All Implant

A11
Advanced 'Boost' Cerebral Accelerator
When redeemed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Bonus: +6 to all learning attributes Base Duration: 6 days
Advanced Broker Relations Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced Capsuleer Defense Augmentation Chip
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced Cerebral Accelerator
Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds.The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 7 days. Bonuses: +17 to all attributes
Advanced Cerebral Accelerator
Advanced drone skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced energy turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced gunnery Skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced hybrid turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced missile launcher skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced missile skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced ore processing skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced Planetology Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced projectile turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Advanced Weapons Upgrade Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Agency 'Hardshell' TB3 Dose I
+3% Armor Repair, +3% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Hardshell' TB5 Dose II
+5% Armor Repair, +5% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Hardshell' TB7 Dose III
+7% Armor Repair, +7% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Hardshell' TB9 Dose IV
+9% Armor Repair, +9% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB3 Dose I
+3% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB5 Dose II
+5% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB7 Dose III
+7% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB9 Dose IV
+9% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB3 Dose I
+3% turret damage, +3% missile damage, 3% vorton projector damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB5 Dose II
+5% turret damage, +5% missile damage, 5% vorton projector damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB7 Dose III
+7% turret damage, +7% missile damage, 7% vorton projector damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB9 Dose IV
+9% turret damage, +9% missile damage, 9% vorton projector damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency Standard Booster
AIR Agility Booster II
This booster has been developed by the Association for Interdisciplinary Research (AIR) to help their explorers avoid hostile confrontations in dangerous areas of space. -10% Ship Inertia. Base Duration 1 hour. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Astro-Acquisition II Booster
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their exploration efforts. -10% Scan Probe Scan Time. Base Duration 1 hour. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Astro-Pinpointing II Booster
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their exploration efforts. -10% Scan Probe Deviation. Base Duration 1 hour. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Astro-Rangefinding II Booster
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their exploration efforts. +10% Scan Probe Strength. Base Duration 1 hour. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Hardshell Booster II
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. +5% Armor Repair, +5% Shield Booster. Duration 30 minutes. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Mining Range Booster I
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their mining efforts. +10% Mining Laser Optimal Range, 4 hour duration Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Mining Range Booster II
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their mining efforts. +20% Mining Laser Optimal Range, 4 hour duration Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Mining Yield Booster I
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their mining efforts. +5% Mining Laser Yield, 4 hour duration Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Mining Yield Booster II
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their mining efforts. +10% Mining Laser Yield, 4 hour duration Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Mining Yield Booster III
This booster has been developed by the Association for Interdisciplinary Research (AIR) to assist with their mining efforts. +15% Mining Laser Yield, 4 hour duration Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Nirvana Booster II
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. +6% Shield Hitpoints. Base Duration: 2 Hours. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Overclocker Booster II
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. +5% Max Velocity. Duration 30 minutes. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Overclocker Booster III
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. +5% Agility, +5% Capacitor Recharge Rate. Duration: 1 hour. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Pyrolancea Booster II
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. +5% turret damage, +5% missile damage. Duration 30 minutes. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Rapture Booster II
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. -6% Capacitor Recharge Time. Base Duration: 2 Hours. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
AIR Repairer Booster III
This booster has been produced by the Association for Interdisciplinary Research (AIR) to assist with their combat efforts. -15% Armor Repairer and Shield Booster Cycle Time. Base Duration 1 hour. Activation of this booster is automatic upon redemption of the item by the specific capsuleer intending to use the service.
Amarr Battleship Operation Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Amarr Drones Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Amarr spaceship skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This Cerebral Accelerator is specially designed for Amarr Capsuleers to enhance their skills on piloting Amarr Frigates and Cruisers.
Antipharmakon Aeolis
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with capacitor manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Iokira
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with tracking manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Kosybo
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with armor manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Thureo
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with shield manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Toxot
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with missile flight time manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Armored Command Mindlink
This advanced interface link drastically improves a commander's Armored Command ability by directly linking to the nanites launched by the command burst charge. +25% bonus to Armored Command Burst effect strength and duration.
Astrogeology Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Aurora Alpha
You will be banned if you have this and you are not in ISD :)
Aurora Beta
You will be banned if you have this and you are not in ISD :)
Aurora Delta
You will be banned if you have this and you are not in ISD :)
Aurora Epsilon
You will be banned if you have this and you are not in ISD :)
Aurora Gamma
You will be banned if you have this and you are not in ISD :)
Aurora Omega
You will be banned if you have this and you are not in ISD :)
B11
Basic 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 4, YC125
Basic 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after March 9, YC123.
Basic 'Boost' Cerebral Accelerator
When redeemed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Bonus: +2 to all learning attributes Base Duration: 2 days
Basic 'Equality' Cerebral Accelerator
Basic 'Guri Hivaa' Cerebral Accelerator
Basic 'Synapse' Overmind Accelerator
Basic Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 19th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 8, YC123.
Basic Capsuleer Defense Augmentation Chip
This Cerebral Accelerator is only designed for and available on Serenity.
Basic Capsuleer Engineering Augmentation Chip
This Cerebral Accelerator is only designed for and available on Serenity.
Basic Cerebral Accelerator
Basic Cerebral Accelerator
Basic Glamourex Booster
Working much like the Social skill this highly potent booster provides a 15% bonus to agent, corporation and faction standing increases.
Black Market 'Valdimar' Drone Durability DD-1001
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the durability of drones and fighters controlled by the pilot. 1% increase in drone and fighter hit points.
Black Market 'Valdimar' Drone Durability DD-1003
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the durability of drones and fighters controlled by the pilot. 3% increase in drone and fighter hit points.
Black Market 'Valdimar' Drone Durability DD-1005
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the durability of drones and fighters controlled by the pilot. 5% increase in drone and fighter hit points.
Black Market 'Valdimar' Drone Navigation DN-701
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the max velocity of drones and fighters controlled by the pilot. 1% increase in drone and fighter max velocity.
Black Market 'Valdimar' Drone Navigation DN-703
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the max velocity of drones and fighters controlled by the pilot. 3% increase in drone and fighter max velocity.
Black Market 'Valdimar' Drone Navigation DN-705
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the max velocity of drones and fighters controlled by the pilot. 5% increase in drone and fighter max velocity.
Black Market 'Valdimar' Drone Sharpshooting DS-801
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the optimal range of drones and fighters controlled by the pilot. 1% increase in drone and fighter optimal range.
Black Market 'Valdimar' Drone Sharpshooting DS-803
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the optimal range of drones and fighters controlled by the pilot. 3% increase in drone and fighter optimal range.
Black Market 'Valdimar' Drone Sharpshooting DS-805
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the optimal range of drones and fighters controlled by the pilot. 5% increase in drone and fighter optimal range.
Black Market 'Valdimar' Repair Drone Operation DR-901
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the effectiveness of repair drones controlled by the pilot. 1% increase in drone repair amount.
Black Market 'Valdimar' Repair Drone Operation DR-903
Named after the mythical aquatic worm from ancient mythology, this neural interface upgrade boosts the effectiveness of repair drones controlled by the pilot. 3% increase in drone repair amount.
Black Market 'Valdimar' Repair Drone Operation DR-905
Named after an aquatic demon worm from ancient Minmatar mythology, this neural interface upgrade boosts the effectiveness of repair drones controlled by the pilot. 5% increase in drone repair amount.
Broker Relations Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Caldari Battleship Operation Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Caldari Drones Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Caldari Navy Command Mindlink
This advanced interface link produced for the Caldari Navy drastically improves a commander's Shield Command and Information Command abilities by directly linking to the nanites launched by the command burst charge. +25% bonus to Shield and Information Command Burst effect strength and duration.
Caldari spaceship skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This Cerebral Accelerator is specially designed for Caldari Capsuleers to enhance their skills on piloting Caldari Frigates and Cruisers.
Cerebral Accelerator
Character Attributes Remap Certificate
This Cerebral Accelerator is only designed for and available on Serenity.
Command Center Upgrades Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Concord Fiesta 11-11
This Cerebral Accelerator is only designed for and available on Serenity.
CreoDron 'Bumblebee' Drone Tuner T10-5D
The Gallente drone technology corporation CreoDron has experimented extensively with methods of reconfiguring and tuning the combat parameters of standard drones. These efforts have long relied on ship hardware and modules but CreoDron has recently developed new implants that will allow pilots to rewrite the firmware of standard drones on the fly. Using shipboard nano-systems the physical parameters of the drones will then be changed according to the tuning of the implant design. The CreoDron 'Bumblebee' Drone Tuner T10-5D increases the strength of drone defensive systems at the expense of their firepower.
CreoDron 'Yellowjacket' Drone Tuner D5-10T
The Gallente drone technology corporation CreoDron has experimented extensively with methods of reconfiguring and tuning the combat parameters of standard drones. These efforts have long relied on ship hardware and modules but CreoDron has recently developed new implants that will allow pilots to rewrite the firmware of standard drones on the fly. Using shipboard nano-systems the physical parameters of the drones will then be changed according to the tuning of the implant design. The CreoDron 'Yellowjacket' Drone Tuner D5-10T increases the damage output of drones at the expense of the strength of their defensive layers.
Cruise Missile/Torpedo Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Cruise Missile/Torpedo Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Customs Code Expertise Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Cybernetic 'Source' Subprocessor
This grafted subprocessor, based on technology similar to that which powers the New Eden Source compendium, is particularly good for understanding a great deal of information at once. It is implanted in the frontal lobe and grants a bonus to a character's Intelligence. Effect: +4 Bonus to Intelligence
Cybernetic Subprocessor - Advanced
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. +6 Bonus to Intelligence
Cybernetic Subprocessor - Basic
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. +3 Bonus to Intelligence
Cybernetic Subprocessor - Elite
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. +7 Bonus to Intelligence
Cybernetic Subprocessor - Improved
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. +5 Bonus to Intelligence
Cybernetic Subprocessor - Standard
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. +4 Bonus to Intelligence
Daily Gift 'Overclocker' SB5 Dose II
+5% Max Velocity. Duration 60 minutes. This modified version of the standard Agency 'Overclocker' line of boosters will be consumed instantly when redeemed, and boasts an extended effect duration.
Daytrading Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
E11
Eifyr and Co. 'Alchemist' Biology BY-805
A neural Interface upgrade that boost the pilot's skill at handling boosters. 5% bonus to attribute booster duration.
Eifyr and Co. 'Alchemist' Biology BY-810
A neural Interface upgrade that boost the pilot's skill at handling boosters. 10% bonus to attribute booster duration.
Eifyr and Co. 'Alchemist' Gas Harvesting GH-801
A neural Interface upgrade that boosts the pilot's skill at gas harvesting. 1% reduction to gas cloud harvester cycle time.
Eifyr and Co. 'Alchemist' Gas Harvesting GH-803
A neural Interface upgrade that boosts the pilot's skill at gas harvesting. 3% reduction to gas cloud harvester cycle time.
Eifyr and Co. 'Alchemist' Gas Harvesting GH-805
A neural Interface upgrade that boosts the pilot's skill at gas harvesting. 5% reduction to gas cloud harvester cycle time.
Eifyr and Co. 'Alchemist' Neurotoxin Control NC-903
A neural Interface upgrade that boost the pilot's skill at handling boosters. 3% bonus reduction to side effects.
Eifyr and Co. 'Alchemist' Neurotoxin Control NC-905
A neural Interface upgrade that boost the pilot's skill at handling boosters. 5% bonus reduction to side effects.
Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1003
A neural Interface upgrade that boost the pilot's skill at handling boosters. 3% less chance of side effects when using boosters.
Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1005
A neural Interface upgrade that boost the pilot's skill at handling boosters. 5% less chance of side effects when using boosters.
Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1001
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets. 1% bonus to large projectile turret damage.
Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1002
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets. 2% bonus to large projectile turret damage.
Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets. 3% bonus to large projectile turret damage.
Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1004
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets. 4% bonus to large projectile turret damage.
Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1005
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets. 5% bonus to large projectile turret damage.
Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1006
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets. 6% bonus to large projectile turret damage.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-801
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets. 1% bonus to medium projectile turret damage.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-802
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets. 2% bonus to medium projectile turret damage.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets. 3% bonus to medium projectile turret damage.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-804
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets. 4% bonus to medium projectile turret damage.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-805
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets. 5% bonus to medium projectile turret damage.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-806
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets. 6% bonus to medium projectile turret damage.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-701
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking. 1% bonus to turret tracking speed.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-702
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking. 2% bonus to turret tracking speed.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-703
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking. 3% bonus to turret tracking speed.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-704
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking. 4% bonus to turret tracking speed.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-705
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking. 5% bonus to turret tracking speed.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-706
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking. 6% bonus to turret tracking speed.
Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-601
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets. 1% bonus to small projectile turret damage.
Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-602
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets. 2% bonus to small projectile turret damage.
Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-603
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets. 3% bonus to small projectile turret damage.
Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-604
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets. 4% bonus to small projectile turret damage.
Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-605
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets. 5% bonus to small projectile turret damage.
Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-606
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets. 6% bonus to small projectile turret damage.
Eifyr and Co. 'Gunslinger' Surgical Strike SS-901
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets. 1% bonus to all turret damages.
Eifyr and Co. 'Gunslinger' Surgical Strike SS-902
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets. 2% bonus to all turret damages.
Eifyr and Co. 'Gunslinger' Surgical Strike SS-903
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets. 3% bonus to all turret damages.
Eifyr and Co. 'Gunslinger' Surgical Strike SS-904
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets. 4% bonus to all turret damages.
Eifyr and Co. 'Gunslinger' Surgical Strike SS-905
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets. 5% bonus to all turret damages.
Eifyr and Co. 'Gunslinger' Surgical Strike SS-906
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets. 6% bonus to all turret damages.
Eifyr and Co. 'Rogue' Acceleration Control AC-601
Improves speed boosting velocity. 1% bonus to afterburner and microwarpdrive speed increase.
Eifyr and Co. 'Rogue' Acceleration Control AC-602
Improves speed boosting velocity. 2% bonus to afterburner and microwarpdrive speed increase.
Eifyr and Co. 'Rogue' Acceleration Control AC-603
Improves speed boosting velocity. 3% bonus to afterburner and microwarpdrive speed increase.
Eifyr and Co. 'Rogue' Acceleration Control AC-604
Improves speed boosting velocity. 4% bonus to afterburner and microwarpdrive speed increase.
Eifyr and Co. 'Rogue' Acceleration Control AC-605
Improves speed boosting velocity. 5% bonus to afterburner and microwarpdrive speed increase.
Eifyr and Co. 'Rogue' Acceleration Control AC-606
Improves speed boosting velocity. 6% bonus to afterburner and microwarpdrive speed increase.
Eifyr and Co. 'Rogue' Afterburner AB-602
A neural interface upgrade that boosts the pilot's skill with afterburners. 2% bonus to the duration of afterburners.
Eifyr and Co. 'Rogue' Afterburner AB-604
A neural interface upgrade that boosts the pilot's skill with afterburners. 4% bonus to the duration of afterburners.
Eifyr and Co. 'Rogue' Afterburner AB-606
A neural interface upgrade that boosts the pilot's skill with afterburners. 6% bonus to the duration of afterburners.
Eifyr and Co. 'Rogue' Afterburner AB-608
A neural interface upgrade that boosts the pilot's skill with afterburners. 8% bonus to the duration of afterburners.
Eifyr and Co. 'Rogue' Afterburner AB-610
A neural interface upgrade that boosts the pilot's skill with afterburners. 10% bonus to the duration of afterburners.
Eifyr and Co. 'Rogue' Afterburner AB-612
A neural interface upgrade that boosts the pilot's skill with afterburners. 12% bonus to the duration of afterburners.
Eifyr and Co. 'Rogue' Agility 11-11
This Cerebral Accelerator is only designed for and available on Serenity.
Eifyr and Co. 'Rogue' Agility ZhenNiu
This Cerebral Accelerator is only designed for and available on Serenity.
Eifyr and Co. 'Rogue' Evasive Maneuvering EM-701
A neural interface upgrade designed to enhance pilot Maneuvering skill. 1% bonus to ship agility.
Eifyr and Co. 'Rogue' Evasive Maneuvering EM-702
A neural interface upgrade designed to enhance pilot Maneuvering skill. 2% bonus to ship agility.
Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703
A neural interface upgrade designed to enhance pilot Maneuvering skill. 3% bonus to ship agility.
Eifyr and Co. 'Rogue' Evasive Maneuvering EM-704
A neural interface upgrade designed to enhance pilot Maneuvering skill. 4% bonus to ship agility.
Eifyr and Co. 'Rogue' Evasive Maneuvering EM-705
A neural interface upgrade designed to enhance pilot Maneuvering skill. 5% bonus to ship agility.
Eifyr and Co. 'Rogue' Evasive Maneuvering EM-706
A neural interface upgrade designed to enhance pilot Maneuvering skill. 6% bonus to ship agility.
Eifyr and Co. 'Rogue' Fuel Conservation FC-801
Improved control over afterburner energy consumption. 1% reduction in afterburner capacitor needs.
Eifyr and Co. 'Rogue' Fuel Conservation FC-802
Improved control over afterburner energy consumption. 2% reduction in afterburner capacitor needs.
Eifyr and Co. 'Rogue' Fuel Conservation FC-803
Improved control over afterburner energy consumption. 3% reduction in afterburner capacitor needs.
Eifyr and Co. 'Rogue' Fuel Conservation FC-804
Improved control over afterburner energy consumption. 4% reduction in afterburner capacitor needs.
Eifyr and Co. 'Rogue' Fuel Conservation FC-805
Improved control over afterburner energy consumption. 5% reduction in afterburner capacitor needs.
Eifyr and Co. 'Rogue' Fuel Conservation FC-806
Improved control over afterburner energy consumption. 6% reduction in afterburner capacitor needs.
Eifyr and Co. 'Rogue' High Speed Maneuvering HS-901
Improves the performance of microwarpdrives. 1% reduction in capacitor need of modules requiring High Speed Maneuvering.
Eifyr and Co. 'Rogue' High Speed Maneuvering HS-902
Improves the performance of microwarpdrives. 2% reduction in capacitor need of modules requiring High Speed Maneuvering.
Eifyr and Co. 'Rogue' High Speed Maneuvering HS-903
Improves the performance of microwarpdrives. 3% reduction in capacitor need of modules requiring High Speed Maneuvering.
Eifyr and Co. 'Rogue' High Speed Maneuvering HS-904
Improves the performance of microwarpdrives. 4% reduction in capacitor need of modules requiring High Speed Maneuvering.
Eifyr and Co. 'Rogue' High Speed Maneuvering HS-905
Improves the performance of microwarpdrives. 5% reduction in capacitor need of modules requiring High Speed Maneuvering.
Eifyr and Co. 'Rogue' High Speed Maneuvering HS-906
Improves the performance of microwarpdrives. 6% reduction in capacitor need of modules requiring High Speed Maneuvering.
Eifyr and Co. 'Rogue' Navigation NN-601
A Eifyr and Co hardwiring designed to enhance pilot navigation skill. 1% bonus to ship velocity.
Eifyr and Co. 'Rogue' Navigation NN-602
A Eifyr and Co hardwiring designed to enhance pilot navigation skill. 2% bonus to ship velocity.
Eifyr and Co. 'Rogue' Navigation NN-603
A Eifyr and Co hardwiring designed to enhance pilot navigation skill. 3% bonus to ship velocity.
Eifyr and Co. 'Rogue' Navigation NN-604
A Eifyr and Co hardwiring designed to enhance pilot navigation skill. 4% bonus to ship velocity.
Eifyr and Co. 'Rogue' Navigation NN-605
A Eifyr and Co hardwiring designed to enhance pilot navigation skill. 5% bonus to ship velocity.
Eifyr and Co. 'Rogue' Navigation NN-606
A Eifyr and Co hardwiring designed to enhance pilot navigation skill. 6% bonus to ship velocity.
Eifyr and Co. 'Rogue' Warp Drive Operation WD-602
A neural interface upgrade that boosts the pilot's skill at warp drive operation. 2% reduction in the capacitor need of warp drive.
Eifyr and Co. 'Rogue' Warp Drive Operation WD-604
A neural interface upgrade that boosts the pilot's skill at warp drive operation. 4% reduction in the capacitor need of warp drive.
Eifyr and Co. 'Rogue' Warp Drive Operation WD-606
A neural interface upgrade that boosts the pilot's skill at warp drive operation. 6% reduction in the capacitor need of warp drive.
Eifyr and Co. 'Rogue' Warp Drive Operation WD-608
A neural interface upgrade that boosts the pilot's skill at warp drive operation. 8% reduction in the capacitor need of warp drive.
Eifyr and Co. 'Rogue' Warp Drive Operation WD-610
A neural interface upgrade that boosts the pilot's skill at warp drive operation. 10% reduction in the capacitor need of warp drive.
Eifyr and Co. 'Rogue' Warp Drive Operation WD-612
A neural interface upgrade that boosts the pilot's skill at warp drive operation. 12% reduction in the capacitor need of warp drive.
Eifyr and Co. 'Rogue' Warp Drive Speed WS-605
A neural interface upgrade that boosts the pilot's skill at warp navigation. 5% bonus to ships warp speed.
Eifyr and Co. 'Rogue' Warp Drive Speed WS-608
A neural interface upgrade that boosts the pilot's skill at warp navigation. 8% bonus to ships warp speed.
Eifyr and Co. 'Rogue' Warp Drive Speed WS-610
A neural interface upgrade that boosts the pilot's skill at warp navigation. 10% bonus to ships warp speed.
Eifyr and Co. 'Rogue' Warp Drive Speed WS-613
A neural interface upgrade that boosts the pilot's skill at warp navigation. 13% bonus to ships warp speed.
Eifyr and Co. 'Rogue' Warp Drive Speed WS-615
A neural interface upgrade that boosts the pilot's skill at warp navigation. 15% bonus to ship warp speed.
Eifyr and Co. 'Rogue' Warp Drive Speed WS-618
A neural interface upgrade that boosts the pilot's skill at warp navigation. 18% bonus to ships warp speed.
