EVE Online Implants

With our EVE Implants you will exceed your genetical limits. Microchips, hard-wired to the brainstem. We have EVE implants for every purpose: EVE hardwiring, snake, crystal, slave, halo, talisman and full sets of EVE implants. We deliver the implants through in-game contract. Once you have accepted contract you can collect the EVE implants in your personal hangar space at a location and station specified in the contract.

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Buy EVE Online Implants

Item Estimated Time Price Buy
Hardwiring

Armored Warfare Mindlink

This advanced interface link drastically improves a commander's Armored Warfare ability by directly
linking to the Structural Integrity Monitors of all ships in the gang.

Effect: 50% increase to the command bonus of Armored Warfare Link modules. 50% increase to armored warfare skill effectiveness.

Attributes
Implant Slot: 10
Mindlink Bonus: 50 %
Armor HP Bonus: 15
Tech Level: 2

Skills Required
Cybernetics V
Science III
Armored Warfare Specialist V
Leadership I
Armored Warfare V
24 hours$2.95
Implant3

Crystal Alpha

This ocular filter has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 1 %
Crystal Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 1
Perception Modifier: 3 points

Skills Required
Cybernetics II
Science III
24 hours$6.95
Implant1

Crystal Beta

This memory augmentation has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 2 %
Crystal Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 2
Memory Modifier: 3 points

Skills Required
Cybernetics II
Science III
24 hours$9.95
Implant2

Crystal Delta

This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 4 %
Crystal Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 3 points

Skills Required
Cybernetics III
Science III
24 hours$22.95
Implant5

Crystal Epsilon

This social adaptation chip has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 5 %
Crystal Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 3 points

Skills Required
Cybernetics IV
Science III
24 hours$34.95
Implant4

Crystal Gamma

This neural boost has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 3 %
Crystal Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 3 points

Skills Required
Cybernetics III
Science III
24 hours$18.95
Hardwiring

Crystal Omega

This implant does nothing in and of itself, but when used in conjunction with other Crystal implants it will boost their effect.
Primary Effect: 50% bonus to the strength of all Crystal implant secondary effects

Attributes
Crystal Set Bonus: x 1.5
Tech Level: 2
Implant Slot: 6

Skills Required
Cybernetics V
Science III
24 hours$74.95
Attribute_Mod

Cybernetic Subprocessor - Improved (+5 modifier)

This grafted subprocessor implanted in the frontal lobegrants a bonus to a character's Intelligence.

Attributes
Tech Level: 1
Implant Slot: 4
Intelligence Modifier: 5 points

Skills Required
Cybernetics V
Science III
24 hours$9.95
Attribute_Mod

Cybernetic Subprocessor - Standard (+4 modifier)

This grafted subprocessor implanted in the frontallobe grants a bonus to a character's Intelligence.

Attributes
Tech Level: 1
Implant Slot: 4
Intelligence Modifier: 4 points

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Implants_Set2

Full Set of Basic Implants (+3 modifier)

Set includes following implants

Ocular Filter - Basic (+3 Perception)
Neural Boost - Basic (+3 Willpower)
Social Adaptation - Basic (+3 Charisma)
Memory Augmentation - Basic (+3 Memory)
Cybernetic Subprocessor - Basic (+3 Intelligence)

Required Skills
Cybernetics Level I
Science Level III



24 hours$6.95
Implants_Set2

Full Set of High-Grade Crystal Implants (+3 to attributes modifier and shield boost bonuses)

Set includes following implants

Crystal Alpha (Primary Effect: +3 Perception; Secondary Effect: +1% shield boost; Req. Skills: Cybernetics II; Science Level III)
Crystal Beta (Primary Effect: +3 Memory; Secondary Effect: +2% shield boost; Req. Skills: Cybernetics II; Science Level III)
Crystal Gamma (Primary Effect: +3 Willpower; Secondary Effect: +3% shield boost; Req. Skills: Cybernetics III; Science Level III)
Crystal Delta (Primary Effect: +3 Intelligence; Secondary Effect: +4% shield boost; Req. Skills: Cybernetics III; Science Level III)
Crystal Epsilon (Primary Effect: +3 Charisma; Secondary Effect: +5% shield boost; Req. Skills: Cybernetics IV; Science Level III)
Crystal Omega (In conjunction with other Crystal implants it will boost their effect: +50% strength of all Crystal implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +15% strength of all Slave implant secondary effects
24 hours$146.95
Implants_Set2

Full Set of High-Grade Halo Implants (+3 to attributes modifier and reduction ship's signature radius)

Set includes following implants

Halo Alpha (Primary Effect: +3 Perception; Secondary Effect: 1% reduction in ship's signature radius; Req. Skills: Cybernetics II; Science Level III)
Halo Beta (Primary Effect: +3 Memory; Secondary Effect: 2% reduction in ship's signature radius; Req. Skills: Cybernetics II; Science Level III)
Halo Gamma (Primary Effect: +3 Willpower; Secondary Effect: 3% reduction in ship's signature radius; Req. Skills: Cybernetics III; Science Level III)
Halo Delta (Primary Effect: +3 Intelligence; Secondary Effect: 4% reduction in ship's signature radius; Req. Skills: Cybernetics III; Science Level III)
Halo Epsilon (Primary Effect: +3 Charisma; Secondary Effect: 5% reduction in ship's signature radius; Req. Skills: Cybernetics IV; Science Level III)
Halo Omega (In conjunction with other Halo implants it will boost their effect: +50% strength of all Crystal implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +15% strength of all Slave implant secondary effects
24 hours$71.95
Implants_Set2

