|
| Item |
Estimated Time | Price |
Buy |
 | Armored Warfare MindlinkThis 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 | |
 | Crystal AlphaThis 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 | |
 | Crystal BetaThis 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 | |
 | Crystal DeltaThis 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 | |
 | Crystal EpsilonThis 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 | |
 | Crystal GammaThis 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 | |
 | Crystal OmegaThis 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | Halo AlphaThis 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 | |
 | Halo BetaThis 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 | |
 | Halo DeltaThis 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 | |
 | Halo EpsilonThis 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 | |
 | Halo GammaThis 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 | |
 | Halo OmegaThis 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 - Eifyr and Co 'Gunslinger' AX-1A 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 - Eifyr and Co 'Gunslinger' CX-1A 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 - Eifyr and Co 'Gunslinger' CX-2A 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 - Eifyr and Co 'Gunslinger' LX-1A 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 - Eifyr and Co 'Gunslinger' MX-1A 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 - Eifyr and Co 'Gunslinger' MX-2A 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 - Eifyr and Co 'Gunslinger' SX-1A 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 - Eifyr and Co. 'Rogue' AY-1A 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 - Eifyr and Co. 'Rogue' AY-2A 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 - Eifyr and Co. 'Rogue' CY-1A 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 - Eifyr and Co. 'Rogue' CY-2A 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 - Eifyr and Co. 'Rogue' DY-1Improved 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 - Eifyr and Co. 'Rogue' DY-2Improved 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-1Improves 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 - Eifyr and Co. 'Rogue' GY-2Improves 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 - Eifyr and Co. 'Rogue' MY-1Improves 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 - Eifyr and Co. 'Rogue' MY-2Improves 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 - Inherent Implants 'Highwall' HX-1A 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 - Inherent Implants 'Highwall' HX-2A 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 - Inherent Implants 'Lancer' G1-BetaA 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 - Inherent Implants 'Lancer' G1-DeltaA 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 - Inherent Implants 'Lancer' G1-EpsilonA 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 - Inherent Implants 'Lancer' G1-GammaA 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 - Inherent Implants 'Lancer' G2-DeltaA 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 - Inherent Implants 'Lancer' G2-GammaA 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 - Inherent Implants 'Noble' ZET100A 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 - Inherent Implants 'Noble' ZET1000A 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 - Inherent Implants 'Noble' ZET200A 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 - Inherent Implants 'Noble' ZET2000A 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 - Inherent Implants 'Noble' ZET300A 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 - Inherent Implants 'Noble' ZET3000A 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 - Inherent Implants 'Noble' ZET400A 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 - Inherent Implants 'Noble' ZET4000A 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 - Inherent Implants 'Noble' ZET500A 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 - Inherent Implants 'Noble' ZET5000A 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 - Inherent Implants 'Squire' CR4A 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 - Inherent Implants 'Squire' CR8A 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 - Inherent Implants 'Squire' PG4A 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 - Inherent Implants 'Squire' PG8A 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 - Inherent Implants 'Yeti' BX-1A 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 - Inherent Implants 'Yeti' BX-2A 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 - Poteque Pharmaceuticals 'Prospector' PPF-2A 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 - Zainou 'Deadeye' ZGA100A 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 - Zainou 'Deadeye' ZGA1000A 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 - Zainou 'Deadeye' ZGC100A 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 - Zainou 'Deadeye' ZGL100A 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 - Zainou 'Deadeye' ZGL1000A 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 - Zainou 'Deadeye' ZGM100A 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 - Zainou 'Deadeye' ZGM1000A 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 - Zainou 'Deadeye' ZGS1000A 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 - Zainou 'Deadeye' ZMA100A 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 - Zainou 'Deadeye' ZMA1000A 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 - Zainou 'Deadeye' ZMC100A 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 - Zainou 'Deadeye' ZMC1000A 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 - Zainou 'Deadeye' ZML100A 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 - Zainou 'Deadeye' ZML1000A 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 - Zainou 'Deadeye' ZMM100A 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 - Zainou 'Deadeye' ZMM1000A 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 - Zainou 'Deadeye' ZMS100A 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 - Zainou 'Deadeye' ZMS1000A 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 - Zainou 'Gnome' KTA100A 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 - Zainou 'Gnome' KTA1000A 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 - Zainou 'Gnome' KUA2000A 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 - Zainou 'Gnome' KVA1000Improved 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 - Zainou 'Gnome' KVA2000Improved 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 - Zainou 'Gnome' KXA2000A 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 - Zainou 'Gnome' KYA1000A 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 - Zainou 'Gnome' KYA2000A 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 - Zainou 'Gnome' KZA1000A 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 - Zainou 'Gnome' KZA2000A 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 | |
 | Low-grade Crystal AlphaThis 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 | |
 | Low-grade Crystal BetaThis 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 | |
 | Low-grade Crystal DeltaThis 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 | |
 | Low-grade Crystal EpsilonThis 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 | |
 | Low-grade Crystal GammaThis 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 | |
 | Low-grade Crystal OmegaThis 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 | |
 | Low-grade Halo AlphaThis 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 | |
 | Low-grade Halo BetaThis 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 | |
 | Low-grade Halo DeltaThis 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 | |
 | Low-grade Halo EpsilonThis 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 | |
 | Low-grade Halo GammaThis 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 | |
 | Low-grade Halo OmegaThis 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 | |
 | Low-grade Slave AlphaThis 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 | |
 | Low-grade Slave BetaThis 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 | |
 | Low-grade Slave DeltaThis 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 | |
 | Low-grade Slave EpsilonThis 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 | |
 | Low-grade Slave GammaThis 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 | |
 | Low-grade Slave OmegaThis 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 | |
 | Low-grade Snake AlphaThis 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 | |
 | Low-grade Snake BetaThis 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 | |
 | Low-grade Snake DeltaThis 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 | |
 | Low-grade Snake EpsilonThis 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 | |
 | Low-grade Snake GammaThis 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 | |
 | Low-grade Snake OmegaThis 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 | |
 | Low-grade Talisman AlphaThis 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 | |
 | Low-grade Talisman BetaThis 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 | |
 | Low-grade Talisman DeltaThis 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 | |
 | Low-grade Talisman EpsilonThis 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 | |
 | Low-grade Talisman GammaThis 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 | |
 | Low-grade Talisman OmegaThis 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | 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 | |
 | Slave AlphaThis 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 | |
 | Slave BetaThis 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 | |
 | Slave DeltaThis 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 | |
 | Slave EpsilonThis 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 | |
 | Slave GammaThis 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 | |
 | Slave OmegaThis 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 | |
 | Snake AlphaThis 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 | |
 | Snake BetaThis 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 | |
 | Snake DeltaThis 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 | |
 | Snake EpsilonThis 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 | |
 | Snake GammaThis 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 | |
 | Snake OmegaThis 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 | |
 | 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 | |
 | 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 | |
 | Talisman AlphaThis 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 | |
 | Talisman BetaThis 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 | |
 | Talisman DeltaThis 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 | |
 | Talisman EpsilonThis 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 | |
 | Talisman GammaThis 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 | |
 | Talisman OmegaThis 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 | |
 | Zor's Custom Navigation LinkA 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 | |