Elite Armor Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Elite energy turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Elite Engineering Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Elite hybrid turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Elite missile launcher skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Elite projectile turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Elite Shield Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Energy Turret Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Expert 'Boost' Cerebral Accelerator
When redeemed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Bonus: +10 to all learning attributes Base Duration: 10 days
Expert Cerebral Accelerator
Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds. Bonuses: +8 to all attributes
Expired 'Absolute' Injection Augmentor
This modified booster removes the diminishing Skill Point returns experienced by veteran Capsuleers when using Skill Injectors of any size. However, the complex cocktail of narcotics and neurotransmitters used to achieve this effect loses potency after just 3 such injections. Rumors that the booster is one of the fruits of the mysterious 'Hyperconsciousness' project attributed to renegade Society of Conscious Thought scientists are surely exaggerated. Users will be unable to consume another of these boosters while under the influence of the hangover effects, which may last up to 32 hours after consuming the booster. This booster will cease to be consumable after YC121.01.07.
Expired Advanced 'Ardour' Cerebral Accelerator
The 'Ardour' Cerebral Accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Advanced 'Brainfreeze' Cerebral Accelerator
The 'Brainfreeze' cerebral accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Advanced 'Guri Hivaa' Cerebral Accelerator
The Guri Hivaa are Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. They use cerebral accelerator technology to assist them in developing their specialized hunting skills. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.04.24.
Expired Advanced 'Liberty' Cerebral Accelerator
The Gallente Federation puts a high premium on the twin concepts of liberty and democracy, but suffers from a lack of manpower due to its difficulty in recruiting from its peaceable population. The Federal military makes sure to provide its combat personnel with the most up-to-date and certified "safe to use" cerebral accelerators so as to optimize training of those that do answer the call of the Federation with military service. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Advanced 'Radiance' Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Advanced 'Radiance' Cerebral Accelerator uses technology developed by Blood Raider Covenant psychosurgeons for use in the mental-conditioning programs their 'Crimson Harvest' crews undergo to enhance their efficiency in the field. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-11-27.
Expired Advanced 'Reconditioning' Cerebral Accelerator
Human training for new and demanding tasks can be achieved in a number of ways and forced conditioning can be supplemented by the use of cerebral accelerators. This is a technique that some slavers adopt for rapidly turning new acquisitions into 'useful' members of a forced labor operation that requires some specialized skills. More advanced accelerators can also be used to rapidly 'recondition' a subject, which can even be useful for rapid rehabilitation. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.08.07.
Expired Advanced 'Synapse' Overmind Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Advanced 'Synapse' Overmind Accelerator is a repurposed piece of rogue drone technology based on certain features of Swarm Overmind AI substrates. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-10-10.
Expired Advanced Serenity Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 48 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/06/30.
Expired Advanced X-Sense 'Consciousness' Cerebral Accelerator
The Society of Conscious Thought has developed a large variety of technologies and techniques for enhancing the uptake of knowledge. The Society's X-Sense corporation manufactures a variety of medical devices and legal boosters, including some of the SoCT's cerebral accelerator designs. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired AIR Agility Booster I
This booster has been developed by the Association for Interdisciplinary Research to help their explorers avoid hostile confrontations in dangerous areas of space. -5% Ship Inertia. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Agility Booster II
This booster has been developed by the Association for Interdisciplinary Research to help their explorers avoid hostile confrontations in dangerous areas of space. -10% Ship Inertia. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Agility Booster III
This booster has been developed by the Association for Interdisciplinary Research to help their explorers avoid hostile confrontations in dangerous areas of space. -15% Ship Inertia. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Acquisition Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -5% Scan Probe Scan Time. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Acquisition Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -5% Scan Probe Scan Time. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Acquisition Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -10% Scan Probe Scan Time. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Acquisition Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -10% Scan Probe Scan Time. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Acquisition Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -15% Scan Probe Scan Time. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Acquisition Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -15% Scan Probe Scan Time. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Pinpointing Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -5% Scan Probe Deviation. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Pinpointing Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -5% Scan Probe Deviation. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Pinpointing Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -10% Scan Probe Deviation. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Pinpointing Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -10% Scan Probe Deviation. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Pinpointing Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -15% Scan Probe Deviation. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Pinpointing Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. -15% Scan Probe Deviation. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Rangefinding Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. +5% Scan Probe Strength. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Rangefinding Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. +5% Scan Probe Strength. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Rangefinding Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. +10% Scan Probe Strength. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Rangefinding Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. +10% Scan Probe Strength. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Astro-Rangefinding Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. +15% Scan Probe Strength. Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on November 9th YC123
Expired AIR Astro-Rangefinding Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge exploration efforts. +15% Scan Probe Strength. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Coherence Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +5 Relic Analyzer Virus Coherence. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Coherence Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +10 Relic Analyzer Virus Coherence. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Coherence Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +15 Relic Analyzer Virus Coherence. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Range Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +100% Relic Analyzer Range. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Range Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +200% Relic Analyzer Range. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Range Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +300% Relic Analyzer Range. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Strength Booster I
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +4 Relic Analyzer Virus Strength. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Strength Booster II
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +6 Relic Analyzer Virus Strength. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Relic Strength Booster III
This booster has been developed by the Association for Interdisciplinary Research to assist with their cutting-edge archaeology efforts. +8 Relic Analyzer Virus Strength. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Repairer Booster I
This booster has been developed by the Association for Interdisciplinary Research to help their explorers survive hostile confrontations in dangerous areas of space. -5% Armor Repairer and Shield Booster Cycle Time. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Repairer Booster II
This booster has been developed by the Association for Interdisciplinary Research to help their explorers survive hostile confrontations in dangerous areas of space. -10% Armor Repairer and Shield Booster Cycle Time. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Repairer Booster III
This booster has been developed by the Association for Interdisciplinary Research to help their explorers survive hostile confrontations in dangerous areas of space. -15% Armor Repairer and Shield Booster Cycle Time. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Signature Booster I
This booster has been developed by the Association for Interdisciplinary Research to help their explorers avoid hostile confrontations in dangerous areas of space. -5% Ship Signature Radius. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Signature Booster II
This booster has been developed by the Association for Interdisciplinary Research to help their explorers avoid hostile confrontations in dangerous areas of space. -10% Ship Signature Radius. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired AIR Signature Booster III
This booster has been developed by the Association for Interdisciplinary Research to help their explorers avoid hostile confrontations in dangerous areas of space. -15% Ship Signature Radius. Base Duration 1 hour. This booster has been manufactured using volatile compounds and will expire on March 8th YC124.
Expired Basic 'Ardour' Cerebral Accelerator
The 'Ardour' Cerebral Accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Basic 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 5, YC123.
Expired Basic 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Expired Basic 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC126.
Expired Basic 'Brainfreeze' Cerebral Accelerator
The 'Brainfreeze' cerebral accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Basic 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC123.
Expired Basic 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 8, YC124.
Expired Basic 'Conditioning' Cerebral Accelerator
Human training for new and demanding tasks can be achieved in a number of ways and forced conditioning can be supplemented by the use of cerebral accelerators. This is a technique that some slavers adopt for rapidly turning new acquisitions into 'useful' members of a forced labor operation that requires some specialized skills. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.08.07.
Expired Basic 'Convergent' Cerebral Accelerator
When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after March 8, YC124.
Expired Basic 'Guri Kikhivaa' Cerebral Accelerator
Guri Kikhivaa are aspirants to the status of "Guri Hivaa" and use cerebral accelerator technology to help them learn the necessary hunting skills. The Guri Hivaa themselves are elite Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until May 31st, YC123.
Expired Basic 'Guri Kikhivaa' Cerebral Accelerator
Guri Kikhivaa are aspirants to the status of "Guri Hivaa" and use cerebral accelerator technology to help them learn the necessary hunting skills. The Guri Hivaa themselves are elite Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 14, YC124.
Expired Basic 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after January 10, YC125.
Expired Basic 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after January 9, YC126.
Expired Basic 'Radiance' Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Basic 'Radiance' Cerebral Accelerator uses technology developed by Blood Raider Covenant psychosurgeons for use in the mental-conditioning programs their 'Crimson Harvest' crews undergo to enhance their efficiency in the field. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-11-27.
Expired Basic 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after December 15, YC122.
Expired Basic 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after December 7, YC123.
Expired Basic 'Rebel' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Minmatar Republic to celebrate the inaugural Liberation Games. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after September 14th, YC123.
Expired Basic 'Rebel' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Minmatar Republic to celebrate the Liberation Games. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after September 13th, YC124
Expired Basic 'Synapse' Overmind Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Basic 'Synapse' Overmind Accelerator is a repurposed piece of rogue drone technology based on certain features of Swarm Overmind AI substrates. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-10-10.
Expired Basic 'Union Day' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Caldari State to celebrate Union Day YC124. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after November 8th, YC124.
Expired Basic Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by Upwell and CONCORD to celebrate the 17th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 15, YC122.
Expired Basic Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 19th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after July 12, YC124.
Expired Basic Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 17th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 20% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 15, YC122.
Expired Basic Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 18th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 20% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 8, YC123.
Expired Basic Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 19th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 20% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after July 12, YC124.
Expired Basic Capsuleer Day XX Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 20th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after July 11, YC125.
Expired Basic Capsuleer Day XX Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 20th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 20% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after July 11, YC125.
Expired Basic Rogue Swarm Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Rogue Swarm Accelerator is a repurposed piece of technology retrieved from the wreck of a drone controlled by a Colony Overseer AI. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function on October 19th, YC123.
Expired Basic Serenity Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/06/30.
Expired Basic X-Sense 'Consciousness' Cerebral Accelerator
The Society of Conscious Thought has developed a large variety of technologies and techniques for enhancing the uptake of knowledge. The Society's X-Sense corporation manufactures a variety of medical devices and legal boosters, including some of the SoCT's cerebral accelerator designs. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Caldari Union Day Accuracy Booster I
+3% Bonus to Hybrid Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Accuracy Booster II
+6% Bonus to Hybrid Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Accuracy Booster III
+9% Bonus to Hybrid Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Accuracy Booster IV
+12% Bonus to Hybrid Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Damage Booster I
+2% Bonus to Hybrid Weapon and Missile Damage. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Damage Booster II
+4% Bonus to Hybrid Weapon and Missile Damage. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Damage Booster III
+6% Bonus to Hybrid Weapon and Missile Damage. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Damage Booster IV
+8% Bonus to Hybrid Weapon and Missile Damage. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Range Booster I
+3% Bonus to Hybrid Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Range Booster II
+6% Bonus to Hybrid Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Range Booster III
+9% Bonus to Hybrid Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Range Booster IV
+12% Bonus to Hybrid Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Resistance Booster I
+2% Shield Resistances. Base Duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Resistance Booster II
+4% Shield Resistances. Base Duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Resistance Booster III
+6% Shield Resistances. Base Duration 2 hours. Expiry date: November 8th YC124
Expired Caldari Union Day Resistance Booster IV
+8% Shield Resistances. Base Duration 2 hours. Expiry date: November 8th YC124
Expired CDIA SPACE Cerebral Accelerator
The CONCORD Directive Intelligence Agency operates a Spaceship Pilot and Capsuleer Essentials (SPACE) program with the aim of promoting the skills of law-abiding spaceship pilots. To this end they make available the CDIA SPACE Cerebral Accelerator to aid rapid uptake of useful piloting skills. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 144 hours. The compounds are only guaranteed to function until YC 120.05.01.
Expired Cerebral Accelerator
Earned from a Blood Raider Gauntlet site, this accelerator was once used to boost a pilots attributes across the board. Now however, its genetic make up has collapsed and dissolved, rendering its effects completely useless.
Expired Cerebral Accelerator
Earned from a Blood Raider Gauntlet site, this accelerator was once used to boost a pilots attributes across the board. Now however, its genetic make up has collapsed and dissolved, rendering its effects completely useless.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Usually only available to naval officers or those who serve with private security mega corporations, the design for this particular version of the Cerebral Accelerator has been stolen and tweaked by Serpentis Corporation scientists to make the user highly sensitive and receptive to neural remapping. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 3 days once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC118/08/19.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Usually only available to naval officers or those who serve with private security mega corporations, the design for this particular version of the Cerebral Accelerator has been stolen and tweaked by Serpentis Corporation scientists to make the user highly sensitive and receptive to neural remapping. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC118/08/19.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Usually only available to naval officers or those who serve with private security mega corporations, the design for this particular version of the Cerebral Accelerator has been stolen and tweaked by the Blood Raiders to make the user highly sensitive and receptive to neural remapping. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC118/12/01.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Usually only available to naval officers or those who serve with private security mega corporations, the design for this particular version of the Cerebral Accelerator has been stolen and tweaked by the Blood Raiders to make the user highly sensitive and receptive to neural remapping. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC118/12/01.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC119/01/20.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC121/11/01.
Expired Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC121/11/01.
Expired Crimson Cerebral Accelerator
Expired Crimson Harvest Cerebral Accelerator Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC 119.11.28
Expired DED Apprehension Booster I
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +4% Warp Disruptor and Scrambler Range +1 Warp Scramble Strength for Warp Disruptors and Scramblers Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Apprehension Booster II
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +8% Warp Disruptor and Scrambler Range +2 Warp Scramble Strength for Warp Disruptors and Scramblers Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Apprehension Booster III
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +12% Warp Disruptor and Scrambler Range +3 Warp Scramble Strength for Warp Disruptors and Scramblers Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Apprehension Booster IV
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +16% Warp Disruptor and Scrambler Range +4 Warp Scramble Strength for Warp Disruptors and Scramblers Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Armor Booster I
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +2% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Armor Booster II
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +4% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Armor Booster III
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +6% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Armor Booster IV
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +8% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Scan Booster I
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +4% Scan Probe Strength +4% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Scan Booster II
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +8% Scan Probe Strength +8% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Scan Booster III
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +12% Scan Probe Strength +12% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Scan Booster IV
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +16% Scan Probe Strength +16% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Turret Booster I
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +2% Turret Damage +2% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Turret Booster II
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +4% Turret Damage +4% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Turret Booster III
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +6% Turret Damage +6% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired DED Turret Booster IV
This booster is distributed by CONCORD's Directive Enforcement Department for use by their elite anti-smuggling task force. +8% Turret Damage +8% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired EDENCOM Vorton Booster DA-2
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 2% bonus to Vorton Projector damage. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster DA-3
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 3% bonus to Vorton Projector damage. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster DA-5
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 5% bonus to Vorton Projector damage. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster GU-2
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 2% bonus to Vorton Projector explosion radius and explosion velocity. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster GU-3
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 3% bonus to Vorton Projector explosion radius and explosion velocity. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster GU-5
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 5% bonus to Vorton Projector explosion radius and explosion velocity. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster RA-2
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 2% bonus to Vorton Projector optimal range. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster RA-3
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 3% bonus to Vorton Projector optimal range. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired EDENCOM Vorton Booster RA-5
This combat booster has been designed by EDENCOM to augment the capabilities of their new Vorton Projector weapon systems. 5% bonus to Vorton Projector optimal range. This booster contains volatile compounds and will expire on December 8, YC 122.
Expired Extended 'Ardour' Cerebral Accelerator
The 'Ardour' Cerebral Accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Extended 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after March 9, YC123.
Expired Extended 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 5, YC123.
Expired Extended 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Expired Extended 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC126.
Expired Extended 'Brainfreeze' Cerebral Accelerator
The 'Brainfreeze' cerebral accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Extended 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC123.
Expired Extended 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 8, YC124.
Expired Extended 'Canicule' Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC121/08/01.
Expired Extended 'Convergent' Cerebral Accelerator
When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after March 8, YC124.
Expired Extended 'Guri Hivaa' Cerebral Accelerator
The Guri Hivaa are Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. They use cerebral accelerator technology to assist them in developing their specialized hunting skills. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 144 hours. The compounds are only guaranteed to function until YC 120.04.24.
Expired Extended 'Guri Kikhivaa' Cerebral Accelerator
Guri Kikhivaa are aspirants to the status of "Guri Hivaa" and use cerebral accelerator technology to help them learn the necessary hunting skills. The Guri Hivaa themselves are elite Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 144 hours. The compounds are only guaranteed to function until May 31st, YC123.
Expired Extended 'Guri Kikhivaa' Cerebral Accelerator
Guri Kikhivaa are aspirants to the status of "Guri Hivaa" and use cerebral accelerator technology to help them learn the necessary hunting skills. The Guri Hivaa themselves are elite Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 14, YC124.
Expired Extended 'Hercules' Cerebral Accelerator
An extended variant cerebral accelerator provided as a reward for participation in a systematic program of exploration of Abyssal Deadspace run by an unknown sponsor. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid uptake of skill-related neural data. The compounds are only guaranteed to function until YC 120-09-18.
Expired Extended 'Liberty' Cerebral Accelerator
The Gallente Federation puts a high premium on the twin concepts of liberty and democracy, but suffers from a lack of manpower due to its difficulty in recruiting from its peaceable population. The Federal military makes sure to provide its combat personnel with the most up-to-date and certified "safe to use" cerebral accelerators so as to optimize training of those that do answer the call of the Federation with military service. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Extended 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after January 10, YC125.
Expired Extended 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after January 9, YC126.
Expired Extended 'Radiance' Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Extended 'Radiance' Cerebral Accelerator uses technology developed by Blood Raider Covenant psychosurgeons for use in the mental-conditioning programs their 'Crimson Harvest' crews undergo to enhance their efficiency in the field. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-11-27.
Expired Extended 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after December 15, YC122.
Expired Extended 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after December 7, YC123.
Expired Extended 'Rebel' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Minmatar Republic to celebrate the inaugural Liberation Games. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after September 14th, YC123.
Expired Extended 'Rebel' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Minmatar Republic to celebrate the Liberation Games. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after September 13th, YC124
Expired Extended 'Rehabilitation' Cerebral Accelerator
Human training for new and demanding tasks can be achieved in a number of ways and forced conditioning can be supplemented by the use of cerebral accelerators. This is a technique that some slavers adopt for rapidly turning new acquisitions into 'useful' members of a forced labor operation that requires some specialized skills. Whenever possible, it is better for the rehabilitation of a freed slave to proceed over a more extended period than cruder boosters can allow for. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 144 hours. The compounds are only guaranteed to function until YC 120.08.07.
Expired Extended 'Synapse' Overmind Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Extended 'Synapse' Overmind Accelerator is a repurposed piece of rogue drone technology based on certain features of Swarm Overmind AI substrates. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-10-10.
Expired Extended 'Union Day' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Caldari State to celebrate Union Day YC124. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after November 8th, YC124.
Expired Extended Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by Upwell and CONCORD to celebrate the 17th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 15, YC122.
Expired Extended Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 18th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after August 10, YC123.
Expired Extended Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 19th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after July 12, YC124.
Expired Extended Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 17th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 25% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 15, YC122.
Expired Extended Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 18th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 25% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 8, YC123.
Expired Extended Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 20th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 25% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after July 11, YC124.
Expired Extended Capsuleer Day XX Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 20th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after July 11, YC125.
Expired Extended Capsuleer Day XX Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 20th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 25% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after July 11, YC125.
Expired Extended Rogue Swarm Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Rogue Swarm Accelerator is a repurposed piece of technology retrieved from the wreck of a drone controlled by a Colony Overseer AI. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function on October 19th, YC123.
Expired Extended Serenity Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/06/30.
Expired Extended X-Sense 'Consciousness' Cerebral Accelerator
The Society of Conscious Thought has developed a large variety of technologies and techniques for enhancing the uptake of knowledge. The Society's X-Sense corporation manufactures a variety of medical devices and legal boosters, including some of the SoCT's cerebral accelerator designs. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Federation Application Booster I
This booster has been produced by the Gallente Federation to assist with their covert research operations. +3% Hybrid Turret Tracking Speed. +3% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Application Booster II
This booster has been produced by the Gallente Federation to assist with their covert research operations. +6% Hybrid Turret Tracking Speed. +6% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Application Booster III
This booster has been produced by the Gallente Federation to assist with their covert research operations. +9% Hybrid Turret Tracking Speed. +9% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Application Booster IV
This booster has been produced by the Gallente Federation to assist with their covert research operations. +12% Hybrid Turret Tracking Speed. +12% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Damage Booster I
This booster has been produced by the Gallente Federation to assist with their covert research operations. +2% Hybrid Turret Damage. +2% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Damage Booster II
This booster has been produced by the Gallente Federation to assist with their covert research operations. +4% Hybrid Turret Damage. +4% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Damage Booster III
This booster has been produced by the Gallente Federation to assist with their covert research operations. +6% Hybrid Turret Damage. +6% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Damage Booster IV
This booster has been produced by the Gallente Federation to assist with their covert research operations. +8% Hybrid Turret Damage. +8% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Defense Booster I
This booster has been produced by the Gallente Federation to assist with their covert research operations. +3% to Subcapital Armor Repairer Effectiveness. +2% to all Structure Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Defense Booster II
This booster has been produced by the Gallente Federation to assist with their covert research operations. +6% to Subcapital Armor Repairer Effectiveness. +4% to all Structure Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Defense Booster III
This booster has been produced by the Gallente Federation to assist with their covert research operations. +9% to Subcapital Armor Repairer Effectiveness. +6% to all Structure Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Defense Booster IV
This booster has been produced by the Gallente Federation to assist with their covert research operations. +12% to Subcapital Armor Repairer Effectiveness. +8% to all Structure Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Electronics Booster I
This booster has been produced by the Gallente Federation to assist with their covert research operations. +4% Scan Probe Strength, -4% Salvager Module Cycle Time. +4% Sensor Dampener Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Electronics Booster II
This booster has been produced by the Gallente Federation to assist with their covert research operations. +8% Scan Probe Strength, -8% Salvager Module Cycle Time. +8% Sensor Dampener Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Electronics Booster III
This booster has been produced by the Gallente Federation to assist with their covert research operations. +12% Scan Probe Strength, -12% Salvager Module Cycle Time. +12% Sensor Dampener Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Electronics Booster IV
This booster has been produced by the Gallente Federation to assist with their covert research operations. +16% Scan Probe Strength, -16% Salvager Module Cycle Time. +16% Sensor Dampener Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Mobility Booster I
This booster has been produced by the Gallente Federation to assist with their covert research operations. -2% Ship Inertia. +3% Warp Speed. -3% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Mobility Booster II
This booster has been produced by the Gallente Federation to assist with their covert research operations. -4% Ship Inertia. +6% Warp Speed. -6% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Mobility Booster III
This booster has been produced by the Gallente Federation to assist with their covert research operations. -6% Ship Inertia. +9% Warp Speed. -9% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Mobility Booster IV
This booster has been produced by the Gallente Federation to assist with their covert research operations. -8% Ship Inertia. +12% Warp Speed. -12% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Projection Booster I
This booster has been produced by the Gallente Federation to assist with their covert research operations. +3% Hybrid Turret Optimal Range and Falloff. +3% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Projection Booster II
This booster has been produced by the Gallente Federation to assist with their covert research operations. +6% Hybrid Turret Optimal Range and Falloff. +6% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Projection Booster III
This booster has been produced by the Gallente Federation to assist with their covert research operations. +9% Hybrid Turret Optimal Range and Falloff. +9% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Federation Projection Booster IV
This booster has been produced by the Gallente Federation to assist with their covert research operations. +12% Hybrid Turret Optimal Range and Falloff. +12% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Gold Ouroboros Accelerator
Expired Gold Ouroboros Accelerator Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Usually only available to naval officers or those who serve with private security mega corporations, the design for this particular version of the Cerebral Accelerator has been stolen and tweaked by Serpentis Corporation scientists to make the user highly sensitive and receptive to neural remapping. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 5 days once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC118/08/19.