Full Set of High-Grade Slave Implants (+3 to attributes modifier and armor HP bonuses)

Set includes following implants

Slave Alpha (Primary Effect: +3 Perception; Secondary Effect: +1% armor HP; Req. Skills: Cybernetics II; Science Level III)
Slave Beta (Primary Effect: +3 Memory; Secondary Effect: +2% armor HP; Req. Skills: Cybernetics II; Science Level III)
Slave Gamma (Primary Effect: +3 Willpower; Secondary Effect: +3% armor HP; Req. Skills: Cybernetics III; Science Level III)
Slave Delta (Primary Effect: +3 Intelligence; Secondary Effect: +4% armor HP; Req. Skills: Cybernetics III; Science Level III)
Slave Epsilon (Primary Effect: +3 Charisma; Secondary Effect: +5% bonus to armor HP; Req. Skills:Cybernetics IV; Science Level III)
Slave Omega (In conjunction with other Slave implants it will boost their effect: +50% strength of all Slave implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +15% strength of all Slave implant secondary effects
24 hours$133.95
Implants_Set2

Full Set of High-Grade Snake Implants (+3 to attributes modifier and velocity bonuses)

Set includes following implants

Snake Alpha (Primary Effect: +3 Perception; Secondary Effect: +1% maximum velocity; Req. Skills: Cybernetics II; Science III)
Snake Beta (Primary Effect: +3 Memory; Secondary Effect: +2% maximum velocity; Req. Skills: Cybernetics II; Science III)
Snake Gamma (Primary Effect: +3 Willpower; Secondary Effect: +3% maximum velocity; Req. Skills: Cybernetics III; Science III)
Snake Delta (Primary Effect: +3 Intelligence; Secondary Effect: +4% maximum velocity; Req. Skills: Cybernetics III; Science III)
Snake Epsilon (Primary Effect: +3 Charisma; Secondary Effect: +5% maximum velocity; Req. Skills: Cybernetics IV; Science III)
Snake Gamma (In conjunction with other Snake implants it will boost their effect: +50% strength of all Snake implant secondary effects; Req. Skills: Cybernetics V; Science III)

Full Set Effect: +15% strength of all Snake implant secondary effects
24 hours$162.95
Implants_Set2

Full Set of High-Grade Talisman Implants (+3 to attributes modifier and various duration bonuses)

Set includes following implants

Talisman Alpha (Primary Effect: +3 Perception; Secondary Effect: 1% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics II; Science Level III)
Talisman Beta (Primary Effect: +3 Memory; Secondary Effect: 2% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics II; Science Level III)
Talisman Gamma (Primary Effect: +3 Willpower; Secondary Effect: 3% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics III; Science Level III)
Talisman Delta (Primary Effect: +3 Intelligence; Secondary Effect: 4% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics III; Science Level III)
Talisman Epsilon (Primary Effect: +3 Charisma; Secondary Effect: 5% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics IV; Science Level III)
Talisman Omega (In conjunction with other Talisman implants it will boost their effect: +50% strength of all Crystal implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +15% strength of all Slave implant secondary effects
24 hours$50.95
Implants_Set2

Full Set of Improved Implants (+5 modifier)

Set includes following implants

Ocular Filter - Improved (Perception modifier +5)
Neural Boost - Improved (Willpower modifier +5)
Social Adaptation Chip - Improved (Charisma modifier +5)
Memory Augmentation - Improved (Memory modifier +5)
Cybernetic Subprocessor - Improved (Intelligence modifier +5)

Required Skills
Cybernetics Level V
Science Level III
24 hours$49.95
Implants_Set2

Full Set of Low-Grade Crystal Implants (+2 to attributes modifier and shield boost bonuses)

Set includes following implants

Low-grade Crystal Alpha (Primary Effect: +2 Perception; Secondary Effect: +1% shield boost; Req. Skills: Cybernetics II; Science Level III)
Low-grade Crystal Beta (Primary Effect: +2 Memory; Secondary Effect: +2% shield boost; Req. Skills: Cybernetics II; Science Level III)
Low-grade Crystal Gamma (Primary Effect: +2 Willpower; Secondary Effect: +3% shield boost; Req. Skills: Cybernetics III; Science Level III)
Low-grade Crystal Delta (Primary Effect: +2 Intelligence; Secondary Effect: +4% shield boost; Req. Skills: Cybernetics III; Science Level III)
Low-grade Crystal Epsilon (Primary Effect: +2 Charisma; Secondary Effect: 5% shield boost; Req. Skills: Cybernetics IV; Science Level III)
Low-grade Crystal Omega (In conjunction with other Crystal implants it will boost their effect: +25% strength of all Crystal implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +10% strength of all Slave implant secondary effects
24 hours$51.95
Implants_Set2

Full Set of Low-Grade Halo Implants (+2 to attributes modifier and reduction ship's signature radius)

