire |
| 9 | Gunnery | Zainou 'Deadeye' Sharpshooter | ST-901 ~ 906 | 1% ~ 6% bonus to all turret optimal range |
| 9 | Gunnery | Pashan's Turret Customization Mindlink | 7% bonus to all turret rate of fire | |
| 9 | Missile | Zainou 'Deadeye' Target Navigation Prediction | TN-901 ~ 906 | 1% ~ 6% decrease in factor of target's velocity for all missiles |
| 9 | Missile | Zainou 'Snapshot' Light Missiles | LM-901 ~ 906 | 1% ~ 6% bonus to damage of light missiles |
| 9 | Missile | Zainou 'Snapshot' Rockets | RD-901 ~ 906 | 1% ~ 6% bonus to damage of rockets |
| 9 | Navigation | Eifyr and Co. 'Rogue' High Speed Maneuvering | HS-901 ~ 906 | 1% ~ 6% reduction in capacitor need of modules requiring High Speed Maneuvering |
| 9 | Science | Eifyr and Co. 'Alchemist' Nanite Control | NC-903 ~ 905 | 3% ~ 5% bonus reduction to side effects (available in 3,5 percent increments) |
| 9 | Science | Poteque 'Prospector' Archaeology | AC-905 | +5 Virus Coherence bonus for Relic Analyzers |
| 9 | Science | Poteque 'Prospector' Hacking | HC-905 | +5 Virus Coherence bonus for Data Analyzers |
| 9 | Science | Poteque 'Prospector' Salvaging | SV-905 | 5% increase in chance of salvage retrieval |
| 9 | Shield | Zainou 'Gnome' Shield Operation | SP-901 ~ 906 | 1% ~ 6% boost to shield recharge rate |
| 10 | Armor | Inherent Implants 'Noble' Hull Upgrades | HG-1001 ~ 1008 | 1% ~ 8% bonus to armor hitpoints |
| 10 | Armor | Imperial Navy Modified 'Noble' Implant | 3% bonus to armor hit points AND to repair system repair amount | |
| 10 | Gunnery | Inherent Implants 'Lancer' Large Energy Turret | LE-1001 ~ 1006 | 1% ~ 6% bonus to large energy turret damage |
| 10 | Gunnery | Zainou 'Deadeye' Large Hybrid Turret | LH-1001 ~ 1006 | 1% ~ 6% bonus to large hybrid turret damage |
| 10 | Gunnery | Eifyr and Co. 'Gunslinger' Large Projectile Turret | LP-1001 ~ 1006 | 1% ~ 6% bonus to large projectile turret damage |
| 10 | Gunnery | Zainou 'Gnome' Weapon Upgrades | WU-1001 ~ 1006 | 1% ~ 6% reduction in the CPU required by turrets |
| 10 | Gunnery | Pashan's Turret Handling Mindlink | 7% bonus to large energy turret damage | |
| 10 | Industry | Inherent Implants 'Highwall' Mining | MX-1001 ~ 1005 | 1% ~ 5% bonus to mining yield (available in 1,3,5 percent increments) |
| 10 | Industry | Inherent Implants 'Highwall' Mining Upgrades | MY-1001 ~ 1005 | 1% ~ 5% reduction in CPU penalty of mining ugprade modules (available in 1,3,5 percent increments) |
| 10 | Industry | Inherent Implants 'Yeti' Ice Harvesting | IH-1001 ~ 1005 | 1% ~ 5% decrease in ice harvester cycle time (available in 1,3,5 percent increments) |
| 10 | Leadership | Armored Command Mindlink | 25% increase to the command bonus of Armored Warfare Link modules and replaces Armored Warfare skill bonus with fixed 15% armor HP bonus | |
| 10 | Leadership | Information Command Mindlink | 50% increase to the command bonus of Information Warfare Link modules and replaces Information Warfare skill bonus with fixed 15% targeting range bonus | |
| 10 | Leadership | Shield Command Mindlink | 25% increase to the command bonus of Siege Warfare Link modules and replaces Siege Warfare skill bonus with fixed 15% shield HP bonus | |
| 10 | Leadership | Skirmish Command Mindlink | 25% increase to the command bonus of Skirmish Warfare Link modules and replaces Skirmish Warfare skill bonus with fixed 15% agility bonus | |
| 10 | Leadership | Caldari Navy Command Mindlink | 25% 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. | |
| 10 | Leadership | Federation Navy Warfare Mindlink | 25% 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. | |
| 10 | Leadership | Imperial Navy Command Mindlink | 25% 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. | |
| 10 | Leadership | Republic Fleet Command Mindlink | 25% 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. | |
| 10 | Leadership | Mining Foreman Mindlink | 25% increase to the command bonus of Mining Foreman Link modules and replaces Mining Foreman skill bonus with fixed 15% mining yield bonus | |
| 10 | Leadership | ORE Mining Director Mindlink | +25% bonus to Mining Foreman and Shield Command Burst effect strength and duration. Replaces Mining Foreman Mindlink and Shield Command Mindlink | |
| 10 | Missile | Zainou 'Deadeye' Rapid Launch | RL-1001 ~ 1006 | 1% ~ 6% bonus to all missile launcher rate of fire |
| 10 | Missile | Zainou 'Snapshot' FOF Explosion Radius | FR-1001 ~ 1006 | 1% ~ 6% bonus to explosion radius of auto-target missiles |
| 10 | Missile | Whelan Machorin's Ballistic Smartlink | 5% reduction in missile launcher rate of fire | |
| 10 | Science | Eifyr and Co. 'Alchemist' Neurotoxin Recovery | NR-1003 ~ 1005 | 3% ~ 5% less chance of side effect when using boosters (available in 3,5 percent increments) |
| 10 | Science | Poteque 'Prospector' Environmental Analysis | EY-1005 | 5% 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.