Expired Guardian 'Binah' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +6% Hybrid and Projectile Turret falloff. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Binah' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +9% Hybrid and Projectile Turret falloff. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Binah' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +15% Hybrid and Projectile Turret falloff. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Chokmah' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. -16% Microwarpdrive capacitor consumption and signature radius penalty. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Chokmah' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. -24% Microwarpdrive capacitor consumption and signature radius bloom. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Chokmah' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. -40% Microwarpdrive capacitor consumption and signature radius bloom. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Gevurah' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +4% Hybrid and Projectile Turret damage. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Gevurah' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +6% Hybrid and Projectile Turret damage. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Gevurah' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +10% Hybrid and Projectile Turret damage. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Hod' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +1km Stasis Webifier and Warp Scrambler Range. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Hod' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +2km Stasis Webifier and Warp Scrambler Range. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Hod' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +4km Stasis Webifier and Warp Scrambler Range. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Keter' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +12% warp speed and acceleration. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Keter' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +18% warp speed and acceleration. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Keter' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +30% warp speed and acceleration. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Netzach' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. -4% cycle time for subcapital Remote Armor Repairers and Remote Shield Boosters. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Netzach' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. -6% cycle time for subcapital Remote Armor Repairers and Remote Shield Boosters. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Netzach' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. -10% cycle time for subcapital Remote Armor Repairers and Remote Shield Boosters. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Tiferet' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +6% Hybrid and Projectile Turret tracking speed. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Tiferet' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +9% Hybrid and Projectile Turret tracking speed. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Tiferet' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +15% Hybrid and Projectile Turret tracking speed. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Yesod' Booster I
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +6% hull resistances. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Yesod' Booster II
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +9% hull resistances. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian 'Yesod' Booster III
This booster has been produced for use by the Guardian Angels by the master pharmaceutical engineers of the Serpentis Corporation. +15% hull resistances. Base Duration 2 hours This booster has been manufactured using volatile compounds and will expire on April 5th YC124.
Expired Guardian Angels 'Advanced' Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.03.20.
Expired Guardian Angels 'Standard' Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.03.20.
Expired Guri Malakim Observability Booster I
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +4% Sensor Strength -4% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Observability Booster II
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +8% Sensor Strength -8% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Observability Booster III
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +12% Sensor Strength -12% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Observability Booster IV
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +16% Sensor Strength -16% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Shield Booster I
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +3% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Shield Booster II
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +6% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Shield Booster III
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +9% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Shield Booster IV
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +12% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Turret Booster I
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +2% Turret Damage +2% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Turret Booster II
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +4% Turret Damage +4% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Turret Booster III
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +6% Turret Damage +6% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Guri Malakim Turret Booster IV
This booster is distributed by the Guri Malakim for use by their agents across New Eden. +8% Turret Damage +8% Turret Optimal Range Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Harvest Anti-Disruptor Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +6% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Anti-Disruptor Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +6% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Anti-Disruptor Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +8% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Anti-Disruptor Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +12% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Anti-Disruptor Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +12% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Anti-Disruptor Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +12% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Anti-Disruptor Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +18% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Anti-Disruptor Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +18% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Anti-Disruptor Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +20% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Anti-Disruptor Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +24% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Anti-Disruptor Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +24% Weapon Disruptor Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Damage Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +3% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Damage Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +3% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Damage Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +4% Energy Turret Damage. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Damage Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +6% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Damage Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +6% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Damage Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +6% Energy Turret Damage. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Damage Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +9% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Damage Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +9% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Damage Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +10% Energy Turret Damage. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Damage Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +12% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Damage Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +12% Energy Turret Damage. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Nosferatu Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -3% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Nosferatu Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -3% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Nosferatu Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -4% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Nosferatu Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -6% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Nosferatu Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -6% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Nosferatu Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -6% Nosferatu Module Module Cycle Time. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Nosferatu Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -9% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Nosferatu Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -9% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Nosferatu Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -10% Nosferatu Module Cycle Time. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Nosferatu Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -12% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Nosferatu Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. -12% Nosferatu Module Cycle Time Bonus. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Webifier Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +1km Webifier Range. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Webifier Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +1km Webifier Range. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Webifier Booster I
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +2km Webifier Range. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Webifier Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +2km Webifier Range. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Webifier Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +2km Webifier Range. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Webifier Booster II
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +3km Webifier Range. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Webifier Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +3km Webifier Range. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Webifier Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +3km Webifier Range. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Harvest Webifier Booster III
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +5km Webifier Range. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Harvest Webifier Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +4km Webifier Range. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Harvest Webifier Booster IV
This booster has been developed by the harvest fleets of the Blood Raiders to aid them in their sanguinary acts of piracy. +4km Webifier Range. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Hunt Drone Damage Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +2% Drone Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Damage Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +4% Drone Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Damage Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Drone Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Damage Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +8% Drone Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Precision Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +3% Drone Tracking Speed +3% Drone Optimal and Falloff Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Precision Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Drone Tracking Speed +6% Drone Optimal and Falloff Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Precision Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +9% Drone Tracking Speed +9% Drone Optimal and Falloff Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Drone Precision Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +12% Drone Tracking Speed +12% Drone Optimal and Falloff Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Damage Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +3% Kinetic and Thermal Missile Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Damage Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Kinetic and Thermal Missile Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Damage Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +9% Kinetic and Thermal Missile Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Damage Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +12% Kinetic and Thermal Missile Damage Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Velocity Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +3% Missile Explosion Velocity +3% Missile Velocity Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Velocity Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Missile Explosion Velocity +6% Missile Velocity Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Velocity Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +9% Missile Explosion Velocity +9% Missile Velocity Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Missile Velocity Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +12% Missile Explosion Velocity +12% Missile Velocity Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Probing Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +3% Scan Probe Strength -3% Scan Probe Deviation -3% Scan Probe Scan Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Probing Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Scan Probe Strength -6% Scan Probe Deviation -6% Scan Probe Scan Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Probing Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +9% Scan Probe Strength -9% Scan Probe Deviation -9% Scan Probe Scan Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124
Expired Hunt Probing Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +12% Scan Probe Strength -12% Scan Probe Deviation -12% Scan Probe Scan Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Pursuit Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +3% Warp Speed +3% Agility Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Pursuit Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Warp Speed +6% Agility Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Pursuit Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +9% Warp Speed +9% Agility Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Pursuit Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +12% Warp Speed +12% Agility Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Rapid Repair Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. -3% Shield Booster Cycle Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Rapid Repair Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. -6% Shield Booster Cycle Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Rapid Repair Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. -9% Shield Booster Cycle Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Rapid Repair Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. -12% Shield Booster Cycle Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Resistance Booster I
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +2% Shield Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Resistance Booster II
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +4% Shield Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Resistance Booster III
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +6% Shield Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Hunt Resistance Booster IV
This booster has been produced by the Guristas Pirates for use by their recon forces during the Hunt. +8% Shield Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on June 14th YC124.
Expired Imperial Application Booster I
This booster has been produced by the Amarr Empire to assist with their covert research operations. +3% Energy Turret Tracking Speed. +3% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Application Booster II
This booster has been produced by the Amarr Empire to assist with their covert research operations. +6% Energy Turret Tracking Speed. +6% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Application Booster III
This booster has been produced by the Amarr Empire to assist with their covert research operations. +9% Energy Turret Tracking Speed. +9% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Application Booster IV
This booster has been produced by the Amarr Empire to assist with their covert research operations. +12% Energy Turret Tracking Speed. +12% Drone Tracking Speed and Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Damage Booster I
This booster has been produced by the Amarr Empire to assist with their covert research operations. +2% Energy Turret Damage. +2% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Damage Booster II
This booster has been produced by the Amarr Empire to assist with their covert research operations. +4% Energy Turret Damage. +4% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Damage Booster III
This booster has been produced by the Amarr Empire to assist with their covert research operations. +6% Energy Turret Damage. +6% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Damage Booster IV
This booster has been produced by the Amarr Empire to assist with their covert research operations. +8% Energy Turret Damage. +8% Drone Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Defense Booster I
This booster has been produced by the Amarr Empire to assist with their covert research operations. +2% to all Armor Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Defense Booster II
This booster has been produced by the Amarr Empire to assist with their covert research operations. +4% to all Armor Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Defense Booster III
This booster has been produced by the Amarr Empire to assist with their covert research operations. +6% to all Armor Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Defense Booster IV
This booster has been produced by the Amarr Empire to assist with their covert research operations. +8% to all Armor Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Electronics Booster I
This booster has been produced by the Amarr Empire to assist with their covert research operations. +4% Scan Probe Strength, -4% Salvager Module Cycle Time. +4% Weapon Disruptor Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Electronics Booster II
This booster has been produced by the Amarr Empire to assist with their covert research operations. +8% Scan Probe Strength, -8% Salvager Module Cycle Time. +8% Weapon Disruptor Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Electronics Booster III
This booster has been produced by the Amarr Empire to assist with their covert research operations. +12% Scan Probe Strength, -12% Salvager Module Cycle Time. +12% Weapon Disruptor Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Electronics Booster IV
This booster has been produced by the Amarr Empire to assist with their covert research operations. +16% Scan Probe Strength. -16% Salvager Module Cycle Time. +16% Weapon Disruptor Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Mobility Booster I
This booster has been produced by the Amarr Empire to assist with their covert research operations. +2% Ship Velocity. +3% Warp Speed. -3% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Mobility Booster II
This booster has been produced by the Amarr Empire to assist with their covert research operations. +4% Ship Velocity. +6% Warp Speed. -6% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Mobility Booster III
This booster has been produced by the Amarr Empire to assist with their covert research operations. +6% Ship Velocity. +9% Warp Speed. -9% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Mobility Booster IV
This booster has been produced by the Amarr Empire to assist with their covert research operations. +8% Ship Velocity. +12% Warp Speed. -12% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Projection Booster I
This booster has been produced by the Amarr Empire to assist with their covert research operations. +3% Energy Turret Optimal Range and Falloff. +3% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Projection Booster II
This booster has been produced by the Amarr Empire to assist with their covert research operations. +6% Energy Turret Optimal Range and Falloff. +6% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Projection Booster III
This booster has been produced by the Amarr Empire to assist with their covert research operations. +9% Energy Turret Optimal Range and Falloff. +9% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Imperial Projection Booster IV
This booster has been produced by the Amarr Empire to assist with their covert research operations. +12% Energy Turret Optimal Range and Falloff. +12% Drone Optimal Range, Falloff and Hitpoints. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Impetus Potency-50 Glamourex Booster
Impetus developed the Glamourex neural booster as a means to improve the charm and appeal of its holoreel stars. Generally used at a low dosage on valuable hot properties such as actors and other celebrities, Impetus does make Glamourex available at higher, possibly inadvisable potencies for those who require a rapid boost in their social standing. Working much like the Social skill this highly potent booster provides a 50% bonus to agent, corporation and faction standing increases. This booster will cease to be consumable after YC121.10.06.
Expired Impetus Potency-75 Glamourex Booster
Impetus developed the Glamourex neural booster as a means to improve the charm and appeal of its holoreel stars. Generally used at a low dosage on valuable hot properties such as actors and other celebrities, Impetus does make Glamourex available at higher, possibly inadvisable potencies for those who require a rapid boost in their social standing. Working much like the Social skill this highly potent booster provides a 75% bonus to agent, corporation and faction standing increases. This booster will cease to be consumable after YC121.10.06.
Expired Improved 'Conditioning' Cerebral Accelerator
Human training for new and demanding tasks can be achieved in a number of ways and forced conditioning can be supplemented by the use of cerebral accelerators. This is a technique that some slavers adopt for rapidly turning new acquisitions into 'useful' members of a forced labor operation that requires some specialized skills. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.08.07.
Expired Improved 'Guri Kikhivaa' Cerebral Accelerator
Guri Kikhivaa are aspirants to the status of "Guri Hivaa" and use cerebral accelerator technology to help them learn the necessary hunting skills. The Guri Hivaa themselves are elite Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until May 31st, YC123.
Expired Improved X-Sense 'Consciousness' Cerebral Accelerator
The Society of Conscious Thought has developed a large variety of technologies and techniques for enhancing the uptake of knowledge. The Society's X-Sense corporation manufactures a variety of medical devices and legal boosters, including some of the SoCT's cerebral accelerator designs. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Liberation Games Accuracy Booster I
+4% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Accuracy Booster I
+3% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Accuracy Booster II
+6% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Accuracy Booster II
+6% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Accuracy Booster III
+10% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Accuracy Booster III
+9% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Accuracy Booster IV
+12% Bonus to Projectile Weapon Tracking Speed and Missile Explosion Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Damage Booster I
+2% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Damage Booster I
+2% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Damage Booster II
+3% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Damage Booster II
+4% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Damage Booster III
+5% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Damage Booster III
+6% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Damage Booster IV
+8% Bonus to Projectile Weapon and Missile Damage. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games EWar Booster I
+4% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games EWar Booster I
+2% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games EWar Booster II
+6% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games EWar Booster II
+4% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games EWar Booster III
+10% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games EWar Booster III
+6% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games EWar Booster IV
+8% Bonus to Stasis Webifier Range, Target Painter Range, and Target Painter Strength. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Range Booster I
+4% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Range Booster I
+3% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Range Booster II
+6% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Range Booster II
+6% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Range Booster III
+10% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 14th YC123
Expired Liberation Games Range Booster III
+9% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Liberation Games Range Booster IV
+12% Bonus to Projectile Weapon Optimal Range and Falloff, as well as Missile Velocity. Base duration 2 hours. Expiry date: September 13th YC124
Expired Potent 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after March 9, YC123.
Expired Potent 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 5, YC123.
Expired Potent 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Expired Potent 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC126.
Expired Potent 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC123.
Expired Potent 'Brainfreeze' Cerebral Accelerator
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 8, YC124.
Expired Potent 'Convergent' Cerebral Accelerator
When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after March 8, YC124.
Expired Potent 'Guri Kikhivaa' Cerebral Accelerator
Guri Kikhivaa are aspirants to the status of "Guri Hivaa" and use cerebral accelerator technology to help them learn the necessary hunting skills. The Guri Hivaa themselves are elite Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 14, YC124.
Expired Potent 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after January 10, YC125.
Expired Potent 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after January 9, YC126.
Expired Potent 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after December 15, YC122.
Expired Potent 'Radiance' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Deathglow Hunters in conjunction with their partners in the Blood Raider Covenant. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after December 7, YC123.
Expired Potent 'Rebel' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Minmatar Republic to celebrate the inaugural Liberation Games. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after September 14th, YC123.
Expired Potent 'Rebel' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Minmatar Republic to celebrate the Liberation Games. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after September 13th, YC124
Expired Potent 'Union Day' Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the Caldari State to celebrate Union Day YC124. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after November 8th, YC124.
Expired Potent Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by Upwell and CONCORD to celebrate the 17th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 15, YC122.
Expired Potent Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 18th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 8, YC123.
Expired Potent Capsuleer Day Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 19th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after July 12, YC124.
Expired Potent Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 17th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 50% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 15, YC122.
Expired Potent Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 18th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 50% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 8, YC123.
Expired Potent Capsuleer Day Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 20th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 50% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after July 12, YC124.
Expired Potent Capsuleer Day XX Cerebral Accelerator
This cerebral accelerator has been produced and distributed by the four empires to celebrate the 20th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after July 11, YC125.
Expired Potent Capsuleer Day XX Glamourex Booster
This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 20th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 50% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after July 11, YC125.
Expired Potent Rogue Swarm Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Rogue Swarm Accelerator is a repurposed piece of technology retrieved from the wreck of a drone controlled by a Colony Overseer AI. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function on October 19th, YC123.
Expired Prototype 'Hercules' Cerebral Accelerator
A prototype variant cerebral accelerator provided as a reward for participation in a systematic program of exploration of Abyssal Deadspace run by an unknown sponsor. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid uptake of skill-related neural data. The compounds are only guaranteed to function until YC 120-09-18.
Expired Republic Application Booster I
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +3% Projectile Turret Tracking Speed. +4% Missile Explosion Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Application Booster II
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +6% Projectile Turret Tracking Speed. +8% Missile Explosion Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Application Booster III
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +9% Projectile Turret Tracking Speed. +12% Missile Explosion Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Application Booster IV
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +12% Projectile Turret Tracking Speed. +16% Missile Explosion Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Damage Booster I
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +2% Projectile Turret Damage. +2% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Damage Booster II
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +4% Projectile Turret Damage. +4% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Damage Booster III
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +6% Projectile Turret Damage. +6% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Damage Booster IV
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +8% Projectile Turret Damage. +8% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Defense Booster I
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +3% to Subcapital Armor Repairer and Shield Booster Effectiveness. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Defense Booster II
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +6% to Subcapital Armor Repairer and Shield Booster Effectiveness. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Defense Booster III
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +9% to Subcapital Armor Repairer and Shield Booster Effectiveness. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Defense Booster IV
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +12% to Subcapital Armor Repairer and Shield Booster Effectiveness. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Electronics Booster I
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +4% Scan Probe Strength, -4% Salvager Module Cycle Time. +4% Target Painter Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Electronics Booster II
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +8% Scan Probe Strength, -8% Salvager Module Cycle Time. +8% Target Painter Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Electronics Booster III
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +12% Scan Probe Strength, -12% Salvager Module Cycle Time. +12% Target Painter Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Electronics Booster IV
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +16% Scan Probe Strength, -16% Salvager Module Cycle Time. +16% Target Painter Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Mobility Booster I
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +2% Ship Velocity. +3% Warp Speed. -3% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Mobility Booster II
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +4% Ship Velocity. +6% Warp Speed. -6% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Mobility Booster III
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +6% Ship Velocity. +9% Warp Speed. -9% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Mobility Booster IV
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +8% Ship Velocity. +12% Warp Speed. -12% Microwarpdrive Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Projection Booster I
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +3% Projectile Turret Optimal Range and Falloff. +4% Missile Flight Time. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Projection Booster II
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +6% Projectile Turret Optimal Range and Falloff. +8% Missile Flight Time. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Projection Booster III
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +9% Projectile Turret Optimal Range and Falloff. +12% Missile Flight Time. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Republic Projection Booster IV
This booster has been produced by the Minmatar Republic to assist with their covert research operations. +12% Projectile Turret Optimal Range and Falloff. +16% Missile Flight Time. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Rogue Swarm Cerebral Accelerator
Expired Rogue Swarm Accelerator Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Rogue Swarm Accelerator is a repurposed piece of technology retrieved from the wreck of a drone controlled by a Swarm Overmind AI. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. The compounds are only guaranteed to function until YC119/30/06.
Expired Rogue Swarm Cerebral Accelerator
Expired Rogue Swarm Cerebral Accelerator Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Rogue Swarm Accelerator is a repurposed piece of technology retrieved from the wreck of a drone controlled by a Swarm Overmind AI. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. The compounds are only guaranteed to function until YC 120.01.30 at 11:00 New Eden Standard Time. After that moment, the cerebral accelerator can no longer be consumed.
Expired Serenity Monthly Cerebral Accelerator - 2020.5
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/05/31.
Expired Serpentis Inquest 'Dripfeed' Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 144 hours. The compounds are only guaranteed to function until YC 120.03.20.
Expired Smuggler Bay Loading Booster I
This booster is distributed by underworld smugglers for use by their agents across New Eden. -2% Missile Launcher Cycle Time -10% Missile Launcher Reload Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Bay Loading Booster II
This booster is distributed by underworld smugglers for use by their agents across New Eden. -4% Missile Launcher Cycle Time -20% Missile Launcher Reload Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Bay Loading Booster III
This booster is distributed by underworld smugglers for use by their agents across New Eden. -6% Missile Launcher Cycle Time -30% Missile Launcher Reload Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Bay Loading Booster IV
This booster is distributed by underworld smugglers for use by their agents across New Eden. -8% Missile Launcher Cycle Time -40% Missile Launcher Reload Time Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Blockade Running Booster I
This booster is distributed by underworld smugglers for use by their agents across New Eden. +4% Stasis Webifier Resistance Immunity to Cargo Scanners Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Blockade Running Booster II
This booster is distributed by underworld smugglers for use by their agents across New Eden. +8% Stasis Webifier Resistance Immunity to Cargo Scanners Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Blockade Running Booster III
This booster is distributed by underworld smugglers for use by their agents across New Eden. +12% Stasis Webifier Resistance Immunity to Cargo Scanners Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Blockade Running Booster IV
This booster is distributed by underworld smugglers for use by their agents across New Eden. +16% Stasis Webifier Resistance Immunity to Cargo Scanners Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Low Observability Booster I
This booster is distributed by underworld smugglers for use by their agents across New Eden. +4% Sensor Strength -4% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Low Observability Booster II
This booster is distributed by underworld smugglers for use by their agents across New Eden. +8% Sensor Strength -8% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Low Observability Booster III
This booster is distributed by underworld smugglers for use by their agents across New Eden. +12% Sensor Strength -12% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Low Observability Booster IV
This booster is distributed by underworld smugglers for use by their agents across New Eden. +16% Sensor Strength -16% Signature Radius Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Shield Booster I
This booster is distributed by underworld smugglers for use by their agents across New Eden. +3% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Shield Booster II
This booster is distributed by underworld smugglers for use by their agents across New Eden. +6% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Shield Booster III
This booster is distributed by underworld smugglers for use by their agents across New Eden. +9% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired Smuggler Shield Booster IV
This booster is distributed by underworld smugglers for use by their agents across New Eden. +12% Shield Booster Effectiveness Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 12th YC124.