Set includes following implants

Low-grade Halo Alpha (Primary Effect: +2 Perception; Secondary Effect: 1% reduction in ship's signature radius; Req. Skills: Cybernetics II; Science Level III)
Low-grade Halo Beta (Primary Effect: +2 Memory; Secondary Effect: 2% reduction in ship's signature radius; Req. Skills: Cybernetics II; Science Level III)
Low-grade Halo Gamma (Primary Effect: +2 Willpower; Secondary Effect: 3% reduction in ship's signature radius; Req. Skills: Cybernetics III; Science Level III)
Low-grade Halo Delta (Primary Effect: +2 Intelligence; Secondary Effect: 4% reduction in ship's signature radius; Req. Skills: Cybernetics III; Science Level III)
Low-grade Halo Epsilon (Primary Effect: +2 Charisma; Secondary Effect: 5% reduction in ship's signature radius; Req. Skills: Cybernetics IV; Science Level III)
Low-grade Halo Omega (In conjunction with other Halo implants it will boost their effect: +25% strength of all Crystal implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +10% strength of all Slave implant secondary effects
24 hours$18.95
Implants_Set2

Full Set of Low-Grade Slave Implants (+2 to attributes modifier and armor HP bonuses)

Set includes following implants

Low-grade Slave Alpha (Primary Effect: +2 Perception; Secondary Effect: +1% armor HP; Req. Skills: Cybernetics II; Science Level III)
Low-grade Slave Beta (Primary Effect: +2 Memory; Secondary Effect: +2% armor HP; Req. Skills: Cybernetics II; Science Level III)
Low-grade Slave Gamma (Primary Effect: +2 Willpower; Secondary Effect: +3% armor HP; Req. Skills: Cybernetics III; Science Level III)
Low-grade Slave Delta (Primary Effect: +2 Intelligence; Secondary Effect: +4% armor HP; Req. Skills: Cybernetics III; Science Level III)
Low-grade Slave Epsilon (Primary Effect: +2 Charisma; Secondary Effect: +5% bonus to armor HP; Req. Skills:Cybernetics IV; Science Level III)
Low-grade Slave Omega (In conjunction with other Slave implants it will boost their effect: +25% strength of all Slave implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +10% strength of all Slave implant secondary effects
24 hours$44.95
Implants_Set2

Full Set of Low-Grade Snake Implants (+2 to attributes modifier and velocity bonuses)

Set includes following implants

Low-grade Snake Alpha (Primary Effect: +2 Perception; Secondary Effect: +1% maximum velocity; Req. Skills: Cybernetics II; Science III)
Low-grade Snake Beta (Primary Effect: +2 Memory; Secondary Effect: +2% maximum velocity; Req. Skills: Cybernetics II; Science III)
Low-grade Snake Gamma (Primary Effect: +2 Willpower; Secondary Effect: +3% maximum velocity; Req. Skills: Cybernetics III; Science III)
Low-grade Snake Delta (Primary Effect: +2 Intelligence; Secondary Effect: +4% maximum velocity; Req. Skills: Cybernetics III; Science III)
Low-grade Snake Epsilon (Primary Effect: +2 Charisma; Secondary Effect: +5% maximum velocity; Req. Skills: Cybernetics IV; Science III)
Low-grade Snake Gamma (In conjunction with other Snake implants it will boost their effect: +25% strength of all Snake implant secondary effects; Req. Skills: Cybernetics V; Science III)

Full Set Effect: +10% strength of all Snake implant secondary effects
24 hours$51.95
Implants_Set2

Full Set of Low-Grade Talisman Implants (+2 to attributes modifier and various duration bonuses)

Set includes following implants

Low-grade Talisman Alpha (Primary Effect: +2 Perception; Secondary Effect: 1% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics II; Science Level III)
Low-grade Talisman Beta (Primary Effect: +2 Memory; Secondary Effect: 2% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics II; Science Level III)
Low-grade Talisman Gamma (Primary Effect: +2 Willpower; Secondary Effect: 3% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics III; Science Level III)
Low-grade Talisman Delta (Primary Effect: +2 Intelligence; Secondary Effect: 4% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics III; Science Level III)
Low-grade Talisman Epsilon (Primary Effect: +2 Charisma; Secondary Effect: 5% reduction in the duration of modules requiring the Energy Emission Systems skill ; Req. Skills: Cybernetics IV; Science Level III)
Low-grade Talisman Omega (In conjunction with other Talisman implants it will boost their effect: +25% strength of all Talisman implant secondary effects; Req. Skills: Cybernetics V; Science Level III)

Full Set Effect: +10% strength of all Slave implant secondary effects
24 hours$12.95
Implants_Set2

Full Set of Standard Implants (+4 modifier)

Set includes following implants

Ocular Filter - Standard(Perception modifier +4)
Neural Boost - Standard (Willpower modifier +4)
Social Adaptation Chip - Standard (Charisma modifier +4)
Memory Augmentation - Standard (Memory modifier +4)
Cybernetic Subprocessor - Standard (Intelligence modifier +4)

Required Skills
Cybernetics Level IV
Science Level III
24 hours$8.95
Implant3

Halo Alpha

This ocular filter has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Perception
Secondary Effect: 1% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1 %
Implant Slot: 1
Perception Modifier: 3 points
Halo Set Bonus: x 1.15

Skills Required
Cybernetics II
Science III
24 hours$6.95
Implant1

Halo Beta

This memory augmentation has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Memory
Secondary Effect: 1.25% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1.25 %
Implant Slot: 2
Memory Modifier: 3 points
Halo Set Bonus: x 1.15

Skills Required
Cybernetics II
Science III
24 hours$8.95
Implant2

Halo Delta

This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Intelligence
Secondary Effect: 1.5% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1.5 %
Implant Slot: 4
Intelligence Modifier: 3 points
Halo Set Bonus: x 1.15