Expired SoCT Agility Booster I
This booster is distributed by the SoCT to help with their Jovian research efforts. +10% Warp Speed -4% Ship Inertia  Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Agility Booster II
This booster is distributed by the SoCT to help with their Jovian research efforts. +12% Warp Speed -6% Ship Inertia  Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Agility Booster III
This booster is distributed by the SoCT to help with their Jovian research efforts. +14% Warp Speed -8% Ship Inertia  Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Agility Booster IV
This booster is distributed by the SoCT to help with their Jovian research efforts. +16% Warp Speed -10% Ship Inertia  Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Armor Booster I
This booster is distributed by the SoCT to help with their Jovian research efforts. +2% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Armor Booster II
This booster is distributed by the SoCT to help with their Jovian research efforts. +4% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Armor Booster III
This booster is distributed by the SoCT to help with their Jovian research efforts. +6% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Armor Booster IV
This booster is distributed by the SoCT to help with their Jovian research efforts. +8% Armor Resistances Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Scan Booster I
This booster is distributed by the SoCT to help with their Jovian research efforts. +4% Scan Probe Strength +4% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Scan Booster II
This booster is distributed by the SoCT to help with their Jovian research efforts. +8% Scan Probe Strength +8% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Scan Booster III
This booster is distributed by the SoCT to help with their Jovian research efforts. +12% Scan Probe Strength +12% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired SoCT Scan Booster IV
This booster is distributed by the SoCT to help with their Jovian research efforts. +16% Scan Probe Strength +16% Scan Resolution Base Duration 2 hours. This booster has been manufactured using volatile compounds and will expire on July 11th YC125.
Expired Standard 'Ardour' Cerebral Accelerator
The 'Ardour' Cerebral Accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Standard 'Brainfreeze' Cerebral Accelerator
The 'Brainfreeze' cerebral accelerator is a further adaptation of illicit booster technology to the needs of capsuleers. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Standard 'Canicule' Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC121/08/01.
Expired Standard 'Guri Hivaa' Cerebral Accelerator
The Guri Hivaa are Guristas pilots specializing in hunting for very specific targets, whether that be marks to kill or kidnap, or rare and valuable consignments to plunder. They use cerebral accelerator technology to assist them in developing their specialized hunting skills. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 48 hours. The compounds are only guaranteed to function until YC 120.04.24.
Expired Standard 'Liberty' Cerebral Accelerator
The Gallente Federation puts a high premium on the twin concepts of liberty and democracy, but suffers from a lack of manpower due to its difficulty in recruiting from its peaceable population. The Federal military makes sure to provide its combat personnel with the most up-to-date and certified "safe to use" cerebral accelerators so as to optimize training of those that do answer the call of the Federation with military service. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs.
Expired Standard 'Radiance' Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Standard 'Radiance' Cerebral Accelerator uses technology developed by Blood Raider Covenant psychosurgeons for use in the mental-conditioning programs their 'Crimson Harvest' crews undergo to enhance their efficiency in the field. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-11-27.
Expired Standard 'Synapse' Overmind Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Standard 'Synapse' Overmind Accelerator is a repurposed piece of rogue drone technology based on certain features of Swarm Overmind AI substrates. While this reverse-engineered device will successfully accelerate the formation of neurosynaptic pathways associated with capsuleer skill training, CONCORD authorities have warned against the use of illicit AI technology due to its unpredictable and dangerous nature. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-10-10.
Expired Standard Serenity Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/06/30.
Expired State Application Booster I
This booster has been produced by the Caldari State to assist with their covert research operations. +3% Hybrid Turret Tracking Speed. -3% Missile Explosion Radius. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Application Booster II
This booster has been produced by the Caldari State to assist with their covert research operations. +6% Hybrid Turret Tracking Speed. -6% Missile Explosion Radius. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Application Booster III
This booster has been produced by the Caldari State to assist with their covert research operations. +9% Hybrid Turret Tracking Speed. -9% Missile Explosion Radius. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Application Booster IV
This booster has been produced by the Caldari State to assist with their covert research operations. +12% Hybrid Turret Tracking Speed. -12% Missile Explosion Radius. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Damage Booster I
This booster has been produced by the Caldari State to assist with their covert research operations. +2% Hybrid Turret Damage. +2% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Damage Booster II
This booster has been produced by the Caldari State to assist with their covert research operations. +4% Hybrid Turret Damage. +4% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Damage Booster III
This booster has been produced by the Caldari State to assist with their covert research operations. +6% Hybrid Turret Damage. +6% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Damage Booster IV
This booster has been produced by the Caldari State to assist with their covert research operations. +8% Hybrid Turret Damage. +8% Missile Damage. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Defense Booster I
This booster has been produced by the Caldari State to assist with their covert research operations. +2% to all Shield Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Defense Booster II
This booster has been produced by the Caldari State to assist with their covert research operations. +4% to all Shield Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Defense Booster III
This booster has been produced by the Caldari State to assist with their covert research operations. +6% to all Shield Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Defense Booster IV
This booster has been produced by the Caldari State to assist with their covert research operations. +8% to all Shield Resistances. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Electronics Booster I
This booster has been produced by the Caldari State to assist with their covert research operations. +4% Scan Probe Strength, -4% Salvager Module Cycle Time. +4% ECM Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Electronics Booster II
This booster has been produced by the Caldari State to assist with their covert research operations. +8% Scan Probe Strength, -8% Salvager Module Cycle Time. +8% ECM Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Electronics Booster III
This booster has been produced by the Caldari State to assist with their covert research operations. +12% Scan Probe Strength, -12% Salvager Module Cycle Time. +12% ECM Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Electronics Booster IV
This booster has been produced by the Caldari State to assist with their covert research operations. +16% Scan Probe Strength, -16% Salvager Module Cycle Time. +16% ECM Optimal Range and Falloff. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Mobility Booster I
This booster has been produced by the Caldari State to assist with their covert research operations. -2% Ship Inertia. +3% Warp Speed. -3% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Mobility Booster II
This booster has been produced by the Caldari State to assist with their covert research operations. -4% Ship Inertia. +6% Warp Speed. -6% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Mobility Booster III
This booster has been produced by the Caldari State to assist with their covert research operations. -6% Ship Inertia. +9% Warp Speed. -9% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Mobility Booster IV
This booster has been produced by the Caldari State to assist with their covert research operations. -8% Ship Inertia. +12% Warp Speed. -12% Afterburner Capacitor Consumption. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Projection Booster I
This booster has been produced by the Caldari State to assist with their covert research operations. +3% Hybrid Turret Optimal Range and Falloff. +3% Missile Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Projection Booster II
This booster has been produced by the Caldari State to assist with their covert research operations. +6% Hybrid Turret Optimal Range and Falloff. +6% Missile Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Projection Booster III
This booster has been produced by the Caldari State to assist with their covert research operations. +9% Hybrid Turret Optimal Range and Falloff. +9% Missile Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired State Projection Booster IV
This booster has been produced by the Caldari State to assist with their covert research operations. +12% Hybrid Turret Optimal Range and Falloff. +12% Missile Velocity. Base Duration: 2 Hours. Expiry date: September 5th YC125
Expired Tetrimon Anti-Drain Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Anti-Drain Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Anti-Drain Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +8% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Anti-Drain Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +12% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Anti-Drain Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +12% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Anti-Drain Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +12% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Anti-Drain Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +18% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Anti-Drain Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +18% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Anti-Drain Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +20% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Anti-Drain Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +24% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Anti-Drain Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +24% Energy Warfare Resistance. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Capacitor Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +3% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Capacitor Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +3% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Capacitor Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +4% Capacitor Capacity. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Capacitor Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Capacitor Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Capacitor Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Capacitor Capacity. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Capacitor Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +9% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Capacitor Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +9% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Capacitor Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +10% Capacitor Capacity. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Capacitor Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +12% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Capacitor Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +12% Capacitor Capacity. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Precision Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 3% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Precision Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 3% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Precision Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 4% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Precision Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 6% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Precision Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 6% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Precision Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Precision Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 9% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Precision Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 9% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Precision Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +10% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Precision Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 12% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Precision Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. 12% Energy Turret Optimal Range and Tracking Speed. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Resistance Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +2% Armor Resistances. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Resistance Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +2% Armor Resistances. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Resistance Booster I
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +4% Armor Resistances. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Resistance Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +4% Armor Resistances. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Resistance Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +4% Armor Resistances. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Resistance Booster II
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Armor Resistances. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Resistance Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Armor Resistances. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Resistance Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +6% Armor Resistances. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Tetrimon Resistance Booster III
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +10% Armor Resistances. Base Duration: 2 Hours Expiry date: December 7th YC123
Expired Tetrimon Resistance Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +8% Armor Resistances. Base Duration: 2 Hours Expiry date: January 10th YC125
Expired Tetrimon Resistance Booster IV
This booster has been developed by the Order of St. Tetrimon's militant paladins to assist them in hunting down cultists. +8% Armor Resistances. Base Duration: 2 Hours Expiry date: January 9th YC126
Expired Valkyrie Cerebral Accelerator
Expired Valkyrie Cerebral Accelerator Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. It will cease to function after 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC 119.10.24
Expired Wightstorm Cetana Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Cetana Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Cetana Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Cetana Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +12% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Cetana Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +12% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Cetana Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +12% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Cetana Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +16% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Cetana Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +16% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Cetana Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +20% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Cetana Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +20% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Cetana Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +20% Afterburner Speed Boost. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Manasikara Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Manasikara Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Manasikara Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Manasikara Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +12% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Manasikara Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +12% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Manasikara Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +12% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Manasikara Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +16% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Manasikara Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +16% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Manasikara Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +20% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Manasikara Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +20% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Manasikara Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +20% Energy Turret Tracking Speed. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Nirvana Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +4% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Nirvana Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +4% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Nirvana Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +4% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Nirvana Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +6% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Nirvana Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +6% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Nirvana Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +6% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Nirvana Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Nirvana Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Nirvana Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +10% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Nirvana Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +10% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Nirvana Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +10% Shield Hitpoints. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Rapture Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -4% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Rapture Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -4% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Rapture Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -4% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Rapture Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -4% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Rapture Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -6% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Rapture Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -6% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Rapture Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -6% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Rapture Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -8% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Rapture Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -8% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Rapture Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -10% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Rapture Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -10% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Rapture Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -10% Capacitor Recharge Time. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Sunyata Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -8% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Sunyata Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -8% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Sunyata Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -8% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Sunyata Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -12% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Sunyata Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -12% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Sunyata Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -12% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Sunyata Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -16% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Sunyata Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -16% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Sunyata Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -20% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Sunyata Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -20% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Sunyata Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. -20% Module Heat Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Vitarka Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +4% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Vitarka Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +4% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Vitarka Booster I
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +4% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Vitarka Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +6% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Vitarka Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +6% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Vitarka Booster II
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +6% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Vitarka Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Vitarka Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Vitarka Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +8% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Wightstorm Vitarka Booster III
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +10% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 8th YC124
Expired Wightstorm Vitarka Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +10% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC125
Expired Wightstorm Vitarka Booster IV
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms. +10% Energy Turret Damage. Base Duration: 2 Hours. Expiry date: February 9th YC126
Expired Yoiul Cerebral Accelerator
Expired Yoiul Cerebral Accelerator Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Once activated, it will cease to function after a certain amount of time due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC 120.01.30 at 11:00 New Eden Standard Time. After that moment, the cerebral accelerator can no longer be consumed.
Extended 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 4, YC125.
Extended 'Equality' Cerebral Accelerator
Extended 'Guri Hivaa' Cerebral Accelerator
Extended 'Synapse' Overmind Accelerator
Extended Cerebral Accelerator
Federation Navy Command Mindlink
This advanced interface link produced for the Federation Navy and its allies drastically improves a commander's Armored Command and Skirmish Command abilities by directly linking to the nanites launched by the command burst charge. +25% bonus to Armor and Skirmish Command Burst effect strength and duration.
Festival-only 'Longbow' CM3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% damage bonus to Cruise Missiles.
Festival-only 'Longbow' ED2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% damage bonus to Small Energy Turrets.
Festival-only 'Longbow' ED3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% damage bonus to Medium Energy Turrets.
Festival-only 'Longbow' ED4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% damage bonus to Large Energy Turrets.
Festival-only 'Longbow' ED6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% damage bonus to Energy Turrets.
Festival-only 'Longbow' HAM4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% damage bonus to Heavy Assault Missile.
Festival-only 'Longbow' HD2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% damage bonus to Small Hybrid Turrets.
Festival-only 'Longbow' HD3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% damage bonus to Medium Hybrid Turrets.
Festival-only 'Longbow' HD4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% damage bonus to Large Hybrid Turrets.
Festival-only 'Longbow' HD6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% damage bonus to Hybrid Turrets.
Festival-only 'Longbow' HM4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% damage bonus to Heavy Missile.
Festival-only 'Longbow' MD2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% damage bonus to Light Missiles.
Festival-only 'Longbow' MD6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% damage bonus to Cruise Missile, Torpedo, Heavy Missile, Heavy Assault Missile, Light Missile and Rocket.
Festival-only 'Longbow' PD2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% damage bonus to Small Projectile Turrets.
Festival-only 'Longbow' PD3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% damage bonus to Medium Projectile Turrets.
Festival-only 'Longbow' PD4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% damage bonus to Large Projectile Turrets.
Festival-only 'Longbow' PD6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% damage bonus to Projectile Turrets.
Festival-only 'Longbow' RD2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% damage bonus to Rockets.
Festival-only 'Longbow' TP3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% damage bonus to Torpedo.
Festival-only 'Rock' AH2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% bonus to armor hp.
Festival-only 'Rock' AH3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% bonus to armor hp.
Festival-only 'Rock' AH4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% bonus to armor hp.
Festival-only 'Rock' AH6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% bonus to armor hp.
Festival-only 'Rock' HH2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% bonus to hull hp.
Festival-only 'Rock' HH3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% bonus to hull hp.
Festival-only 'Rock' HH4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% bonus to hull hp.
Festival-only 'Rock' HH6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% bonus to hull hp.
Festival-only 'Rock' SH2 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 2% bonus to shield hp.
Festival-only 'Rock' SH3 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 3% bonus to shield hp.
Festival-only 'Rock' SH4 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 4% bonus to shield hp.
Festival-only 'Rock' SH6 Dose
This Cerebral Accelerator is only designed for and available on Serenity. 6% bonus to shield hp.
Festival-only Commander Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity. +5 to all attributes.
Festival-only Commander Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity. +5 to all attributes.
Festival-only Commander Cerebral Accelerator VII
This Cerebral Accelerator is only designed for and available on Serenity. +5 to all attributes.
Festival-only Marshal Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity. +10 to all attributes.
Festival-only Marshal Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity. +10 to all attributes.
Festival-only Marshal Cerebral Accelerator VII
This Cerebral Accelerator is only designed for and available on Serenity. +10 to all attributes.
Festival-only New Eden Commander Pack
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 7 days once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/10/20.
Festival-only New Eden Marshal Pack
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 7 days once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/10/20.
Festival-only New Eden Vanguard Pack
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 7 days once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/10/20.
Festival-only Outpost Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity. +1 to all attributes.
Festival-only Outpost Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity. +1 to all attributes.
Festival-only Outpost Cerebral Accelerator VII
This Cerebral Accelerator is only designed for and available on Serenity. +1 to all attributes.
Festival-only Vanguard Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity. +3 to all attributes.
Festival-only Vanguard Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity. +3 to all attributes.
Festival-only Vanguard Cerebral Accelerator VII
This Cerebral Accelerator is only designed for and available on Serenity. +3 to all attributes.
Gallente Battleship Operation Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Gallente Drones Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Gallente spaceship skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This Cerebral Accelerator is specially designed for Gallente Capsuleers to enhance their skills on piloting Gallente Frigates and Cruisers.
Genius 'Boost' Cerebral Accelerator
When redeemed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Bonus: +12 to all learning attributes Base Duration: 12 days
Genolution 'Auroral' AU-79
This implant allows the bearer to operate the Genolution 'Auroral' 197-variant capsule instead of the standard type. Once installed, the implant is a permanent part of the capsuleer's brain (unless intentionally removed by the wearer), and according to contracts with the Genolution corp a fresh copy will be reinserted in every new clone activated by the capsuleer. This implant is not removed during podding or clone jumping.
Genolution Core Augmentation CA-1
TraitsSlot 1Primary Effect: +3 bonus to PerceptionSecondary Effect: +1.5% bonus to powergrid and capacitor amountImplant Set Effect: 50% bonus to the strength of all Genolution implant secondary effectsDevelopmentThe modestly titled “Core Augmentation” implant set was developed by Genolution with the assistance of implantation specialists and other leaders in the field of neural augmentation, some of whom have long been rumored to be SoCT alumni.The CA-1 is a rarity in the often hyper-specialized industry of neural augmentations. It provides a dual function; tapping into both the occipital lobe for a perception boost, and also the neocortex, for improving the brain's handling of a ship's energy and capacitor needs. Like the infamous pirate implant sets found on capsuleer markets, each implant is also designed to work at higher levels when integrated into a neural implant network.Though many in the augmentation industry initially questioned the agenda behind Genolution's entry into the implantation field, fears eventually subsided as the implant was shown to be one of the safest on record. Genolution went one step further to assuage fears however and vowed never to release the implant to open markets, providing only a single-run issue to capsuleers as a demonstration of the technology.
Genolution Core Augmentation CA-2
TraitsSlot 4Primary Effect: +3 bonus to IntelligenceSecondary Effect: +1.5% bonus to CPU and capacitor rechargeImplant Set Effect: 40% bonus to the strength of all Genolution implant secondary effectsDevelopmentThis is the second half of the Core Augmentation implant set, delivered by Genolution as a follow-up to the CA-1 just months after their first demonstration of new augmentation techniques shook up the often-stagnant industry.The CA-2 picks up where its predecessor left off, providing a dual boost via frontal lobe enhancements and a neocortical modification that complements the CA-1's focus on a captain's ship-fitting concerns. The end result is an increase to intelligence, coupled with improved CPU output and capacitor recharge rate. Additionally, when combined the CA-1 and the CA-2 supplement each other, providing vast increases in their overall net effect.Concurrent with the release of the CA-2, Genolution offered up the implant's schematics for public inspection. They claimed the move was designed not only to allay any lingering fears about the technology - now widespread amongst the capsuleer class - but also to provide a foundation for future advances in the field.
Genolution Core Augmentation CA-3
TraitsSlot 3Primary Effect: +3 bonus to WillpowerSecondary Effect: +1.5% bonus to ship velocity and shield capacityImplant Set Effect: 30% bonus to the strength of all Genolution implant secondary effectsDevelopment Since the introduction of the groundbreaking "Core Augmentation" series in YC 113, all eyes have been on Genolution's advanced R&D department in anticipation of their next release. Few if any were disappointed with the announcement of the CA-3.Rumors that Genolution had managed to reverse-engineer Angel Cartel implant technology continued to spread as the CA-3 successfully allows a capsuleer increased ship velocity, complemented by extra shield capacity and a parietal lobe enhancement for stronger Willpower. Like the CA-1 and CA-2 before them, these new additions to the "Core Augmentation" line contain advanced interoperability functions that allows their sum to be greater than their parts.Genolution's press releases indicated that this new batch of implants would be available to capsuleers in limited numbers, but after the experience of the CA-1 and CA-2 nobody believes them.
Genolution Core Augmentation CA-4
TraitsSlot 2Primary Effect: +3 bonus to MemorySecondary Effect: +1.5% bonus to ship agility and armor hit pointsImplant Set Effect: 20% bonus to the strength of all Genolution implant secondary effectsDevelopment Alongside the introduction of the CA-3 implant, Genolution further expanded its "Core Augmentation" line with the new CA-4. Taking full advantage of Genolution's formidable research and development team, the CA-4 continues to squeeze even more powerful features into the most significant implant collection to be released in years.The combination of a temporal lobe implant for extra memory augmentation and a new series of armor and agility enhancements makes the CA-4 stand out from the crowd. However, the most impressive feature of the implant is that Genolution has managed to squeeze even more benefits out of their implant integration technology to ensure that each part of the "Core Augmentation" line enhances the benefits of each of its peers.After the release of these groundbreaking implants there is only one question left on everyone's mind: How much further can Genolution safely push the limits of their technology?
Grand Prix Booster I
+2% Max Velocity, +2% Warp Speed, -2% Inertia. Duration 4 hours. Expiry date: August 9, YC124 This booster will be consumed immediately when redeemed from the redeeming queue.
Grand Prix Booster II
+4% Max Velocity, +4% Warp Speed, -4% Inertia. Duration 4 hours. Expiry date: August 9, YC124 This booster will be consumed immediately when redeemed from the redeeming queue.
Grand Prix Booster III
+6% Max Velocity, +6% Warp Speed, -6% Inertia. Duration 4 hours. Expiry date: August 9, YC124 This booster will be consumed immediately when redeemed from the redeeming queue.
Grand Prix Booster IV
+8% Max Velocity, +8% Warp Speed, -8% Inertia. Duration 4 hours. Expiry date: August 9, YC124 This booster will be consumed immediately when redeemed from the redeeming queue.
Grand Prix Velocity Booster
+10% Max Velocity. Duration 4 hours. Expiry date: May 31 YC123 This booster will be consumed immediately when redeemed from the redeeming queue.
Grand Prix Warp Booster
+10% Warp Velocity. Duration 4 hours. Expiry date: May 31 YC123 This booster will be consumed immediately when redeemed from the redeeming queue.