Skills Required
Cybernetics III
Science III
24 hours$8.95
Implant5

Halo Epsilon

This social adaptation chip has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Charisma
Secondary Effect: 2% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -2 %
Implant Slot: 5
Charisma Modifier: 3 points
Halo Set Bonus: x 1.15

Skills Required
Cybernetics IV
Science III
24 hours$7.95
Implant4

Halo Gamma

This neural boost has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Willpower
Secondary Effect: 1.75% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1.75 %
Implant Slot: 3
Willpower Modifier: 3 points
Halo Set Bonus: x 1.15

Skills Required
Cybernetics III
Science III
24 hours$17.95
Hardwiring

Halo Omega

This implant does nothing in and of itself, but when used in conjunction with other Halo implants it will boost their effect.
Primary Effect: +50% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Implant Slot: 6
Halo Set Bonus: x 1.5

Skills Required
Cybernetics V
Science III
24 hours$31.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' AX-1

A Eifyr and Co gunnery hardwiring designed to enhance turret tracking. Grants a 3% bonus to turret tracking speed.

Attributes
Implant Slot: 7
Tracking Speed Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' CX-1

A Eifyr and Co gunnery hardwiring designed to enhance skill with all turrets. Grants a 3% bonus to all turret damages.

Attributes
Implant Slot: 9
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' CX-2

A Eifyr and Co gunnery hardwiring designed to enhance skill with all turrets. Grants a 5% bonus to all turret Damages.

Attributes
Implant Slot: 9
Damage Multiplier Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' LX-1

A Eifyr and Co gunnery hardwiring designed to enhance skill with large projectile turrets. Grants a 3% bonus to large projectile turret Damage.

Attributes
Implant Slot: 10
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' MX-1

A Eifyr and Co gunnery hardwiring designed to enhance skill with medium projectile turrets. Grants a 3% bonus to medium projectile turret Damage.

Attributes
Implant Slot: 8
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' MX-2

A Eifyr and Co gunnery hardwiring designed to enhance skill with medium projectile turrets. Grants a 5% bonus to medium projectile turret Damage.

Attributes
Implant Slot: 8
Damage Multiplier Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co 'Gunslinger' SX-1

A Eifyr and Co gunnery hardwiring designed to enhance skill with small projectile turrets. Grants a 3% bonus to small projectile turret Damage.

Attributes
Implant Slot: 6
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' AY-1

A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill. Grants a 3% bonus to Ship Agility.

Attributes
Implant Slot: 6
Tech Level: 1
Agility Bonus: - 3 %

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' AY-2

A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill. Grants a 5% bonus to Ship Agility.

Attributes
Implant Slot: 6
Tech Level: 1
Agility Bonus: - 5 %

Skills Required
Cybernetics III
Science III
24 hours$12.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' CY-1

A Eifyr and Co gunnery hardwiring designed to enhance pilot navigation skill. Grants a 3% bonus to Ship Velocity.

Attributes
Implant Slot: 7
Velocity Modifier: 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' CY-2

A Eifyr and Co gunnery hardwiring designed to enhance pilot navigation skill. Grants a 5% bonus to Ship Velocity.

Attributes
Implant Slot: 7
Velocity Modifier: 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$12.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' DY-1

Improved control over afterburner energy consumption. 3% reduction in afterburner capacitor needs.

Attributes
Implant Slot: 8
Capacitor Need Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' DY-2

Improved control over afterburner energy consumption. 5% reduction in afterburner capacitor needs.

Attributes
Implant Slot: 8
Capacitor Need Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95

Hardwiring - Eifyr and Co. 'Rogue' GY-1

Improves the performance of micro warpdrives. 3% reduction in capacitor needs.

Attributes
Implant Slot: 9
Capacitor Need Multiplier: - 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' GY-2

Improves the performance of micro warpdrives. 5% reduction in capacitor needs.

Attributes
Implant Slot: 9
Capacitor Need Multiplier: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' MY-1

Improves speed boosting velocity. 3% Bonus to afterburner and microwarp drive speed increase.

Attributes
Implant Slot: 10
Speed Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Eifyr and Co. 'Rogue' MY-2

Improves speed boosting velocity. 5% Bonus to afterburner and microwarp drive speed increase.

Attributes
Implant Slot: 10
Speed Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$9.95
Hardwiring

Hardwiring - Inherent Implants 'Highwall' HX-1

A neural Interface upgrade that boosts the pilot's skill at mining. 3% bonus to mining yield.

Attributes
Implant Slot: 10
Mining Amount Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Highwall' HX-2

A neural Interface upgrade that boosts the pilot's skill at mining. 5% bonus to mining yield.

Attributes
Implant Slot: 10
Mining Amount Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$9.95
Hardwiring

Hardwiring - Inherent Implants 'Lancer' G1-Beta

A Inherent Implants gunnery hardwiring designed to enhance turret energy mangement. Grants a 3%
reduction in all turret capacitor.

Attributes
Implant Slot: 7
Capacitor Need Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Lancer' G1-Delta

A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. Grants a 3% bonus to all turret rate of fire.

Attributes
Implant Slot: 9
Turret Speed Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Lancer' G1-Epsilon

A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. Grants a 3% bonus to large energy turret Damage.

Attributes
Implant Slot: 10
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Lancer' G1-Gamma

A Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. Grants a 3% bonus to medium energy turret Damage.

Attributes
Implant Slot: 8
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Lancer' G2-Delta

A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. Grants a 5% bonus to all turret rate of fire.

Attributes
Implant Slot: 9
Turret Speed Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Inherent Implants 'Lancer' G2-Gamma

A Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. Grants a 5% bonus to medium energy turret Damage.

Attributes
Implant Slot: 8
Damage Multiplier Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET100

A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 3% reduction in
repair systems duration.

Atributes
Duration Bonus: - 3 %
Implant Slot: 6
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET1000

A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 5% reduction in
repair systems duration.

Attributes
Duration Bonus: - 5 %
Implant Slot: 6
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$11.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET200

A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems. 3% reduced capacitor need for remote armor repair system modules.

Attributes
Implant Slot: 7
Capacitor Need Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET2000

A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules.

Attributes
Implant Slot: 7
Capacitor Need Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$12.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET300

A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural
integrity of a spaceship. +3% bonus to hull hp.

Attributes
Implant Slot: 8
Hull HP Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET3000

A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship. +5% bonus to hull hp.

Attributes
Implant Slot: 8
Hull HP Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$13.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET400

A neural Interface upgrade for analyzing and repairing starship damage. 3% Bonus to repair system Repair amount.

Attributes
Implant Slot: 9
Repair Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET4000

A neural Interface upgrade for analyzing and repairing starship damage. 5% Bonus to repair system Repair amount.

Attributes
Implant Slot: 9
Repair Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET500

A neural Interface upgrade that boosts the pilot's skill at maintaining his ship's midlevel defences. Grants a
+3% Bonus to armor hit points.

Attributes
Implant Slot: 10
Armor HP Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Noble' ZET5000

A neural Interface upgrade that boosts the pilot's skill at maintaining his ship's midlevel defences. Grants a
+5% Bonus to armor hit points.

Attributes
Implant Slot: 10
Armor HP Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$12.95
Hardwiring

Hardwiring - Inherent Implants 'Squire' CR4

A neural interface upgrade that boosts the pilot's skill at energy systems operation.

Attributes
Implant Slot: 6
Cap Recharge Time Reduction: - 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Squire' CR8

A neural interface upgrade that boosts the pilot's skill at energy systems operation.

Attributes
Implant Slot: 6
Cap Recharge Time Reduction: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$11.95
Hardwiring

Hardwiring - Inherent Implants 'Squire' PG4

A neural interface upgrade that boosts the pilot's skill at engineering.

Attributes
Implant Slot: 6
Power Output Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Squire' PG8

A neural interface upgrade that boosts the pilot's skill at engineering.

Attributes
Implant Slot: 6
Power Output Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Inherent Implants 'Yeti' BX-1

A neural Interface upgrade that boosts the pilot's skill at mining ice. Yields a 3% decrease in ice harvester cycle time.

Attributes
Implant Slot: 10
Cycle Time Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Inherent Implants 'Yeti' BX-2

A neural Interface upgrade that boosts the pilot's skill at mining ice. Yields a 5% decrease in ice harvester cycle time.

Attributes
Implant Slot: 10
Cycle Time Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$18.95
Hardwiring

Hardwiring - Poteque Pharmaceuticals 'Prospector' PPF-2

A neural Interface upgrade that boosts the pilots scanning skills. Reduces maximum scan deviation by 10%.

Attributes
Implant Slot: 6
Maximum Scan Deviation Modifier: - 10 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$16.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGA100

A Zainou gunnery hardwiring designed to enhance optimal range. Grants a 3% bonus to turret optimal range.

Attributes
Implant Slot: 9
Optimal Range Modifier: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGA1000

A Zainou gunnery hardwiring designed to enhance optimal range. Grants a 5% bonus to turret optimal range.

Attributes
Implant Slot: 9
Optimal Range Modifier: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$5.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGC100

A Zainou gunnery hardwiring designed to enhance Fallof range. Grants a 3% bonus to turret Falloff.

Attributes
Implant Slot: 7
Falloff Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGL100

A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.Grants a 3% bonus to large
hybrid turret Damage.

Attributes
Implant Slot: 10
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGL1000

A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.Grants a 3% bonus to large hybrid turret Damage.

Attributes
Implant Slot: 10
Damage Multiplier Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$12.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGM100

A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. Grants a 3% bonus to medium hybrid turret Damage.

Attributes
Implant Slot: 8
Damage Multiplier Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGM1000

A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. Grants a 5% bonus to medium hybrid turret Damage.

Attributes
Implant Slot: 8
Damage Multiplier Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZGS1000

A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. Grants a 5% bonus to small hybrid turret Damage.

Attributes
Implant Slot: 6
Damage Multiplier Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMA100

A Zainou missile hardwiring designed to enhance skill with missiles. 3% decreased factor of signature radius for light, heavy and cruise missile explosions.

Attributes
Implant Slot: 8
Explosion Radius Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMA1000

A Zainou missile hardwiring designed to enhance skill with missiles. 5% decreased factor of signature radius for light, heavy and cruise missile explosions.

Attributes
Implant Slot: 8
Explosion Radius Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMC100

A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to all missiles' maximum flight range.

Attributes
Implant Slot: 7
Flight Time Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMC1000

A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to all missiles' maximum flight range.

Attributes
Implant Slot: 7
Flight Time Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$12.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZML100

A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to all missiles' maximum velocity.

Attributes
Implant Slot: 7
Max Velocity Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZML1000

A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to all missiles' maximum velocity.

Attributes
Implant Slot: 7
Max Velocity Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$11.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMM100

A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to all missile launcher rate of fire.