Halcyon B-1 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 1% bonus to shield resistances 1% bonus to warp speed and acceleration 1% bonus to turret optimal range and falloff 1% bonus to missile flight time 1% bonus to vorton projector optimal range 1% bonus to capacitor capacity 1% bonus to drone hitpoints 1% bonus to mining laser and ice harvester cycle time 2% bonus to scan resolution 2% bonus to sensor strength +4 virus coherence for data analyzers
Halcyon B-2 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 2% bonus to shield resistances 2% bonus to warp speed and acceleration 2% bonus to turret optimal range and falloff 2% bonus to missile flight time 2% bonus to vorton projector optimal range 2% bonus to capacitor capacity 2% bonus to drone hitpoints 2% bonus to mining laser and ice harvester cycle time 4% bonus to scan resolution 4% bonus to sensor strength +8 virus coherence for data analyzers
Halcyon B-3 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 3% bonus to shield resistances 3% bonus to warp speed and acceleration 3% bonus to turret optimal range and falloff 3% bonus to missile flight time 3% bonus to vorton projector optimal range 3% bonus to capacitor capacity 3% bonus to drone hitpoints 3% bonus to mining laser and ice harvester cycle time 6% bonus to scan resolution 6% bonus to sensor strength +12 virus coherence for data analyzers
Halcyon B-4 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 4% bonus to shield resistances 4% bonus to warp speed and acceleration 4% bonus to turret optimal range and falloff 4% bonus to missile flight time 4% bonus to vorton projector optimal range 4% bonus to capacitor capacity 4% bonus to drone hitpoints 4% bonus to mining laser and ice harvester cycle time 8% bonus to scan resolution 8% bonus to sensor strength +16 virus coherence for data analyzers
Halcyon B-5 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 5% bonus to shield resistances 5% bonus to warp speed and acceleration 5% bonus to turret optimal range and falloff 5% bonus to missile flight time 5% bonus to vorton projector optimal range 5% bonus to capacitor capacity 5% bonus to drone hitpoints 5% bonus to mining laser and ice harvester cycle time 10% bonus to scan resolution 10% bonus to sensor strength +20 virus coherence for data analyzers
Halcyon G-1 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 1% bonus to shield, armor, and structure hitpoints 1% bonus to ship agility 1% bonus to turret tracking speed 1% bonus to missile explosion velocity 1% bonus to vorton projector explosion radius and explosion velocity 1% bonus to capacitor recharge rate 1% bonus to drone damage 1% bonus to mining laser and ice harvester cycle time 2% bonus to maximum targeting range 2% bonus to sensor strength 2% bonus to scan probe strength
Halcyon G-2 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 2% bonus to shield, armor, and structure hitpoints 2% bonus to ship agility 2% bonus to turret tracking speed 2% bonus to missile explosion velocity 2% bonus to vorton projector explosion radius and explosion velocity 2% bonus to capacitor recharge rate 2% bonus to drone damage 2% bonus to mining laser and ice harvester cycle time 4% bonus to maximum targeting range 4% bonus to sensor strength 4% bonus to scan probe strength
Halcyon G-3 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 3% bonus to shield, armor, and structure hitpoints 3% bonus to ship agility 3% bonus to turret tracking speed 3% bonus to missile explosion velocity 3% bonus to vorton projector explosion radius and explosion velocity 3% bonus to capacitor recharge rate 3% bonus to drone damage 3% bonus to mining laser and ice harvester cycle time 6% bonus to maximum targeting range 6% bonus to sensor strength 6% bonus to scan probe strength
Halcyon G-4 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 4% bonus to shield, armor, and structure hitpoints 4% bonus to ship agility 4% bonus to turret tracking speed 4% bonus to missile explosion velocity 4% bonus to vorton projector explosion radius and explosion velocity 4% bonus to capacitor recharge rate 4% bonus to drone damage 4% bonus to mining laser and ice harvester cycle time 8% bonus to maximum targeting range 8% bonus to sensor strength 8% bonus to scan probe strength
Halcyon G-5 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 5% bonus to shield, armor, and structure hitpoints 5% bonus to ship agility 5% bonus to turret tracking speed 5% bonus to missile explosion velocity 5% bonus to vorton projector explosion radius and explosion velocity 5% bonus to capacitor recharge rate 5% bonus to drone damage 5% bonus to mining laser and ice harvester cycle time 10% bonus to maximum targeting range 10% bonus to sensor strength 10% bonus to scan probe strength
Halcyon R-1 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 1% bonus to local shield and armor repair module effectiveness 1% bonus to ship max velocity 1% bonus to turret, vorton projector and missile launcher rate of fire 1% bonus to capacitor recharge rate 1% bonus to signature radius 2% bonus to drone max velocity and tracking speed 2% bonus to mining laser and ice harvester range 2% bonus to scan resolution 2% bonus to scan probe deviation and scan speed
Halcyon R-2 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 2% bonus to local shield and armor repair module effectiveness 2% bonus to ship max velocity 2% bonus to turret, vorton projector and missile launcher rate of fire 2% bonus to capacitor recharge rate 2% bonus to signature radius 4% bonus to drone max velocity and tracking speed 4% bonus to mining laser and ice harvester range 4% bonus to scan resolution 4% bonus to scan probe deviation and scan speed
Halcyon R-3 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 3% bonus to local shield and armor repair module effectiveness 3% bonus to ship max velocity 3% bonus to turret, vorton projector and missile launcher rate of fire 3% bonus to capacitor recharge rate 3% bonus to signature radius 6% bonus to drone max velocity and tracking speed 6% bonus to mining laser and ice harvester range 6% bonus to scan resolution 6% bonus to scan probe deviation and scan speed
Halcyon R-4 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 4% bonus to local shield and armor repair module effectiveness 4% bonus to ship max velocity 4% bonus to turret, vorton projector and missile launcher rate of fire 4% bonus to capacitor recharge rate 4% bonus to signature radius 8% bonus to drone max velocity and tracking speed 8% bonus to mining laser and ice harvester range 8% bonus to scan resolution 8% bonus to scan probe deviation and scan speed
Halcyon R-5 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 5% bonus to local shield and armor repair module effectiveness 5% bonus to ship max velocity 5% bonus to turret, vorton projector and missile launcher rate of fire 5% bonus to capacitor recharge rate 5% bonus to signature radius 10% bonus to drone max velocity and tracking speed 10% bonus to mining laser and ice harvester range 10% bonus to scan resolution 10% bonus to scan probe deviation and scan speed
Halcyon Y-1 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 1% bonus to armor resistances 1% bonus to ship agility 1% bonus to turret, vorton projector and missile damage 1% bonus to capacitor capacity 2% bonus to drone optimal range and falloff +4km drone control range 2% bonus to mining laser and ice harvester range 2% bonus to maximum targeting range 2% bonus to energy warfare resistance +4 virus coherence for relic analyzers
Halcyon Y-2 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 2% bonus to armor resistances 2% bonus to ship agility 2% bonus to turret, vorton projector and missile damage 2% bonus to capacitor capacity 4% bonus to drone optimal range and falloff +8km drone control range 4% bonus to mining laser and ice harvester range 4% bonus to maximum targeting range 4% bonus to energy warfare resistance +8 virus coherence for relic analyzers
Halcyon Y-3 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 3% bonus to armor resistances 3% bonus to ship agility 3% bonus to turret, vorton projector and missile damage 3% bonus to capacitor capacity 6% bonus to drone optimal range and falloff +12km drone control range 6% bonus to mining laser and ice harvester range 6% bonus to maximum targeting range 6% bonus to energy warfare resistance +12 virus coherence for relic analyzers
Halcyon Y-4 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 4% bonus to armor resistances 4% bonus to ship agility 4% bonus to turret, vorton projector and missile damage 4% bonus to capacitor capacity 8% bonus to drone optimal range and falloff +16km drone control range 8% bonus to mining laser and ice harvester range 8% bonus to maximum targeting range 8% bonus to energy warfare resistance +16 virus coherence for relic analyzers
Halcyon Y-5 Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. Base Duration 2 Hours. 5% bonus to armor resistances 5% bonus to ship agility 5% bonus to turret, vorton projector and missile damage 5% bonus to capacitor capacity 10% bonus to drone optimal range and falloff +20km drone control range 10% bonus to mining laser and ice harvester range 10% bonus to maximum targeting range 10% bonus to energy warfare resistance +20 virus coherence for relic analyzers
Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-0
A neural Interface upgrade that boosts the pilots social skills. 1% Bonus to NPC agent, corporation and faction standing increase.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-1
A neural Interface upgrade that boosts the pilots social skills. 3% Bonus to NPC agent, corporation and faction standing increase.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-2
A neural Interface upgrade that boosts the pilots social skills. 5% Bonus to NPC agent, corporation and faction standing increase.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-X
TEST IMPLANT
Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-0
A neural Interface upgrade that boosts the pilots social skills. 1% additional pay for agent missions.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-1
A neural Interface upgrade that boosts the pilots social skills. 3% additional pay for agent missions.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-2
A neural Interface upgrade that boosts the pilots social skills. 5% additional pay for agent missions.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-X
TEST IMPLANT
Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-0
A neural Interface upgrade that boosts the pilots social skills. 1% Bonus to effective standing towards friendly NPC Corporations.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-1
A neural Interface upgrade that boosts the pilots social skills. 2% Bonus to effective standing towards friendly NPC Corporations.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-2
A neural Interface upgrade that boosts the pilots social skills. 4% Bonus to effective standing towards friendly NPC Corporations.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-X
TEST IMPLANT
Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-0
A neural Interface upgrade that boosts the pilots social skills. Improves agent effective quality. 0.1 Bonus to effective standing towards hostile Agents.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-1
A neural Interface upgrade that boosts the pilots social skills. Improves agent effective quality. 0.2 Bonus to effective standing towards hostile Agents.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-2
A neural Interface upgrade that boosts the pilots social skills. Improves agent effective quality. 0.4 Bonus to effective standing towards hostile Agents.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-X
TEST IMPLANT
Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-0
A neural Interface upgrade that boosts the pilots social skills. 1% Bonus to effective security rating increase.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-1
A neural Interface upgrade that boosts the pilots social skills. 3% Bonus to effective security rating increase.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-2
A neural Interface upgrade that boosts the pilots social skills. 5% Bonus to effective security rating increase.
Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-X
TEST IMPLANT
Hardwiring - Poteque Pharmaceuticals 'Draftsman' GI-1
A defunct interface which does not work is being recalled by Poteque corporation.
Hardwiring - Poteque Pharmaceuticals 'Draftsman' GI-2
A defunct interface which does not work is being recalled by Poteque corporation.
Hardwiring - Zainou 'Beancounter' CI-1
A neural Interface upgrade that boost the pilot's skill at invention.
Hardwiring - Zainou 'Beancounter' CI-2
A neural Interface upgrade that boost the pilot's skill at invention.
Hardwiring - Zainou 'Sharpshooter' ZMX10
A Zainou missile hardwiring designed to enhance skill with missiles. 1% bonus to XL torpedo damage.
Hardwiring - Zainou 'Sharpshooter' ZMX100
A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to XL torpedo damage.
Hardwiring - Zainou 'Sharpshooter' ZMX1000
A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to XL torpedo damage.
Hardwiring - Zainou 'Sharpshooter' ZMX11
A Zainou missile hardwiring designed to enhance skill with missiles. 2% bonus to XL torpedo damage.
Hardwiring - Zainou 'Sharpshooter' ZMX110
A Zainou missile hardwiring designed to enhance skill with missiles. 4% bonus to XL torpedo damage.
Hardwiring - Zainou 'Sharpshooter' ZMX1100
A Zainou missile hardwiring designed to enhance skill with missiles. 6% bonus to XL torpedo damage.
Heavy Drones Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Heimatar Rise Accelerator
Encrypted in broadcasts, whispered through barbed wire, shouted in the streets, in BYC20 a single word traveled across Heimatar and began the Minmatar rebellion, “Rise”. This booster, designed in honor of that great day will, once redeemed by a capsuleer, increase the rate at which they train skills for its duration. Bonus: +6 to all learning attributes Base Duration: 2 days
High-grade Amulet Alpha
This ocular filter has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to armor HP Set Effect: 15% bonus to the strength of all Amulet implant secondary effects
High-grade Amulet Beta
This memory augmentation has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to armor HP Set Effect: 15% bonus to the strength of all Amulet implant secondary effects
High-grade Amulet Delta
This cybernetic subprocessor has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to armor HP Set Effect: 15% bonus to the strength of all Amulet implant secondary effects
High-grade Amulet Epsilon
This social adaptation chip has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to armor HP Set Effect: 15% bonus to the strength of all Amulet implant secondary effects
High-grade Amulet Gamma
This neural boost has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to armor HP Set Effect: 15% bonus to the strength of all Amulet implant secondary effects
High-grade Amulet Omega
This implant does nothing in and of itself, but when used in conjunction with other Amulet implants it will greatly boost their armor hitpoint bonuses. 50% bonus to the strength of all Amulet implant secondary effects.
High-grade Ascendancy Alpha
This ocular filter has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to warp speed Set Effect: 15% bonus to the strength of all Ascendancy implant secondary effects
High-grade Ascendancy Beta
This memory augmentation has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to warp speed Set Effect: 15% bonus to the strength of all Ascendancy implant secondary effects
High-grade Ascendancy Delta
This cybernetic subprocessor has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to warp speed Set Effect: 15% bonus to the strength of all Ascendancy implant secondary effects
High-grade Ascendancy Epsilon
This social adaptation chip has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to warp speed Set Effect: 15% bonus to the strength of all Ascendancy implant secondary effects
High-grade Ascendancy Gamma
This neural boost has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to warp speed Set Effect: 15% bonus to the strength of all Ascendancy implant secondary effects
High-grade Ascendancy Omega
This implant does nothing in and of itself, but when used in conjunction with other Ascendancy implants it will boost their effect. 70% bonus to the strength of all Ascendancy implant secondary effects.
High-grade Asklepian Alpha
This ocular filter has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to armor repair amount Set Effect: 15% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
High-grade Asklepian Beta
This memory augmentation has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to armor repair amount Set Effect: 15% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
High-grade Asklepian Delta
This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to armor repair amount Set Effect: 15% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
High-grade Asklepian Epsilon
This social adaptation chip has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to armor repair amount Set Effect: 15% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
High-grade Asklepian Gamma
This neural boost has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to armor repair amount Set Effect: 15% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
High-grade Asklepian Omega
This implant does nothing in and of itself, but when used in conjunction with other Asklepian implants it will boost their effect. 50% bonus to the strength of all Asklepian implant secondary effects. Note: Has no effect on capital sized modules.
High-grade Crystal Alpha
This ocular filter has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to shield boost amount Set Effect: 15% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
High-grade Crystal Beta
This memory augmentation has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to shield boost amount Set Effect: 15% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
High-grade Crystal Delta
This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to shield boost amount Set Effect: 15% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
High-grade Crystal Epsilon
This social adaptation chip has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to shield boost amount Set Effect: 15% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
High-grade Crystal Gamma
This neural boost has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to shield boost amount Set Effect: 15% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
High-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. 50% bonus to the strength of all Crystal implant secondary effects. Note: Has no effect on capital sized modules.
High-grade Grail Alpha
This ocular filter has been modified by Amarr scientists for use by their elite officers. Primary Effect: +4 Bonus to Perception Secondary Effect: 1% bonus to ship's radar sensor strength Set Effect: 15% bonus to the strength of all high-grade Grail implant secondary effects. Set effect not cumulative with low-grade Grail implants
High-grade Grail Beta
This memory augmentation has been modified by Amarr scientists for use by their elite officers. Primary Effect: +4 Bonus to Memory Secondary Effect: 2% bonus to ship's radar sensor strength Set Effect: 15% bonus to the strength of all high-grade Grail implant secondary effects. Set effect not cumulative with low-grade Grail implants
High-grade Grail Delta
This cybernetic subprocessor has been modified by Amarr scientists for use by their elite officers. Primary Effect: +4 Bonus to Intelligence Secondary Effect: 4% bonus to ship's radar sensor strength Set Effect: 15% bonus to the strength of all high-grade Grail implant secondary effects. Set effect not cumulative with low-grade Grail implants
High-grade Grail Epsilon
This social adaptation chip has been modified by Amarr scientists for use by their elite officers. Primary Effect: +4 Bonus to Charisma Secondary Effect: 5% bonus to ship's radar sensor strength Set Effect: 15% bonus to the strength of all high-grade Grail implant secondary effects. Set effect not cumulative with low-grade Grail implants
High-grade Grail Gamma
This neural boost has been modified by Amarr scientists for use by their elite officers. Primary Effect: +4 Bonus to Willpower Secondary Effect: 3% bonus to ship's radar sensor strength Set Effect: 15% bonus to the strength of all high-grade Grail implant secondary effects. Set effect not cumulative with low-grade Grail implants
High-grade Grail Omega
This implant does nothing in and of itself, but when used in conjunction with other high-grade Grail implants it will boost their effect. 100% bonus to the strength of all high-grade Grail implant secondary effects. Effect is not cumulative with low-grade Grail implants.
High-grade Halo Alpha
This ocular filter has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 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
High-grade Halo Beta
This memory augmentation has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 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
High-grade Halo Delta
This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Intelligence Secondary Effect: 1.75% reduction in ship's signature radius Set Effect: 15% bonus to the strength of all Halo implant secondary effects
High-grade Halo Epsilon
This social adaptation chip has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 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
High-grade Halo Gamma
This neural boost has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Willpower Secondary Effect: 1.50% reduction in ship's signature radius Set Effect: 15% bonus to the strength of all Halo implant secondary effects
High-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. 50% bonus to the strength of all Halo implant secondary effects.
High-grade Hydra Alpha
This ocular filter has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 Bonus to Perception Secondary Effects: 1% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 15% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
High-grade Hydra Beta
This memory augmentation has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 Bonus to Memory Secondary Effect: 1.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 15% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
High-grade Hydra Delta
This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 Bonus to Intelligence Secondary Effect: 2.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 15% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
High-grade Hydra Epsilon
This social adaptation chip has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 Bonus to Charisma Secondary Effect: 3% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 15% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
High-grade Hydra Gamma
This neural boost has been modified by Guristas scientists for use by their elite officers. Primary Effect: +4 Bonus to Willpower Secondary Effect: 2% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 15% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
High-grade Hydra Omega
This implant does nothing in and of itself, but when used in conjunction with other Hydra implants it will boost their effect. 50% bonus to the strength of all Hydra implant secondary effects.
High-grade Jackal Alpha
This ocular filter has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to ship's Ladar sensor strength Set Effect: 15% bonus to the strength of all high-grade Jackal implant secondary effects. Set effect not cumulative with low-grade Jackal implants
High-grade Jackal Beta
This memory augmentation has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to ship's Ladar sensor strength Set Effect: 15% bonus to the strength of all high-grade Jackal implant secondary effects. Set effect not cumulative with low-grade Jackal implants
High-grade Jackal Delta
This cybernetic subprocessor has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to ship's Ladar sensor strength Set Effect: 15% bonus to the strength of all high-grade Jackal implant secondary effects. Set effect not cumulative with low-grade Jackal implants
High-grade Jackal Epsilon
This social adaptation chip has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to ship's Ladar sensor strength Set Effect: 15% bonus to the strength of all high-grade Jackal implant secondary effects. Set effect not cumulative with low-grade Jackal implants
High-grade Jackal Gamma
This neural boost has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to ship's Ladar sensor strength Set Effect: 15% bonus to the strength of all Jackal implant secondary effects. Set effect not cumulative with low-grade Jackal implants
High-grade Jackal Omega
This implant does nothing in and of itself, but when used in conjunction with other high-grade Jackal implants it will boost their effect. 100% bonus to the strength of all high-grade Jackal implant secondary effects. Effect is not cumulative with low-grade Jackal implants.
High-grade Mimesis Alpha
This ocular filter is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +4 bonus to Perception Secondary Effect: 1.5% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
High-grade Mimesis Beta
This memory augmentation is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
High-grade Mimesis Delta
This cybernetic subprocessor is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +4 bonus to Intelligence Secondary Effect: 3% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
High-grade Mimesis Epsilon
This social adaptation chip is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +4 bonus to Charisma Secondary Effect: 3.5% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
High-grade Mimesis Gamma
This neural boost is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +4 bonus to Willpower Secondary Effect: 2.5% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
High-grade Mimesis Omega
This implant is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. As it based on a standard Omega control implant, this augmentation does nothing in and of itself, but when used in conjunction with other Mimesis implants it will boost their effect considerably. Set Effect: 80% bonus to the strength of all Mimesis implant secondary effects
High-grade Nirvana Alpha
This ocular filter appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to shield hitpoints Set Effect: 15% bonus to the strength of all Nirvana implant secondary effects
High-grade Nirvana Beta
This memory augmentation appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to shield hitpoints Set Effect: 15% bonus to the strength of all Nirvana implant secondary effects
High-grade Nirvana Delta
This cybernetic subprocessor appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to shield hitpoints Set Effect: 15% bonus to the strength of all Nirvana implant secondary effects
High-grade Nirvana Epsilon
This social adaptation chip appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to shield hitpoints Set Effect: 15% bonus to the strength of all Nirvana implant secondary effects
High-grade Nirvana Gamma
This neural boost implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to shield hitpoints Set Effect: 15% bonus to the strength of all Nirvana implant secondary effects
High-grade Nirvana Omega
This Omega implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. This type of implant has no inherent effect of its own but when used in conjunction with other Nirvana implants it will boost their effectiveness. 50% bonus to the strength of all Nirvana implant secondary effects.
High-grade Rapture Alpha
This ocular filter appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Perception Secondary Effect: 1% reduction to capacitor recharge time Set Effect: 15% bonus to the strength of all Rapture implant secondary effects
High-grade Rapture Beta
This memory augmentation appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Memory Secondary Effect: 2% reduction to capacitor recharge time Set Effect: 15% bonus to the strength of all Rapture implant secondary effects
High-grade Rapture Delta
This cybernetic subprocessor appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% reduction to capacitor recharge time Set Effect: 15% bonus to the strength of all Rapture implant secondary effects
High-grade Rapture Epsilon
This social adaptation chip appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% reduction to capacitor recharge time Set Effect: 15% bonus to the strength of all Rapture implant secondary effects
High-grade Rapture Gamma
This neural boost implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% reduction to capacitor recharge time Set Effect: 15% bonus to the strength of all Rapture implant secondary effects
High-grade Rapture Omega
This Omega implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. This type of implant has no inherent effect of its own but when used in conjunction with other Rapture implants it will boost their effectiveness. 50% bonus to the strength of all Rapture implant secondary effects.
High-grade Savior Alpha
This ocular filter has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Perception Secondary Effect: 1% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 15% bonus to the strength of all Savior implant secondary effects
High-grade Savior Beta
This memory augmentation has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Memory Secondary Effect: 1.5% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 15% bonus to the strength of all Savior implant secondary effects
High-grade Savior Delta
This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Intelligence Secondary Effect: 2.5% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 15% bonus to the strength of all Savior implant secondary effects
High-grade Savior Epsilon
This social adaptation chip has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Charisma Secondary Effect: 3% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 15% bonus to the strength of all Savior implant secondary effects
High-grade Savior Gamma
This neural boost has been modified by Angel scientists for use by their elite officers. Primary Effect: +4 Bonus to Willpower Secondary Effect: 2% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 15% bonus to the strength of all Savior implant secondary effects
High-grade Savior Omega
This implant does nothing in and of itself, but when used in conjunction with other Savior implants it will boost their effect. 50% bonus to the strength of all Savior implant secondary effects.
High-grade Snake Alpha
This ocular filter has been modified by Serpentis scientists for use by their elite smugglers. Primary Effect: +4 bonus to Perception Secondary Effect: 0.5% bonus to maximum velocity Set Effect: 15% bonus to the strength of all Snake implant secondary effects
High-grade Snake Beta
This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers. Primary Effect: +4 bonus to Memory Secondary Effect: 0.625% bonus to maximum velocity Set Effect: 15% bonus to the strength of all Snake implant secondary effects
High-grade Snake Delta
This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite smugglers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 0.875% bonus to maximum velocity Set Effect: 15% bonus to the strength of all Snake implant secondary effects
High-grade Snake Epsilon
This social adaptation chip has been modified by Serpentis scientists for use by their elite smugglers. Primary Effect: +4 bonus to Charisma Secondary Effect: 1% bonus to maximum velocity Set Effect: 15% bonus to the strength of all Snake implant secondary effects
High-grade Snake Gamma
This neural boost has been modified by Serpentis scientists for use by their elite smugglers. Primary Effect: +4 bonus to Willpower Secondary Effect: 0.75% bonus to maximum velocity Set Effect: 15% bonus to the strength of all Snake implant secondary effects
High-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. 200% bonus to the strength of all Snake implant secondary effects.
High-grade Spur Alpha
This ocular filter has been modified by Gallente scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to ship's magnetometric sensor strength Set Effect: 15% bonus to the strength of all high-grade Spur implant secondary effects. Set effect not cumulative with low-grade Spur implants
High-grade Spur Beta
This memory augmentation has been modified by Gallente scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to ship's magnetometric sensor strength Set Effect: 15% bonus to the strength of all high-grade Spur implant secondary effects. Set effect not cumulative with low-grade Spur implants
High-grade Spur Delta
This cybernetic subprocessor has been modified by Gallente scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to ship's magnetometric sensor strength Set Effect: 15% bonus to the strength of all high-grade Spur implant secondary effects. Set effect not cumulative with low-grade Spur implants
High-grade Spur Epsilon
This social adaptation chip has been modified by Gallente scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to ship's magnetometric sensor strength Set Effect: 15% bonus to the strength of all high-grade Spur implant secondary effects. Set effect not cumulative with low-grade Spur implants
High-grade Spur Gamma
This neural boost has been modified by Gallente scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to ship's magnetometric sensor strength Set Effect: 15% bonus to the strength of all high-grade Spur implant secondary effects. Set effect not cumulative with low-grade Spur implants
High-grade Spur Omega
This implant does nothing in and of itself, but when used in conjunction with other high-grade Spur implants it will boost their effect. 100% bonus to the strength of all high-grade Spur implant secondary effects. Effect not cumulative with low-grade Spur implants.
High-grade Talisman Alpha
This ocular filter has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 15% bonus to the strength of all Talisman implant secondary effects
High-grade Talisman Beta
This memory augmentation has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 15% bonus to the strength of all Talisman implant secondary effects
High-grade Talisman Delta
This cybernetic subprocessor has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 15% bonus to the strength of all Talisman implant secondary effects
High-grade Talisman Epsilon
This social adaptation chip has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 15% bonus to the strength of all Talisman implant secondary effects
High-grade Talisman Gamma
This neural boost has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 15% bonus to the strength of all Talisman implant secondary effects
High-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. 50% bonus to the strength of all Talisman implant secondary effects.
High-grade Talon Alpha
This ocular filter has been modified by Caldari scientists for use by their elite officers. Primary Effect: +4 bonus to Perception Secondary Effect: 1% bonus to ship's gravimetric sensor strength Set Effect: 15% bonus to the strength of all high-grade Talon implant secondary effects. Set effect not cumulative with low-grade Talon implants
High-grade Talon Beta
This memory augmentation has been modified by Caldari scientists for use by their elite officers. Primary Effect: +4 bonus to Memory Secondary Effect: 2% bonus to ship's gravimetric sensor strength Set Effect: 15% bonus to the strength of all high-grade Talon implant secondary effects. Set effect not cumulative with low-grade Talon implants
High-grade Talon Delta
This cybernetic subprocessor has been modified by Caldari scientists for use by their elite officers. Primary Effect: +4 bonus to Intelligence Secondary Effect: 4% bonus to ship's gravimetric sensor strength Set Effect: 15% bonus to the strength of all high-grade Talon implant secondary effects. Set effect not cumulative with low-grade Talon implants
High-grade Talon Epsilon
This social adaptation chip has been modified by Caldari scientists for use by their elite officers. Primary Effect: +4 bonus to Charisma Secondary Effect: 5% bonus to ship's gravimetric sensor strength Set Effect: 15% bonus to the strength of all high-grade Talon implant secondary effects. Set effect not cumulative with low-grade Talon implants
High-grade Talon Gamma
This neural boost has been modified by Caldari scientists for use by their elite officers. Primary Effect: +4 bonus to Willpower Secondary Effect: 3% bonus to ship's gravimetric sensor strength Set Effect: 15% bonus to the strength of all high-grade Talon implant secondary effects. Set effect not cumulative with low-grade Talon implants
High-grade Talon Omega
This implant does nothing in and of itself, but when used in conjunction with other high-grade Talon implants it will boost their effect. 100% bonus to the strength of all high-grade Talon implant secondary effects. Effect not cumulative with low-grade Talon implants.
Hybrid Turret Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Imperial Navy Command Mindlink
This advanced interface link produced for the Imperial Navy and its allies drastically improves a commander's Armored Command and Information Command abilities by directly linking to the nanites launched by the command burst charge. +25% bonus to Armor and Information Command Burst effect strength and duration.
Imperial Navy Modified 'Noble' Implant
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses and analyzing and repairing starship damage. 3% bonus to armor hit points. 3% bonus to repair system repair amount. Note: Has no effect on capital sized modules.
Imperial Special Ops Field Enhancer - Standard
This image processor implanted in the occipital lobe grants a +4 bonus to a character's Perception. Also grants a +5% bonus to your ship's armor.
Improved Blue Pill Booster
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Improved Crash Booster
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Improved Drop Booster
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Improved Exile Booster
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Improved Frentix Booster
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Improved Mindflood Booster
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Improved Sooth Sayer Booster
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Improved X-Instinct Booster
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Information Command Mindlink
This advanced interface link drastically improves a commander's Information Command ability by directly linking to the nanites launched by the command burst charge. +25% bonus to Information Command Burst effect strength and duration.
Inherent Implants 'Highwall' Mining MX-1001
A neural Interface upgrade that boosts the pilot's skill at mining. 1% bonus to mining laser and strip miner yield.
Inherent Implants 'Highwall' Mining MX-1003
A neural Interface upgrade that boosts the pilot's skill at mining. 3% bonus to mining laser and strip miner yield.
Inherent Implants 'Highwall' Mining MX-1005
A neural Interface upgrade that boosts the pilot's skill at mining. 5% bonus to mining laser and strip miner yield.
Inherent Implants 'Highwall' Mining Upgrades MU-1001
A neural Interface upgrade that boosts the pilot's skill at mining. 1% reduction in CPU penalty of mining upgrade modules.
Inherent Implants 'Highwall' Mining Upgrades MU-1003
A neural Interface upgrade that boosts the pilot's skill at mining. 3% reduction in CPU penalty of mining upgrade modules.
Inherent Implants 'Highwall' Mining Upgrades MU-1005
A neural Interface upgrade that boosts the pilot's skill at mining. 5% reduction in CPU penalty of mining upgrade modules.
Inherent Implants 'Lancer' Controlled Bursts CB-701
An Inherent Implants gunnery hardwiring designed to enhance turret energy management. 1% reduction in all turret capacitor need.
Inherent Implants 'Lancer' Controlled Bursts CB-702
An Inherent Implants gunnery hardwiring designed to enhance turret energy management. 2% reduction in all turret capacitor need.
Inherent Implants 'Lancer' Controlled Bursts CB-703
An Inherent Implants gunnery hardwiring designed to enhance turret energy management. 3% reduction in all turret capacitor need.
Inherent Implants 'Lancer' Controlled Bursts CB-704
An Inherent Implants gunnery hardwiring designed to enhance turret energy management. 4% reduction in all turret capacitor need.
Inherent Implants 'Lancer' Controlled Bursts CB-705
An Inherent Implants gunnery hardwiring designed to enhance turret energy management. 5% reduction in all turret capacitor need.
Inherent Implants 'Lancer' Controlled Bursts CB-706
An Inherent Implants gunnery hardwiring designed to enhance turret energy management. 6% reduction in all turret capacitor need.
Inherent Implants 'Lancer' Gunnery RF-901
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. 1% bonus to all turret rate of fire.
Inherent Implants 'Lancer' Gunnery RF-902
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. 2% bonus to all turret rate of fire.
Inherent Implants 'Lancer' Gunnery RF-903
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. 3% bonus to all turret rate of fire.
Inherent Implants 'Lancer' Gunnery RF-904
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. 4% bonus to all turret rate of fire.
Inherent Implants 'Lancer' Gunnery RF-905
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. 5% bonus to all turret rate of fire.
Inherent Implants 'Lancer' Gunnery RF-906
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire. 6% bonus to all turret rate of fire.
Inherent Implants 'Lancer' Large Energy Turret LE-1001
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. 1% bonus to large energy turret damage.
Inherent Implants 'Lancer' Large Energy Turret LE-1002
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. 2% bonus to large energy turret damage.
Inherent Implants 'Lancer' Large Energy Turret LE-1003
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. 3% bonus to large energy turret damage.
Inherent Implants 'Lancer' Large Energy Turret LE-1004
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. 4% bonus to large energy turret damage.
Inherent Implants 'Lancer' Large Energy Turret LE-1005
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. 5% bonus to large energy turret damage.
Inherent Implants 'Lancer' Large Energy Turret LE-1006
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets. 6% bonus to large energy turret damage.
Inherent Implants 'Lancer' Medium Energy Turret ME-801
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. 1% bonus to medium energy turret damage.
Inherent Implants 'Lancer' Medium Energy Turret ME-802
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. 2% bonus to medium energy turret damage.
Inherent Implants 'Lancer' Medium Energy Turret ME-803
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. 3% bonus to medium energy turret damage.
Inherent Implants 'Lancer' Medium Energy Turret ME-804
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. 4% bonus to medium energy turret damage.
Inherent Implants 'Lancer' Medium Energy Turret ME-805
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. 5% bonus to medium energy turret damage.
Inherent Implants 'Lancer' Medium Energy Turret ME-806
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets. 6% bonus to medium energy turret damage.
Inherent Implants 'Lancer' Small Energy Turret SE-601
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets. 1% bonus to small energy turret damage.
Inherent Implants 'Lancer' Small Energy Turret SE-602
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets. 2% bonus to small energy turret damage.
Inherent Implants 'Lancer' Small Energy Turret SE-603
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets. 3% bonus to small energy turret damage.
Inherent Implants 'Lancer' Small Energy Turret SE-604
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets. 4% bonus to small energy turret damage.
Inherent Implants 'Lancer' Small Energy Turret SE-605
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets. 5% bonus to small energy turret damage.
Inherent Implants 'Lancer' Small Energy Turret SE-606
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets. 6% bonus to small energy turret damage.
Inherent Implants 'Noble' Hull Upgrades HG-1001
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 1% bonus to armor hit points.
Inherent Implants 'Noble' Hull Upgrades HG-1002
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 2% bonus to armor hit points.
Inherent Implants 'Noble' Hull Upgrades HG-1003
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 3% bonus to armor hit points.
Inherent Implants 'Noble' Hull Upgrades HG-1004
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 4% bonus to armor hit points.
Inherent Implants 'Noble' Hull Upgrades HG-1005
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 5% bonus to armor hit points.
Inherent Implants 'Noble' Hull Upgrades HG-1006
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 6% bonus to armor hit points.
Inherent Implants 'Noble' Hull Upgrades HG-1008
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses. 8% bonus to armor hit points.
Inherent Implants 'Noble' Mechanic MC-801
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship. 1% bonus to hull hp.
Inherent Implants 'Noble' Mechanic MC-802
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship. 2% bonus to hull hp.
Inherent Implants 'Noble' Mechanic MC-803
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.
Inherent Implants 'Noble' Mechanic MC-804
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship. 4% bonus to hull hp.
Inherent Implants 'Noble' Mechanic MC-805
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.
Inherent Implants 'Noble' Mechanic MC-806
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship. 6% bonus to hull hp.
Inherent Implants 'Noble' Remote Armor Repair Systems RA-701
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems. 1% reduced capacitor need for remote armor repair system modules.
Inherent Implants 'Noble' Remote Armor Repair Systems RA-702
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems. 2% reduced capacitor need for remote armor repair system modules.
Inherent Implants 'Noble' Remote Armor Repair Systems RA-703
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.
Inherent Implants 'Noble' Remote Armor Repair Systems RA-704
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems. 4% reduced capacitor need for remote armor repair system modules.
Inherent Implants 'Noble' Remote Armor Repair Systems RA-705
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.
Inherent Implants 'Noble' Remote Armor Repair Systems RA-706
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems. 6% reduced capacitor need for remote armor repair system modules.
Inherent Implants 'Noble' Repair Proficiency RP-901
A neural Interface upgrade for analyzing and repairing starship damage. 1% bonus to repair system repair amount. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Proficiency RP-902
A neural Interface upgrade for analyzing and repairing starship damage. 2% bonus to repair system repair amount. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Proficiency RP-903
A neural Interface upgrade for analyzing and repairing starship damage. 3% bonus to repair system repair amount. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Proficiency RP-904
A neural Interface upgrade for analyzing and repairing starship damage. 4% bonus to repair system repair amount. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Proficiency RP-905
A neural Interface upgrade for analyzing and repairing starship damage. 5% bonus to repair system repair amount. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Proficiency RP-906
A neural Interface upgrade for analyzing and repairing starship damage. 6% bonus to repair system repair amount. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Systems RS-601
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 1% reduction in repair systems duration. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Systems RS-602
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 2% reduction in repair systems duration. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Systems RS-603
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 3% reduction in repair systems duration. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Systems RS-604
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 4% reduction in repair systems duration. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Systems RS-605
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 5% reduction in repair systems duration. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Noble' Repair Systems RS-606
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules. 6% reduction in repair systems duration. Note: This implant has no effect on remote armor repair modules or capital sized modules.
Inherent Implants 'Sergeant' XE4
A neural interface upgrade that boosts the pilot's skill with energy emission systems.
Inherent Implants 'Squire' Capacitor Emission Systems ES-701
A neural interface upgrade that boosts the pilot's skill with energy emission systems. 1% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.
Inherent Implants 'Squire' Capacitor Emission Systems ES-702
A neural interface upgrade that boosts the pilot's skill with energy emission systems. 2% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.
Inherent Implants 'Squire' Capacitor Emission Systems ES-703
A neural interface upgrade that boosts the pilot's skill with energy emission systems. 3% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.
Inherent Implants 'Squire' Capacitor Emission Systems ES-704
A neural interface upgrade that boosts the pilot's skill with energy emission systems. 4% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.
Inherent Implants 'Squire' Capacitor Emission Systems ES-705
A neural interface upgrade that boosts the pilot's skill with energy emission systems. 5% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.
Inherent Implants 'Squire' Capacitor Emission Systems ES-706
A neural interface upgrade that boosts the pilot's skill with energy emission systems. 6% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.
Inherent Implants 'Squire' Capacitor Management EM-801
A neural interface upgrade that boosts the pilot's skill at energy management. 1% bonus to ships capacitor capacity.
Inherent Implants 'Squire' Capacitor Management EM-802
A neural interface upgrade that boosts the pilot's skill at energy management. 2% bonus to ships capacitor capacity.
Inherent Implants 'Squire' Capacitor Management EM-803
A neural interface upgrade that boosts the pilot's skill at energy management. 3% bonus to ships capacitor capacity.
Inherent Implants 'Squire' Capacitor Management EM-804
A neural interface upgrade that boosts the pilot's skill at energy management. 4% bonus to ships capacitor capacity.
Inherent Implants 'Squire' Capacitor Management EM-805
A neural interface upgrade that boosts the pilot's skill at energy management. 5% bonus to ships capacitor capacity.
Inherent Implants 'Squire' Capacitor Management EM-806
A neural interface upgrade that boosts the pilot's skill at energy management. 6% bonus to ships capacitor capacity.
Inherent Implants 'Squire' Capacitor Systems Operation EO-601
A neural interface upgrade that boosts the pilot's skill at energy systems operation. 1% reduction in capacitor recharge time.
Inherent Implants 'Squire' Capacitor Systems Operation EO-602
A neural interface upgrade that boosts the pilot's skill at energy systems operation. 2% reduction in capacitor recharge time.
Inherent Implants 'Squire' Capacitor Systems Operation EO-603
A neural interface upgrade that boosts the pilot's skill at energy systems operation. 3% reduction in capacitor recharge time.
Inherent Implants 'Squire' Capacitor Systems Operation EO-604
A neural interface upgrade that boosts the pilot's skill at energy systems operation. 4% reduction in capacitor recharge time.
Inherent Implants 'Squire' Capacitor Systems Operation EO-605
A neural interface upgrade that boosts the pilot's skill at energy systems operation. 5% reduction in capacitor recharge time.
Inherent Implants 'Squire' Capacitor Systems Operation EO-606
A neural interface upgrade that boosts the pilot's skill at energy systems operation. 6% reduction in capacitor recharge time.
Inherent Implants 'Squire' Energy Grid Upgrades EU-701
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades. 1% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.
Inherent Implants 'Squire' Energy Grid Upgrades EU-702
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades. 2% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.
Inherent Implants 'Squire' Energy Grid Upgrades EU-703
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades. 3% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.
Inherent Implants 'Squire' Energy Grid Upgrades EU-704
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades. 4% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.
Inherent Implants 'Squire' Energy Grid Upgrades EU-705
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades. 5% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.
Inherent Implants 'Squire' Energy Grid Upgrades EU-706
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades. 6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.
Inherent Implants 'Squire' Energy Pulse Weapons EP-701
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons. 1% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.
Inherent Implants 'Squire' Energy Pulse Weapons EP-702
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons. 2% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.
Inherent Implants 'Squire' Energy Pulse Weapons EP-703
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons. 3% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.
Inherent Implants 'Squire' Energy Pulse Weapons EP-704
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons. 4% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.
Inherent Implants 'Squire' Energy Pulse Weapons EP-705
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons. 5% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.
Inherent Implants 'Squire' Energy Pulse Weapons EP-706
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons. 6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.
Inherent Implants 'Squire' Power Grid Management EG-601
A neural interface upgrade that boosts the pilot's skill at engineering. 1% bonus to the power grid output of your ship.
Inherent Implants 'Squire' Power Grid Management EG-602
A neural interface upgrade that boosts the pilot's skill at engineering. 2% bonus to the power grid output of your ship.
Inherent Implants 'Squire' Power Grid Management EG-603
A neural interface upgrade that boosts the pilot's skill at engineering. 3% bonus to the power grid output of your ship.
Inherent Implants 'Squire' Power Grid Management EG-604
A neural interface upgrade that boosts the pilot's skill at engineering. 4% bonus to the power grid output of your ship.
Inherent Implants 'Squire' Power Grid Management EG-605
A neural interface upgrade that boosts the pilot's skill at engineering. 5% bonus to the power grid output of your ship.
Inherent Implants 'Squire' Power Grid Management EG-606
A neural interface upgrade that boosts the pilot's skill at engineering. 6% bonus to the power grid output of your ship.
Inherent Implants 'Yeti' Ice Harvesting IH-1001
A neural Interface upgrade that boosts the pilot's skill at mining ice. 1% decrease in ice harvester cycle time.
Inherent Implants 'Yeti' Ice Harvesting IH-1003
A neural Interface upgrade that boosts the pilot's skill at mining ice. 3% decrease in ice harvester cycle time.
Inherent Implants 'Yeti' Ice Harvesting IH-1005
A neural Interface upgrade that boosts the pilot's skill at mining ice. 5% decrease in ice harvester cycle time.
Inquest 'Eros' Stasis Webifier MR-803
A neural interface upgrade that increases the maximum range of Stasis Webifiers by 3%. Serpentis Inquest is an offshoot of the Serpentis Corporation that specializes in cutting-edge cybernetic and clone research. The corporation makes its black cyber implants available to both Serpentis operatives and the forces of the allied Angel Cartel.
Inquest 'Eros' Stasis Webifier MR-805
A neural interface upgrade that increases the maximum range of Stasis Webifiers by 5%. Serpentis Inquest is an offshoot of the Serpentis Corporation that specializes in cutting-edge cybernetic and clone research. The corporation makes its black cyber implants available to both Serpentis operatives and the forces of the allied Angel Cartel.
Inquest 'Eros' Stasis Webifier MR-807
A neural interface upgrade that increases the maximum range of Stasis Webifiers by 7%. Serpentis Inquest is an offshoot of the Serpentis Corporation that specializes in cutting-edge cybernetic and clone research. The corporation makes its black cyber implants available to both Serpentis operatives and the forces of the allied Angel Cartel.
Inquest 'Hedone' Entanglement Optimizer WS-802
A neural interface upgrade that increases the maximum range of Stasis Webifiers and Warp Scramblers by 2%. Serpentis Inquest is an offshoot of the Serpentis Corporation that specializes in cutting-edge cybernetic and clone research. The corporation makes its black cyber implants available to both Serpentis operatives and the forces of the allied Angel Cartel.