Attributes
Implant Slot: 10
Rate Of Fire Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMM1000

A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to all missile launcher rate of fire.

Attributes
Implant Slot: 10
Rate Of Fire Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$11.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMS100

A Zainou missile hardwiring designed to enhance skill with missiles. 3% decrease in factor of target's velocity for all missiles.

Attributes
Implant Slot: 9
Explosion Velocity Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Deadeye' ZMS1000

A Zainou missile hardwiring designed to enhance skill with missiles. 5% decrease in factor of target's velocity for all missiles.

Attributes
Implant Slot: 9
Explosion Velocity Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$12.95
Hardwiring

Hardwiring - Zainou 'Gnome' KTA100

A neural Interface upgrade that lowers launcher CPU needs by 3%.

Attributes
Implant Slot: 6
CPU Need Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KTA1000

A neural Interface upgrade that lowers launcher CPU needs by 5%.

Attributes
Implant Slot: 6
CPU Need Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$14.95
Hardwiring

Hardwiring - Zainou 'Gnome' KUA2000

A neural Interface upgrade that reduces the shield upgrade module power needs.

Attributes
Implant Slot: 6
Power Need Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KVA1000

Improved skill at regulating shield capacity. 3% Bonus to shield capacity.

Attributes
Implant Slot: 7
Shield Capacity Bonus: 3 %
Tech Level: 1

Skills Required
Cybernetics I
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KVA2000

Improved skill at regulating shield capacity. 5% Bonus to shield capacity.

Attributes
Implant Slot: 7
Shield Capacity Bonus: 5 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$11.95
Hardwiring

Hardwiring - Zainou 'Gnome' KXA2000

A neural Interface upgrade that reduces the capacitor need for shield emission system modules.

Attributes
Implant Slot: 8
Capacitor Need Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KYA1000

A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.

Attributes
Implant Slot: 9
Rechargerate Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KYA2000

A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.

Attributes
Implant Slot: 9
Rechargerate Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KZA1000

A neural Interface upgrade that lowers turret CPU needs.

Attributes
Implant Slot: 10
CPU Need Bonus: - 3 %
Tech Level: 1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Hardwiring

Hardwiring - Zainou 'Gnome' KZA2000

A neural Interface upgrade that lowers turret CPU needs.

Attributes
Implant Slot: 10
CPU Need Bonus: - 5 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$2.95
Implant3

Low-grade Crystal Alpha

This ocular filter has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 1 %
Crystal Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 1
Perception Modifier: 2 points

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant1

Low-grade Crystal Beta

This memory augmentation has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 2 %
Crystal Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 2
Memory Modifier: 2 points

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant2

Low-grade Crystal Delta

This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 4 %
Crystal Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 2 points

Skills Required
Cybernetics III
Science III
24 hours$5.95
Implant5

Low-grade Crystal Epsilon

This social adaptation chip has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 5 %
Crystal Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 2 points

Skills Required
Cybernetics IV
Science III
24 hours$11.95
Implant4

Low-grade Crystal Gamma

This neural boost has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects

Attributes
Shield Boost Bonus: 3 %
Crystal Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 2 points

Skills Required
Cybernetics III
Science III
24 hours$5.95
Hardwiring

Low-grade Crystal Omega

This implant does nothing in and of itself, but when used in conjunction with other Crystal implants it will boost their effect.
Primary Effect: 25% bonus to the strength of all Crystal implant secondary effects

Attributes
Crystal Set Bonus: x 1.25
Tech Level: 2
Implant Slot: 6
Skills Required
Cybernetics V
Science III
24 hours$20.95
Implant3

Low-grade Halo Alpha

This ocular filter has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Perception
Secondary Effect: 1% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1 %
Implant Slot: 1
Perception Modifier: 2 points
Halo Set Bonus: x 1.1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant1

Low-grade Halo Beta

This memory augmentation has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Memory
Secondary Effect: 1.25% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1.25 %
Implant Slot: 2
Memory Modifier: 2 points
Halo Set Bonus: x 1.1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant2

Low-grade Halo Delta

This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Intelligence
Secondary Effect: 1.5% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1.5 %
Implant Slot: 4
Intelligence Modifier: 2 points
Halo Set Bonus: x 1.1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Implant5

Low-grade Halo Epsilon

This social adaptation chip has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Charisma
Secondary Effect: 2% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -2 %
Implant Slot: 5
Charisma Modifier: 2 points
Halo Set Bonus: x 1.1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Implant4

Low-grade Halo Gamma

This neural boost has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Willpower
Secondary Effect: 1.75% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Signature Radius Bonus: -1.75 %
Implant Slot: 3
Willpower Modifier: 2 points
Halo Set Bonus: x 1.1

Skills Required
Cybernetics III
Science III
24 hours$5.95
Hardwiring

Low-grade Halo Omega

This implant does nothing in and of itself, but when used in conjunction with other Halo implants it will boost their effect.
Primary Effect: +25% bonus to the strength of all Halo implant secondary effects

Attributes
Tech Level: 2
Implant Slot: 6
Halo Set Bonus: x 1.25

Skills Required
Cybernetics V
Science III
24 hours$5.95
Implant3

Low-grade Slave Alpha

This ocular filter has been modified by Sanshas scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 1
Perception Modifier: 2 points
Armor HP Bonus: 1 %

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant1

Low-grade Slave Beta

This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 2
Memory Modifier: 2 points
Armor HP Bonus: 2 %

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant2

Low-grade Slave Delta

This cybernetic subprocessor has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 2 points
Armor HP Bonus: 4 %

Skills Required
Cybernetics III
Science III
24 hours$6.95
Implant5

Low-grade Slave Epsilon

This social adaption chip has been modified by Sanshas scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 2 points
Armor HP Bonus: 5 %

Skills Required
Cybernetics IV
Science III
24 hours$10.95
Implant4

Low-grade Slave Gamma

This neural boost has been modified by Sanshas scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 2 points
Armor HP Bonus: 3 %

Skills Required
Cybernetics III
Science III
24 hours$4.95
Hardwiring

Low-grade Slave Omega

This implant does nothing in and of itself, but when used in conjunction with other Slave implants it will boost their effect.
Primary Effect: 25% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.25
Tech Level: 2
Implant Slot: 6

Skills Required
Cybernetics V
Science III
24 hours$20.95
Implant3

Low-grade Snake Alpha

This ocular filter has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 1
Perception Modifier: 2 points
Velocity Modifier: 1 %
Smuggling Chance Bonus: 0.01 %

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant1

Low-grade Snake Beta

This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 2
Memory Modifier: 2 points
Velocity Modifier: 2 %
Smuggling Chance Bonus: 0.02 %

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant2

Low-grade Snake Delta

This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 2 points
Velocity Modifier: 4 %
Smuggling Chance Bonus: 0.03 %

Skills Required
Cybernetics III
Science III
24 hours$2.95
Implant5

Low-grade Snake Epsilon

This social adaption chip has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 2 points
Velocity Modifier: 5 %
Smuggling Chance Bonus: 0.04 %

Skills Required
Cybernetics IV
Science III
24 hours$6.95
Implant4

Low-grade Snake Gamma

This neural boost has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.1
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 2 points
Velocity Modifier: 3 %
Smuggling Chance Bonus: 0.05 %

Skills Required
Cybernetics III
Science III
24 hours$10.95
Hardwiring

Low-grade Snake Omega

This implant does nothing in and of itself, but when used in conjunction with other Snake implants it will boost their effect.
Primary Effect: 25% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.25
Tech Level: 2
Implant Slot: 6

Skills Required
Cybernetics V
Science III
24 hours$32.95
Implant3

Low-grade Talisman Alpha

This ocular filter has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -1 %
Tech Level: 2
Implant Slot: 1
Perception Modifier: 2 points
Talisman Set Bonus: x 1.1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant1

Low-grade Talisman Beta

This memory augmentation has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -2 %
Tech Level: 2
Implant Slot: 2
Memory Modifier: 2 points
Talisman Set Bonus: x 1.1

Skills Required
Cybernetics II
Science III
24 hours$2.95
Implant2

Low-grade Talisman Delta

This cybernetic subprocessor has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -4 %
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 2 points
Talisman Set Bonus: x 1.1

Skills Required
Cybernetics III
Science III
24 hours$2.95
Implant5

Low-grade Talisman Epsilon

This social adaption chip has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -5 %
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 2 points
Talisman Set Bonus: x 1.1

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Implant4

Low-grade Talisman Gamma

This neural boost has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -3 %
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 2 points
Talisman Set Bonus: x 1.1

Skills Required
Cybernetics III
Science III
24 hours$3.95
Hardwiring

Low-grade Talisman Omega

This implant does nothing in and of itself, but when used in conjunction with other Talisman implants it will boost their effect.
Primary Effect: 25% bonus to the strength of all Talisman implant secondary effects.

Attributes
Tech Level: 2
Implant Slot: 6
Talisman Set Bonus: x 1.25

Skills Required
Cybernetics V
Science III
24 hours$5.95
Implant2

Memory Augmentation - Improved (+5 modifier)

This grafted subprocessor implanted in the frontal lobegrants a bonus to a character's Intelligence.

Attributes
Tech Level: 1
Implant Slot: 4
Intelligence Modifier: 5 points

Skills Required
Cybernetics V
Science III
24 hours$12.95
Implant1

Memory Augmentation - Standard (+4 modifier)

This image processor implanted in the temporal lobe Grants a bonus to a character's memory.

Attributes
Tech Level: 1
Implant Slot: 2
Memory Modifier: 5 points

Skills Required
Cybernetics V
Science III
24 hours$2.95
Implant4

Neural Boost - Improved (+5 modifier)

A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.

Attributes
Tech Level: 1
Implant Slot: 3
Willpower Modifier: 5 points

Skills Required
Cybernetics V
Science III
24 hours$11.95
Implant4

Neural Boost - Standard (+4 modifier)

A Data processing unit implanted in the Parietal lobe.Grants a bonus to Willpower.

Attributes
Tech Level: 1
Implant Slot: 3
Willpower Modifier: 4 points

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Implant3

Ocular Filter - Improved (+5 modifier)

This image processor implanted in the occipital lobe grants a bonus to a character's Perception.

Attributes
Tech Level: 1
Implant Slot: 1
Perception Modifier: 5 points

Skills Required
Cybernetics V
Science III
24 hours$10.95
Implant3

Ocular Filter - Standard (+4 modifier)

This image processor implanted in the occipital lobe grants a bonusto a character's Perception.