Inquest 'Hedone' Entanglement Optimizer WS-803
A neural interface upgrade that increases the maximum range of Stasis Webifiers and Warp Scramblers by 3%. Serpentis Inquest is an offshoot of the Serpentis Corporation that specializes in cutting-edge cybernetic and clone research. The corporation makes its black cyber implants available to both Serpentis operatives and the forces of the allied Angel Cartel.
Inquest 'Hedone' Entanglement Optimizer WS-804
A neural interface upgrade that increases the maximum range of Stasis Webifiers and Warp Scramblers by 4%. Serpentis Inquest is an offshoot of the Serpentis Corporation that specializes in cutting-edge cybernetic and clone research. The corporation makes its black cyber implants available to both Serpentis operatives and the forces of the allied Angel Cartel.
Interplanetary Consolidation Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Large Energy Turret Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Large Hybrid Turret Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Large Projectile Turret Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Limited Cybernetic Subprocessor
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. +1 Bonus to Intelligence
Limited Cybernetic Subprocessor - Beta
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants. +2 Bonus to Intelligence
Limited Memory Augmentation
This image processor implanted in the temporal lobe grants a bonus to a character's memory. +1 Bonus to Memory
Limited Memory Augmentation - Beta
This image processor implanted in the temporal lobe grants a bonus to a character's memory. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants. +2 Bonus to Memory
Limited Neural Boost
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. +1 Bonus to Willpower
Limited Neural Boost - Beta
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants. +2 Bonus to Willpower
Limited Ocular Filter
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. +1 Bonus to Perception
Limited Ocular Filter - Beta
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants. +2 Bonus to Perception
Limited Social Adaptation Chip
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. +1 Bonus to Charisma
Limited Social Adaptation Chip - Beta
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants. +2 Bonus to Charisma
Limited Synth Blue Pill Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to local shield booster effectiveness Base duration: 1 hour
Limited Synth Blue Pill Booster Mk II
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Limited Synth Blue Pill Booster Mk III
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Limited Synth Blue Pill Booster Mk IV
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Limited Synth Blue Pill Booster Mk V
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Limited Synth Crash Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to missile explosion radius Base duration: 1 hour
Limited Synth Crash Booster Mk II
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Limited Synth Crash Booster Mk III
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Limited Synth Crash Booster Mk IV
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Limited Synth Crash Booster Mk V
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Limited Synth Drop Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to turret tracking speed Base duration: 1 hour
Limited Synth Drop Booster Mk II
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Limited Synth Drop Booster Mk III
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Limited Synth Drop Booster Mk IV
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Limited Synth Drop Booster Mk V
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Limited Synth Exile Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to local armor repairer effectiveness Base duration: 1 hour
Limited Synth Exile Booster Mk II
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Limited Synth Exile Booster Mk III
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Limited Synth Exile Booster Mk IV
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Limited Synth Exile Booster Mk V
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Limited Synth Frentix Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to turret optimal range Base duration: 1 hour
Limited Synth Frentix Booster Mk II
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Limited Synth Frentix Booster Mk III
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Limited Synth Frentix Booster Mk IV
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Limited Synth Frentix Booster Mk V
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Limited Synth Mindflood Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to capacitor capacity Base duration: 1 hour
Limited Synth Mindflood Booster Mk II
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Limited Synth Mindflood Booster Mk III
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Limited Synth Mindflood Booster Mk IV
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Limited Synth Mindflood Booster Mk V
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Limited Synth Sooth Sayer Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 2% bonus to turret falloff range Base duration: 1 hour
Limited Synth Sooth Sayer Booster Mk II
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Limited Synth Sooth Sayer Booster Mk III
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Limited Synth Sooth Sayer Booster Mk IV
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Limited Synth Sooth Sayer Booster Mk V
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Limited Synth X-Instinct Booster
This booster has been provided through Daily Rewards. It will apply immediately when redeemed. 1.5% bonus to ship signature radius Base duration: 1 hour
Limited Synth X-Instinct Booster Mk II
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Limited Synth X-Instinct Booster Mk III
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Limited Synth X-Instinct Booster Mk IV
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Limited Synth X-Instinct Booster Mk V
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Low-grade Amulet Alpha
This ocular filter has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to armor HP Set Effect: 2.5% bonus to the strength of all Amulet implant secondary effects
Low-grade Amulet Beta
This memory augmentation has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to armor HP Set Effect: 2.5% bonus to the strength of all Amulet implant secondary effects
Low-grade Amulet Delta
This cybernetic subprocessor has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to armor HP Set Effect: 2.5% bonus to the strength of all Amulet implant secondary effects
Low-grade Amulet Epsilon
This social adaption chip has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to armor HP Set Effect: 2.5% bonus to the strength of all Amulet implant secondary effects
Low-grade Amulet Gamma
This neural boost has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to armor HP Set Effect: 2.5% bonus to the strength of all Amulet implant secondary effects
Low-grade Amulet Omega
This implant does nothing in and of itself, but when used in conjunction with other Amulet implants it will greatly boost their effect. 10% bonus to the strength of all Amulet implant secondary effects.
Low-grade Asklepian Alpha
This ocular filter has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to armor repair amount Set Effect: 2.5% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Low-grade Asklepian Beta
This memory augmentation has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to armor repair amount Set Effect: 2.5% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Low-grade Asklepian Delta
This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to armor repair amount Set Effect: 2.5% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Low-grade Asklepian Epsilon
This social adaptation chip has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to armor repair amount Set Effect: 2.5% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Low-grade Asklepian Gamma
This neural boost has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to armor repair amount Set Effect: 2.5% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Low-grade Asklepian Omega
This implant does nothing in and of itself, but when used in conjunction with other Asklepian implants it will boost their effect. 10% bonus to the strength of all Asklepian implant secondary effects. Note: Has no effect on capital sized modules.
Low-grade Centurion Alpha
This ocular filter has been modified by Mordus scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 2.5% bonus to the strength of all Centurion implant secondary effects
Low-grade Centurion Beta
This memory augmentation has been modified by Mordus scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 2.5% bonus to the strength of all Centurion implant secondary effects
Low-grade Centurion Delta
This cybernetic subprocessor has been modified by Mordus scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 2.5% bonus to the strength of all Centurion implant secondary effects
Low-grade Centurion Epsilon
This social adaptation chip has been modified by Mordus scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 2.5% bonus to the strength of all Centurion implant secondary effects
Low-grade Centurion Gamma
This neural boost has been modified by Mordus scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 2.5% bonus to the strength of all Centurion implant secondary effects
Low-grade Centurion Omega
This implant does nothing in and of itself, but when used in conjunction with other Centurion implants it will boost their effect. 10% bonus to the strength of all Centurion implant secondary effects.
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: 2.5% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
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: 2.5% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
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: 2.5% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
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: 2.5% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
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: 2.5% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
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. 10% bonus to the strength of all Crystal implant secondary effects. Note: Has no effect on capital sized modules.
Low-grade Edge Alpha
This ocular filter has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% reduction to booster side effects Set Effect: 2.5% bonus to the strength of all Edge implant secondary effects
Low-grade Edge Beta
This memory augmentation has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% reduction to booster side effects Set Effect: 2.5% bonus to the strength of all Edge implant secondary effects
Low-grade Edge Delta
This cybernetic subprocessor has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% reduction to booster side effects Set Effect: 2.5% bonus to the strength of all Edge implant secondary effects
Low-grade Edge Epsilon
This social adaptation chip has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% reduction to booster side effects Set Effect: 2.5% bonus to the strength of all Edge implant secondary effects
Low-grade Edge Gamma
This neural boost has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% reduction to booster side effects Set Effect: 2.5% bonus to the strength of all Edge implant secondary effects
Low-grade Edge Omega
This implant does nothing in and of itself, but when used in conjunction with other Edge implants it will boost their effect. 10% bonus to the strength of all Edge implant secondary effects.
Low-grade Grail Alpha
This ocular filter has been modified by Amarr scientists for use by their elite officers. Primary Effect: +2 Bonus to Perception Secondary Effect: Adds an additional 1 point of radar sensor strength to piloted ship
Low-grade Grail Beta
This memory augmentation has been modified by Amarr scientists for use by their elite officers. Primary Effect: +2 Bonus to Memory Secondary Effect: Adds an additional 1 point of radar sensor strength to piloted ship
Low-grade Grail Delta
This cybernetic subprocessor has been modified by Amarr scientists for use by their elite officers. Primary Effect: +2 Bonus to Intelligence Secondary Effect: Adds an additional 1 point of radar sensor strength to piloted ship
Low-grade Grail Epsilon
This social adaptation chip has been modified by Amarr scientists for use by their elite officers. Primary Effect: +2 Bonus to Charisma Secondary Effect: Adds an additional 1 point of radar sensor strength to piloted ship
Low-grade Grail Gamma
This neural boost has been modified by Amarr scientists for use by their elite officers. Primary Effect: +2 Bonus to Willpower Secondary Effect: Adds an additional 1 point of radar sensor strength to piloted ship
Low-grade Grail Omega
This implant does nothing in and of itself, but when used in conjunction with other low-grade Grail implants it will boost their effect. 40% bonus to the strength of all low-grade Grail implant secondary effects. Not cumulative with high-tier Grail implant set.
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: 2.5% bonus to the strength of all Halo implant secondary effects
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: 2.5% bonus to the strength of all Halo implant secondary effects
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: 2.5% bonus to the strength of all Halo implant secondary effects
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: 2.5% bonus to the strength of all Halo implant secondary effects
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: 2.5% bonus to the strength of all Halo implant secondary effects
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. 10% bonus to the strength of all Halo implant secondary effects.
Low-grade Harvest Alpha
This ocular filter has been modified by ORE scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to the range to all mining lasers Set Effect: 2.5% bonus to the strength of all Harvest implant secondary effects
Low-grade Harvest Beta
This memory augmentation has been modified by ORE scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to the range to all mining lasers Set Effect: 2.5% bonus to the strength of all Harvest implant secondary effects
Low-grade Harvest Delta
This cybernetic subprocessor has been modified by ORE scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to the range to all mining lasers Set Effect: 2.5% bonus to the strength of all Harvest implant secondary effects
Low-grade Harvest Epsilon
This social adaptation chip has been modified by ORE scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to the range to all mining lasers Set Effect: 2.5% bonus to the strength of all Harvest implant secondary effects
Low-grade Harvest Gamma
This neural boost has been modified by ORE scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to the range to all mining lasers Set Effect: 2.5% bonus to the strength of all Harvest implant secondary effects
Low-grade Harvest Omega
This implant does nothing in and of itself, but when used in conjunction with other Harvest implants it will boost their effect. 10% bonus to the strength of all Harvest implant secondary effects.
Low-grade Hydra Alpha
This ocular filter has been modified by Guristas scientists for use by their elite officers. Primary Effect: +2 Bonus to Perception Secondary Effects: 1% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 2.5% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Low-grade Hydra Beta
This memory augmentation has been modified by Guristas scientists for use by their elite officers. Primary Effect: +2 Bonus to Memory Secondary Effect: 1.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 2.5% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Low-grade Hydra Delta
This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers. Primary Effect: +2 Bonus to Intelligence Secondary Effect: 2.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 2.5% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Low-grade Hydra 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: 3% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 2.5% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Low-grade Hydra Gamma
This neural boost has been modified by Guristas scientists for use by their elite officers. Primary Effect: +2 Bonus to Willpower Secondary Effect: 2% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 2.5% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Low-grade Hydra Omega
This implant does nothing in and of itself, but when used in conjunction with other Hydra implants it will boost their effect. 10% bonus to the strength of all Hydra implant secondary effects.
Low-grade Jackal Alpha
This ocular filter has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +2 Bonus to Perception Secondary Effect: Adds an additional 1 point of ladar sensor strength to piloted ship
Low-grade Jackal Beta
This memory augmentation has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +2 Bonus to Memory Secondary Effect: Adds an additional 1 point of ladar sensor strength to piloted ship
Low-grade Jackal Delta
This cybernetic subprocessor has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +2 Bonus to Intelligence Secondary Effect: Adds an additional 1 point of ladar sensor strength to piloted ship
Low-grade Jackal Epsilon
This social adaptation chip has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +2 Bonus to Charisma Secondary Effect: Adds an additional 1 point of ladar sensor strength to piloted ship
Low-grade Jackal Gamma
This neural boost has been modified by Minmatar scientists for use by their elite officers. Primary Effect: +2 Bonus to Willpower Secondary Effect: Adds an additional 1 point of ladar sensor strength to piloted ship
Low-grade Jackal Omega
This implant does nothing in and of itself, but when used in conjunction with other low-grade Jackal implants it will boost their effect. 40% bonus to the strength of all low-grade Jackal implant secondary effects. Not cumulative with high-tier Jackal implant set.
Low-grade Mimesis Alpha
This ocular filter is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to maximum damage output of entropic disintegrators Tertiary Effect: -33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Low-grade Mimesis Beta
This memory augmentation is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +2 bonus to Memory Secondary Effect: 1.5% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Low-grade Mimesis Delta
This cybernetic subprocessor is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +2 bonus to Intelligence Secondary Effect: 2.5% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Low-grade Mimesis Epsilon
This social adaptation chip is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +2 bonus to Charisma Secondary Effect: 3% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Low-grade Mimesis Gamma
This neural boost is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +2 bonus to Willpower Secondary Effect: 2% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Low-grade Mimesis Omega
This implant is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. As it based on a standard Omega control implant, this augmentation does nothing in and of itself, but when used in conjunction with other Mimesis implants it will boost their effect considerably. Set Effect: 50% bonus to the strength of all Mimesis implant secondary effects
Low-grade Nirvana Alpha
This ocular filter appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to shield hitpoints Set Effect: 2.5% bonus to the strength of all Nirvana implant secondary effects
Low-grade Nirvana Beta
This memory augmentation appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to shield hitpoints Set Effect: 2.5% bonus to the strength of all Nirvana implant secondary effects
Low-grade Nirvana Delta
This cybernetic subprocessor appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to shield hitpoints Set Effect: 2.5% bonus to the strength of all Nirvana implant secondary effects
Low-grade Nirvana Epsilon
This social adaptation chip appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to shield hitpoints Set Effect: 2.5% bonus to the strength of all Nirvana implant secondary effects
Low-grade Nirvana Gamma
This neural boost implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to shield hitpoints Set Effect: 2.5% bonus to the strength of all Nirvana implant secondary effects
Low-grade Nirvana Omega
This Omega implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. This type of implant has no inherent effect of its own but when used in conjunction with other Nirvana implants it will boost their effectiveness. 10% bonus to the strength of all Nirvana implant secondary effects.
Low-grade Nomad Alpha
This ocular filter has been modified by Thukker scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to agility Set Effect: 2.5% bonus to the strength of all Nomad implant secondary effects
Low-grade Nomad Beta
This memory augmentation has been modified by Thukker scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to agility Set Effect: 2.5% bonus to the strength of all Nomad implant secondary effects
Low-grade Nomad Delta
This cybernetic subprocessor has been modified by Thukker scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to agility Set Effect: 2.5% bonus to the strength of all Nomad implant secondary effects
Low-grade Nomad Epsilon
This social adaptation chip has been modified by Thukker scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to agility Set Effect: 2.5% bonus to the strength of all Nomad implant secondary effects
Low-grade Nomad Gamma
This neural boost has been modified by Thukker scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to agility Set Effect: 2.5% bonus to the strength of all Nomad implant secondary effects
Low-grade Nomad Omega
This implant does nothing in and of itself, but when used in conjunction with other Nomad implants it will boost their effect. 10% bonus to the strength of all Nomad implant secondary effects.
Low-grade Rapture Alpha
This ocular filter appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Perception Secondary Effect: 1% reduction to capacitor recharge time Set Effect: 2.5% bonus to the strength of all Rapture implant secondary effects
Low-grade Rapture Beta
This memory augmentation appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Memory Secondary Effect: 2% reduction to capacitor recharge time Set Effect: 2.5% bonus to the strength of all Rapture implant secondary effects
Low-grade Rapture Delta
This cybernetic subprocessor appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% reduction to capacitor recharge time Set Effect: 2.5% bonus to the strength of all Rapture implant secondary effects
Low-grade Rapture Epsilon
This social adaptation chip appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% reduction to capacitor recharge time Set Effect: 2.5% bonus to the strength of all Rapture implant secondary effects
Low-grade Rapture Gamma
This neural boost implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% reduction to capacitor recharge time Set Effect: 2.5% bonus to the strength of all Rapture implant secondary effects
Low-grade Rapture Omega
This Omega implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. This type of implant has no inherent effect of its own but when used in conjunction with other Rapture implants it will boost their effectiveness. 10% bonus to the strength of all Rapture implant secondary effects.
Low-grade Savior 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 the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 2.5% bonus to the strength of all Savior implant secondary effects
Low-grade Savior Beta
This memory augmentation has been modified by Angel scientists for use by their elite officers. Primary Effect: +2 Bonus to Memory Secondary Effect: 1.5% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 2.5% bonus to the strength of all Savior implant secondary effects
Low-grade Savior Delta
This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers. Primary Effect: +2 Bonus to Intelligence Secondary Effect: 2.5% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 2.5% bonus to the strength of all Savior implant secondary effects
Low-grade Savior 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: 3% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 2.5% bonus to the strength of all Savior implant secondary effects
Low-grade Savior Gamma
This neural boost has been modified by Angel scientists for use by their elite officers. Primary Effect: +2 Bonus to Willpower Secondary Effect: 2% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 2.5% bonus to the strength of all Savior implant secondary effects
Low-grade Savior Omega
This implant does nothing in and of itself, but when used in conjunction with other Savior implants it will boost their effect. 10% bonus to the strength of all Savior implant secondary effects.
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: 0.5% bonus to maximum velocity Set Effect: 5% bonus to the strength of all Snake implant secondary effects
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: 0.625% bonus to maximum velocity Set Effect: 5% bonus to the strength of all Snake implant secondary effects
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: 0.875% bonus to maximum velocity Set Effect: 5% bonus to the strength of all Snake implant secondary effects
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: 1% bonus to maximum velocity Set Effect: 5% bonus to the strength of all Snake implant secondary effects
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: 0.75% bonus to maximum velocity Set Effect: 5% bonus to the strength of all Snake implant secondary effects
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. 110% bonus to the strength of all Snake implant secondary effects.
Low-grade Spur Alpha
This ocular filter has been modified by Gallente scientists for use by their elite officers. Primary Effect: +2 Bonus to Perception Secondary Effect: Adds an additional 1 point of magnetometric sensor strength to piloted ship
Low-grade Spur Beta
This memory augmentation has been modified by Gallente scientists for use by their elite officers. Primary Effect: +2 Bonus to Memory Secondary Effect: Adds an additional 1 point of magnetometric sensor strength to piloted ship
Low-grade Spur Delta
This cybernetic subprocessor has been modified by Gallente scientists for use by their elite officers. Primary Effect: +2 Bonus to Intelligence Secondary Effect: Adds an additional 1 point of magnetometric sensor strength to piloted ship
Low-grade Spur Epsilon
This social adaptation chip has been modified by Gallente scientists for use by their elite officers. Primary Effect: +2 Bonus to Charisma Secondary Effect: Adds an additional 1 point of magnetometric sensor strength to piloted ship
Low-grade Spur Gamma
This neural boost has been modified by Gallente scientists for use by their elite officers. Primary Effect: +2 Bonus to Willpower Secondary Effect: Adds an additional 1 point of magnetometric sensor strength to piloted ship
Low-grade Spur Omega
This implant does nothing in and of itself, but when used in conjunction with other low-grade Spur implants it will boost their effect. 40% bonus to the strength of all low-grade Spur implant secondary effects. Not cumulative with high-tier Spur implant set.
Low-grade Talisman Alpha
This ocular filter has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 2.5% bonus to the strength of all Talisman implant secondary effects
Low-grade Talisman Beta
This memory augmentation has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 2.5% bonus to the strength of all Talisman implant secondary effects
Low-grade Talisman Delta
This cybernetic subprocessor has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 2.5% bonus to the strength of all Talisman implant secondary effects
Low-grade Talisman Epsilon
This social adaption chip has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 2.5% bonus to the strength of all Talisman implant secondary effects
Low-grade Talisman Gamma
This neural boost has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 2.5% bonus to the strength of all Talisman implant secondary effects
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. 10% bonus to the strength of all Talisman implant secondary effects.
Low-grade Talon Alpha
This ocular filter has been modified by Caldari scientists for use by their elite officers. Primary Effect: +2 Bonus to Perception Secondary Effect: Adds an additional 1 point of gravimetric sensor strength to piloted ship
Low-grade Talon Beta
This memory augmentation has been modified by Caldari scientists for use by their elite officers. Primary Effect: +2 Bonus to Memory Secondary Effect: Adds an additional 1 point of gravimetric sensor strength to piloted ship
Low-grade Talon Delta
This cybernetic subprocessor has been modified by Caldari scientists for use by their elite officers. Primary Effect: +2 Bonus to Intelligence Secondary Effect: Adds an additional 1 point of gravimetric sensor strength to piloted ship
Low-grade Talon Epsilon
This social adaptation chip has been modified by Caldari scientists for use by their elite officers. Primary Effect: +2 Bonus to Charisma Secondary Effect: Adds an additional 1 point of gravimetric sensor strength to piloted ship
Low-grade Talon Gamma
This neural boost has been modified by Caldari scientists for use by their elite officers. Primary Effect: +2 Bonus to Willpower Secondary Effect: Adds an additional 1 point of gravimetric sensor strength to piloted ship
Low-grade Talon Omega
This implant does nothing in and of itself, but when used in conjunction with other low-grade Talon implants it will boost their effect. 40% bonus to the strength of all low-grade Talon implant secondary effects. Not cumulative with high-tier Talon implant set.