Attributes
Tech Level: 1
Implant Slot: 1
Perception Modifier: 4 points

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Implant3

Slave Alpha

This ocular filter has been modified by Sanshas scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 1
Perception Modifier: 3 points
Armor HP Bonus: 1 %

Skills Required
Cybernetics II
Science III
24 hours$9.95
Implant1

Slave Beta

This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 2
Memory Modifier: 3 points
Armor HP Bonus: 2 %

Skills Required
Cybernetics II
Science III
24 hours$8.95
Implant2

Slave Delta

This cybernetic subprocessor has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 3 points
Armor HP Bonus: 4 %

Skills Required
Cybernetics III
Science III
24 hours$17.95
Implant5

Slave Epsilon

This social adaptation chip has been modified by Sanshas scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 3 points
Armor HP Bonus: 5 %

Skills Required
Cybernetics IV
Science III
24 hours$30.95
Implant4

Slave Gamma

This neural boost has been modified by Sanshas scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 3 points
Armor HP Bonus: 3 %

Skills Required
Cybernetics III
Science III
24 hours$14.95
Hardwiring

Slave Omega

This implant does nothing in and of itself, but when used in conjunction with other Slave implants it will boost their effect.
Primary Effect: 50% bonus to the strength of all Slave implant secondary effects

Attributes
Slave Set Bonus: x 1.5
Tech Level: 2
Implant Slot: 6

Skills Required
Cybernetics V
Science III
24 hours$68.95
Implant3

Snake Alpha

This ocular filter has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 1
Perception Modifier: 3 points
Velocity Modifier: 1 %
Smuggling Chance Bonus: 0.01 %

Skills Required
Cybernetics II
Science III
24 hours$6.95
Implant1

Snake Beta

This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 2
Memory Modifier: 3 points
Velocity Modifier: 2 %
Smuggling Chance Bonus: 0.02 %

Skills Required
Cybernetics II
Science III
24 hours$11.95
Implant2

Snake Delta

This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 3 points
Velocity Modifier: 4 %
Smuggling Chance Bonus: 0.04 %

Skills Required
Cybernetics III
Science III
24 hours$12.95
Implant5

Snake Epsilon

This social adaptation chip has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 3 points
Velocity Modifier: 5 %
Smuggling Chance Bonus: 0.05 %

Skills Required
Cybernetics IV
Science III
24 hours$22.95
Implant4

Snake Gamma

This neural boost has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.15
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 3 points
Velocity Modifier: 3 %
Smuggling Chance Bonus: 0.03 %

Skills Required
Cybernetics III
Science III
24 hours$25.95
Hardwiring

Snake Omega

This implant does nothing in and of itself, but when used in conjunction with other Snake implants it will boost their effect.
Primary Effect: 50% bonus to the strength of all Snake implant secondary effects

Attributes
Snake Set Bonus: x 1.5
Tech Level: 2
Implant Slot: 6

Skills Required
Cybernetics V
Science III
24 hours$110.95
Implant5

Social Adaptation Chip - Improved (+5 modifier)

This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.

Attributes
Charisma Modifier: 5 points
This image processor implanted in the parietal lobe
grants a bonus to a character's Charisma.


Skills Required
Cybernetics V
Science III
24 hours$10.95
Implant5

Social Adaptation Chip - Standard (+4 modifier)

This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.

Attributes
Tech Level: 1
Implant Slot: 5
Charisma Modifier: 4 points

Skills Required
Cybernetics IV
Science III
24 hours$2.95
Implant3

Talisman Alpha

This ocular filter has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -1 %
Tech Level: 2
Implant Slot: 1
Perception Modifier: 3 points
Talisman Set Bonus: x 1.15

Skills Required
Cybernetics II
Science III
24 hours$6.95
Implant1

Talisman Beta

This memory augmentation has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -2 %
Tech Level: 2
Implant Slot: 2
Memory Modifier: 3 points
Talisman Set Bonus: x 1.15

Skills Required
Cybernetics II
Science III
24 hours$6.95
Implant2

Talisman Delta

This cybernetic subprocessor has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -4 %
Tech Level: 2
Implant Slot: 4
Intelligence Modifier: 3 points
Talisman Set Bonus: x 1.15

Skills Required
Cybernetics III
Science III
24 hours$6.95
Implant2

Talisman Epsilon

This social adaptation chip has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -5 %
Tech Level: 2
Implant Slot: 5
Charisma Modifier: 3 points
Talisman Set Bonus: x 1.15

Skills Required
Cybernetics IV
Science III
24 hours$7.95
Implant4

Talisman Gamma

This neural boost has been modified by bloodraider scientists for use by their elite officers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects

Attributes
Duration Bonus: -3 %
Tech Level: 2
Implant Slot: 3
Willpower Modifier: 3 points
Talisman Set Bonus: x 1.15

Skills Required
Cybernetics III
Science III
24 hours$12.95
Hardwiring

Talisman Omega

This implant does nothing in and of itself, but when used in conjunction with other Talisman implants it will boost their effect.
Primary Effect: 50% bonus to the strength of all Talisman implant secondary effects

Attributes
Tech Level: 2
Implant Slot: 6
Talisman Set Bonus: x 1.5

Skills Required
Cybernetics V
Science III
24 hours$25.95
Hardwiring

Zor's Custom Navigation Link

A neural Interface upgrade that boost the pilots skill in a specific area. This Navigation Link was created for the ruthless pirate commander, referred to as 'Zor'. It gives a 10% bonus to Afterburner duration.

Attributes
Implant Slot: 7
Duration Bonus: 10 %
Tech Level: 1

Skills Required
Cybernetics V
Science III
24 hours$2.95


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