Low-grade Virtue Alpha
This ocular filter has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +2 bonus to Perception Secondary Effect: 1% bonus to scan strength of probes Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Low-grade Virtue Beta
This memory augmentation has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +2 bonus to Memory Secondary Effect: 2% bonus to scan strength of probes Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Low-grade Virtue Delta
This cybernetic subprocessor has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +2 bonus to Intelligence Secondary Effect: 4% bonus to scan strength of probes Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Low-grade Virtue Epsilon
This social adaptation chip has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +2 bonus to Charisma Secondary Effect: 5% bonus to scan strength of probes Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Low-grade Virtue Gamma
This neural boost has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +2 bonus to Willpower Secondary Effect: 3% bonus to scan strength of probes Set Effect: 2.5% bonus to the strength of all Virtue implant secondary effects
Low-grade Virtue Omega
This implant does nothing in and of itself, but when used in conjunction with other Virtue implants it will boost their effect. 10% bonus to the strength of all Virtue implant secondary effects.
Master-at-Arms Cerebral Accelerator
CONCORD's Directive Enforcement Department is one of the leading military forces of New Eden. The DED recruits from across New Eden and most major cities, colony outposts and space stations will have a DED recruitment and training facility commanded by a Master-at-Arms. A special-issue cerebral accelerator is available to the Master-at-Arms for use at their discretion in training of recruits. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid uptake of skill-related neural data.
Mat Boost 2018.11
Medium Disintegrator Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Medium Precursor Weapon Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Memory Augmentation - Advanced
This image processor implanted in the temporal lobe grants a bonus to a character's memory. +6 Bonus to Memory
Memory Augmentation - Basic
This image processor implanted in the temporal lobe grants a bonus to a character's memory. +3 Bonus to Memory
Memory Augmentation - Elite
This image processor implanted in the temporal lobe grants a bonus to a character's memory. +7 Bonus to Memory
Memory Augmentation - Improved
This image processor implanted in the temporal lobe grants a bonus to a character's memory. +5 Bonus to Memory
Memory Augmentation - Standard
This image processor implanted in the temporal lobe grants a bonus to a character's memory. +4 Bonus to Memory
Michi's Excavation Augmentor
A neural Interface upgrade that boosts the pilot's skill in a specific area. 5% bonus to mining yield of mining lasers.
Mid-grade Amulet Alpha
This ocular filter has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to armor HP Set Effect: 10% bonus to the strength of all Amulet implant secondary effects
Mid-grade Amulet Beta
This memory augmentation has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to armor HP Set Effect: 10% bonus to the strength of all Amulet implant secondary effects
Mid-grade Amulet Delta
This cybernetic subprocessor has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to armor HP Set Effect: 10% bonus to the strength of all Amulet implant secondary effects
Mid-grade Amulet Epsilon
This social adaption chip has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to armor HP Set Effect: 10% bonus to the strength of all Amulet implant secondary effects
Mid-grade Amulet Gamma
This neural boost has been modified by underworld scientists for use by elite pirate officers. It provides increasing armor hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to armor HP Set Effect: 10% bonus to the strength of all Amulet implant secondary effects
Mid-grade Amulet Omega
This implant does nothing in and of itself, but when used in conjunction with other Amulet implants it will greatly boost their effect. 25% bonus to the strength of all Amulet implant secondary effects.
Mid-grade Ascendancy Alpha
This ocular filter has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to warp speed Set Effect: 10% bonus to the strength of all Ascendancy implant secondary effects
Mid-grade Ascendancy Beta
This memory augmentation has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to warp speed Set Effect: 10% bonus to the strength of all Ascendancy implant secondary effects
Mid-grade Ascendancy Delta
This cybernetic subprocessor has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to warp speed Set Effect: 10% bonus to the strength of all Ascendancy implant secondary effects
Mid-grade Ascendancy Epsilon
This social adaptation chip has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to warp speed Set Effect: 10% bonus to the strength of all Ascendancy implant secondary effects
Mid-grade Ascendancy Gamma
This neural boost has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to warp speed Set Effect: 10% bonus to the strength of all Ascendancy implant secondary effects
Mid-grade Ascendancy Omega
This implant does nothing in and of itself, but when used in conjunction with other Ascendancy implants it will boost their effect. 35% bonus to the strength of all Ascendancy implant secondary effects.
Mid-grade Asklepian Alpha
This ocular filter has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to armor repair amount Set Effect: 10% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade Asklepian Beta
This memory augmentation has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to armor repair amount Set Effect: 10% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade Asklepian Delta
This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to armor repair amount Set Effect: 10% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade Asklepian Epsilon
This social adaptation chip has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to armor repair amount Set Effect: 10% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade Asklepian Gamma
This neural boost has been modified by Serpentis scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to armor repair amount Set Effect: 10% bonus to the strength of all Asklepian implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade Asklepian Omega
This implant does nothing in and of itself, but when used in conjunction with other Asklepian implants it will boost their effect. 25% bonus to the strength of all Asklepian implant secondary effects. Note: Has no effect on capital sized modules.
Mid-grade Centurion Alpha
This ocular filter has been modified by Mordus scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 10% bonus to the strength of all Centurion implant secondary effects
Mid-grade Centurion Beta
This memory augmentation has been modified by Mordus scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 10% bonus to the strength of all Centurion implant secondary effects
Mid-grade Centurion Delta
This cybernetic subprocessor has been modified by Mordus scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 10% bonus to the strength of all Centurion implant secondary effects
Mid-grade Centurion Epsilon
This social adaptation chip has been modified by Mordus scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 10% bonus to the strength of all Centurion implant secondary effects
Mid-grade Centurion Gamma
This neural boost has been modified by Mordus scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors and Target Painters Set Effect: 10% bonus to the strength of all Centurion implant secondary effects
Mid-grade Centurion Omega
This implant does nothing in and of itself, but when used in conjunction with other Centurion implants it will boost their effect. 25% bonus to the strength of all Centurion implant secondary effects.
Mid-grade 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: 10% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade 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: 10% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade 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: 10% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade 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: 10% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
Mid-grade 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: 10% bonus to the strength of all Crystal implant secondary effects Note: Has no effect on capital sized modules.
Mid-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. 25% bonus to the strength of all Crystal implant secondary effects. Note: Has no effect on capital sized modules.
Mid-grade Edge Alpha
This ocular filter has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% reduction to booster side effects Set Effect: 10% bonus to the strength of all Edge implant secondary effects
Mid-grade Edge Beta
This memory augmentation has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% reduction to booster side effects Set Effect: 10% bonus to the strength of all Edge implant secondary effects
Mid-grade Edge Delta
This cybernetic subprocessor has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% reduction to booster side effects Set Effect: 10% bonus to the strength of all Edge implant secondary effects
Mid-grade Edge Epsilon
This social adaptation chip has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% reduction to booster side effects Set Effect: 10% bonus to the strength of all Edge implant secondary effects
Mid-grade Edge Gamma
This neural boost has been modified by Syndicate scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% reduction to booster side effects Set Effect: 10% bonus to the strength of all Edge implant secondary effects
Mid-grade Edge Omega
This implant does nothing in and of itself, but when used in conjunction with other Edge implants it will boost their effect. 25% bonus to the strength of all Edge implant secondary effects.
Mid-grade 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: 10% bonus to the strength of all Halo implant secondary effects
Mid-grade 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: 10% bonus to the strength of all Halo implant secondary effects
Mid-grade 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: 10% bonus to the strength of all Halo implant secondary effects
Mid-grade 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: 10% bonus to the strength of all Halo implant secondary effects
Mid-grade 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: 10% bonus to the strength of all Halo implant secondary effects
Mid-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. 25% bonus to the strength of all Halo implant secondary effects.
Mid-grade Harvest Alpha
This ocular filter has been modified by ORE scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to the range to all mining lasers Set Effect: 10% bonus to the strength of all Harvest implant secondary effects
Mid-grade Harvest Beta
This memory augmentation has been modified by ORE scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to the range to all mining lasers Set Effect: 10% bonus to the strength of all Harvest implant secondary effects
Mid-grade Harvest Delta
This cybernetic subprocessor has been modified by ORE scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to the range to all mining lasers Set Effect: 10% bonus to the strength of all Harvest implant secondary effects
Mid-grade Harvest Epsilon
This social adaptation chip has been modified by ORE scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to the range to all mining lasers Set Effect: 10% bonus to the strength of all Harvest implant secondary effects
Mid-grade Harvest Gamma
This neural boost has been modified by ORE scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to the range to all mining lasers Set Effect: 10% bonus to the strength of all Harvest implant secondary effects
Mid-grade Harvest Omega
This implant does nothing in and of itself, but when used in conjunction with other Harvest implants it will boost their effect. 25% bonus to the strength of all Harvest implant secondary effects.
Mid-grade Hydra Alpha
This ocular filter has been modified by Guristas scientists for use by their elite officers. Primary Effect: +3 Bonus to Perception Secondary Effects: 1% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 10% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Mid-grade Hydra Beta
This memory augmentation has been modified by Guristas scientists for use by their elite officers. Primary Effect: +3 Bonus to Memory Secondary Effect: 1.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 10% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Mid-grade Hydra Delta
This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers. Primary Effect: +3 Bonus to Intelligence Secondary Effect: 2.5% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 10% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Mid-grade Hydra 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: 3% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 10% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Mid-grade Hydra Gamma
This neural boost has been modified by Guristas scientists for use by their elite officers. Primary Effect: +3 Bonus to Willpower Secondary Effect: 2% bonus to drone tracking speed, drone optimal range, drone falloff range, missile flight time, and missile explosion velocity Set Effect: 10% bonus to the strength of all Hydra implant secondary effects Note: Has no effect on fighters
Mid-grade Hydra Omega
This implant does nothing in and of itself, but when used in conjunction with other Hydra implants it will boost their effect. 25% bonus to the strength of all Hydra implant secondary effects.
Mid-grade Mimesis Alpha
This ocular filter is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +3 bonus to Perception Secondary Effect: 1.25% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Mid-grade Mimesis Beta
This memory augmentation is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +3 bonus to Memory Secondary Effect: 1.75% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Mid-grade Mimesis Delta
This cybernetic subprocessor is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +3 bonus to Intelligence Secondary Effect: 2.75% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Mid-grade Mimesis Epsilon
This social adaptation chip is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +3 bonus to Charisma Secondary Effect: 3.25% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Mid-grade Mimesis Gamma
This neural boost is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. Primary Effect: +3 bonus to Willpower Secondary Effect: 2.25% bonus to maximum damage output of entropic disintegrators Tertiary Effect: 0.33% penalty to damage multiplier increase per cycle of entropic disintegrators Set Effect: 20% bonus to the strength of all Mimesis implant secondary effects
Mid-grade Mimesis Omega
This implant is listed in the DED inventory as a modification by CONCORD weapons technologists of standard capsuleer implant templates with control routines that mimic methods of enhancing the firepower of reverse-engineered Triglavian weaponry, at the cost of a slower build up to maximum particle stream output. However, persistent rumors among New Eden's capsuleer, transhuman and wirehead communities suggest that the research and development group that created these implants was lead by a Society of Conscious Thought team with special expertise in so-called "restricted artificial intelligences". The possibility that these implants are based on RAI technology raises startling questions about the nature of the "mimesis" involved in these augmentations. As it based on a standard Omega control implant, this augmentation does nothing in and of itself, but when used in conjunction with other Mimesis implants it will boost their effect considerably. Set Effect: 65% bonus to the strength of all Mimesis implant secondary effects
Mid-grade Nirvana Alpha
This ocular filter appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to shield hitpoints Set Effect: 10% bonus to the strength of all Nirvana implant secondary effects
Mid-grade Nirvana Beta
This memory augmentation appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to shield hitpoints Set Effect: 10% bonus to the strength of all Nirvana implant secondary effects
Mid-grade Nirvana Delta
This cybernetic subprocessor appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to shield hitpoints Set Effect: 10% bonus to the strength of all Nirvana implant secondary effects
Mid-grade Nirvana Epsilon
This social adaptation chip appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to shield hitpoints Set Effect: 10% bonus to the strength of all Nirvana implant secondary effects
Mid-grade Nirvana Gamma
This neural boost implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. It provides increasing shield hitpoint bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to shield hitpoints Set Effect: 10% bonus to the strength of all Nirvana implant secondary effects
Mid-grade Nirvana Omega
This Omega implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of Nation and related factions. This type of implant has no inherent effect of its own but when used in conjunction with other Nirvana implants it will boost their effectiveness. 25% bonus to the strength of all Nirvana implant secondary effects.
Mid-grade Nomad Alpha
This ocular filter has been modified by Thukker scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to agility Set Effect: 10% bonus to the strength of all Nomad implant secondary effects
Mid-grade Nomad Beta
This memory augmentation has been modified by Thukker scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to agility Set Effect: 10% bonus to the strength of all Nomad implant secondary effects
Mid-grade Nomad Delta
This cybernetic subprocessor has been modified by Thukker scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to agility Set Effect: 10% bonus to the strength of all Nomad implant secondary effects
Mid-grade Nomad Epsilon
This social adaptation chip has been modified by Thukker scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to agility Set Effect: 10% bonus to the strength of all Nomad implant secondary effects
Mid-grade Nomad Gamma
This neural boost has been modified by Thukker scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to agility Set Effect: 10% bonus to the strength of all Nomad implant secondary effects
Mid-grade Nomad Omega
This implant does nothing in and of itself, but when used in conjunction with other Nomad implants it will boost their effect. 25% bonus to the strength of all Nomad implant secondary effects.
Mid-grade Rapture Alpha
This ocular filter appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Perception Secondary Effect: 1% reduction to capacitor recharge time Set Effect: 10% bonus to the strength of all Rapture implant secondary effects
Mid-grade Rapture Beta
This memory augmentation appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Memory Secondary Effect: 2% reduction to capacitor recharge time Set Effect: 10% bonus to the strength of all Rapture implant secondary effects
Mid-grade Rapture Delta
This cybernetic subprocessor appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% reduction to capacitor recharge time Set Effect: 10% bonus to the strength of all Rapture implant secondary effects
Mid-grade Rapture Epsilon
This social adaptation chip appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% reduction to capacitor recharge time Set Effect: 10% bonus to the strength of all Rapture implant secondary effects
Mid-grade Rapture Gamma
This neural boost implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. It provides increasing capacitor recharge rate bonuses when plugged in alongside other implants from the same set. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% reduction to capacitor recharge time Set Effect: 10% bonus to the strength of all Rapture implant secondary effects
Mid-grade Rapture Omega
This Omega implant appears to have been developed using Sansha's Nation technology and is likely to be used by elite pilots of the Nation and related factions. This type of implant has no inherent effect of its own but when used in conjunction with other Rapture implants it will boost their effectiveness. 25% bonus to the strength of all Rapture implant secondary effects.
Mid-grade Savior 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 the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 10% bonus to the strength of all Savior implant secondary effects
Mid-grade Savior Beta
This memory augmentation has been modified by Angel scientists for use by their elite officers. Primary Effect: +3 Bonus to Memory Secondary Effect: 1.5% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 10% bonus to the strength of all Savior implant secondary effects
Mid-grade Savior Delta
This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers. Primary Effect: +3 Bonus to Intelligence Secondary Effect: 2.5% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 10% bonus to the strength of all Savior implant secondary effects
Mid-grade Savior 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: 3% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 10% bonus to the strength of all Savior implant secondary effects
Mid-grade Savior Gamma
This neural boost has been modified by Angel scientists for use by their elite officers. Primary Effect: +3 Bonus to Willpower Secondary Effect: 2% reduction in the cycle time of subcapital remote armor repairers and remote shield boosters Set Effect: 10% bonus to the strength of all Savior implant secondary effects
Mid-grade Savior Omega
This implant does nothing in and of itself, but when used in conjunction with other Savior implants it will boost their effect. 25% bonus to the strength of all Savior implant secondary effects.
Mid-grade 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: 0.5% bonus to maximum velocity Set Effect: 10% bonus to the strength of all Snake implant secondary effects
Mid-grade 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: 0.625% bonus to maximum velocity Set Effect: 10% bonus to the strength of all Snake implant secondary effects
Mid-grade 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: 0.875% bonus to maximum velocity Set Effect: 10% bonus to the strength of all Snake implant secondary effects
Mid-grade Snake Epsilon
This social adaption chip has been modified by Serpentis scientists for use by their elite smugglers. Primary Effect: +3 bonus to Charisma Secondary Effect: 1% bonus to maximum velocity Set Effect: 10% bonus to the strength of all Snake implant secondary effects
Mid-grade 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: 0.75% bonus to maximum velocity Set Effect: 10% bonus to the strength of all Snake implant secondary effects
Mid-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. 150% bonus to the strength of all Snake implant secondary effects.
Mid-grade Talisman Alpha
This ocular filter has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 10% bonus to the strength of all Talisman implant secondary effects
Mid-grade Talisman Beta
This memory augmentation has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 10% bonus to the strength of all Talisman implant secondary effects
Mid-grade Talisman Delta
This cybernetic subprocessor has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 10% bonus to the strength of all Talisman implant secondary effects
Mid-grade Talisman Epsilon
This social adaption chip has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 10% bonus to the strength of all Talisman implant secondary effects
Mid-grade Talisman Gamma
This neural boost has been modified by Blood Raider scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% reduction in the duration of modules requiring the Capacitor Emission Systems skill Set Effect: 10% bonus to the strength of all Talisman implant secondary effects
Mid-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. 25% bonus to the strength of all Talisman implant secondary effects.
Mid-grade Virtue Alpha
This ocular filter has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Perception Secondary Effect: 1% bonus to scan strength of probes Set Effect: 10% bonus to the strength of all Virtue implant secondary effects
Mid-grade Virtue Beta
This memory augmentation has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Memory Secondary Effect: 2% bonus to scan strength of probes Set Effect: 10% bonus to the strength of all Virtue implant secondary effects
Mid-grade Virtue Delta
This cybernetic subprocessor has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Intelligence Secondary Effect: 4% bonus to scan strength of probes Set Effect: 10% bonus to the strength of all Virtue implant secondary effects
Mid-grade Virtue Epsilon
This social adaptation chip has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Charisma Secondary Effect: 5% bonus to scan strength of probes Set Effect: 10% bonus to the strength of all Virtue implant secondary effects
Mid-grade Virtue Gamma
This neural boost has been modified by Sisters of EVE scientists for use by their elite officers. Primary Effect: +3 bonus to Willpower Secondary Effect: 3% bonus to scan strength of probes Set Effect: 10% bonus to the strength of all Virtue implant secondary effects
Mid-grade Virtue Omega
This implant does nothing in and of itself, but when used in conjunction with other Virtue implants it will boost their effect. 25% bonus to the strength of all Virtue implant secondary effects.
Mining Blitz Range Booster Dose I
+10% Mining Laser Optimal Range, 4 hour duration This booster will be applied directly to your character when redeemed instead of being placed in your inventory.
Mining Blitz Range Booster Dose II
+20% Mining Laser Optimal Range, 4 hour duration This booster will be applied directly to your character when redeemed instead of being placed in your inventory.
Mining Blitz Range Booster Dose III
+30% Mining Laser Optimal Range, 4 hour duration This booster will be applied directly to your character when redeemed instead of being placed in your inventory.
Mining Blitz Yield Booster Dose I
+5% Mining Laser Yield, 4 hour duration This booster will be applied directly to your character when redeemed instead of being placed in your inventory.
Mining Blitz Yield Booster Dose II
+10% Mining Laser Yield, 4 hour duration This booster will be applied directly to your character when redeemed instead of being placed in your inventory.
Mining Blitz Yield Booster Dose III
+15% Mining Laser Yield, 4 hour duration This booster will be applied directly to your character when redeemed instead of being placed in your inventory.
Mining Drones Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Mining Foreman Mindlink
This advanced interface link drastically improves a commander's Mining Foreman ability by directly linking to the nanites launched by the foreman burst charge. +25% bonus to Mining Foreman Burst effect strength and duration.
Mining Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Minmatar Battleship Operation Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Minmatar Drones Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Minmatar spaceship skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This Cerebral Accelerator is specially designed for Minmatar Capsuleers to enhance their skills on piloting Minmatar Frigates and Cruisers.
Nanoheuristic Clone Mapper
The Nanoheuristic Clone Mapper is an augmentation that acts as a hub for specialized nanites that flood every part of a capsuleer's clone body. Through electro-molecular communication with the NCM hub augmentation, the nanites provide a real-time nanoscale map of the capsuleer's body. When a capsuleer's pod is breached, the Nanoheuristic Clone Mapper is able to instantly take a snapshot of the clone state and burst transmits it to an active Tactical Capsuleer Recloner in the local system. If the clone mapper finds an active recloner locally, the capsule's Transneural Echo Burning Scanner data is also redirected to the recloner. The supply of nanites available for mapping and maintaining electro-molecular communication via the capsuleer's artificial nervous and endocrine systems is limited, and after a certain period of time an NCM augmentation will become non-functional and need to be replaced.
Neo Serenity Special Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a limited time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Designed for new capsuleers, this cerebral accelerator will cease to function for pilots who have been registered for more than 100 days.
Neural 'Source' Boost
This grafted subprocessor, based on technology similar to that which powers the New Eden Source compendium, is particularly good for amassing a great deal of information at once. It is implanted in the frontal lobe and grants a bonus to a character's Willpower. Effect: +4 Bonus to Willpower
Neural Boost - Advanced
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. +6 Bonus to Willpower
Neural Boost - Basic
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. +3 Bonus to Willpower
Neural Boost - Elite
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. +7 Bonus to Willpower
Neural Boost - Improved
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. +5 Bonus to Willpower
Neural Boost - Standard
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. +4 Bonus to Willpower
Neural Lace 'Blackglass' Net Intrusion 920-40
This biomechanical interface is evidently designed to set up a neural lace in the user's brain using mutated genetic sequences and nanites. The properties of the resultant neural lace appear to improve intrusion virus strength at the expense of virus longevity making for an aggressive approach to hacking data networks. +20 Virus Strength bonus for Data Analyzers. -40 Virus Coherence bonus for Data Analyzers.
Nugoehuvi Synth Blue Pill Booster
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Numon Family Heirloom
A neural Interface upgrade that boosts the pilot's skill in a specific area. This implant is an old heirloom of the Numon family, which has sole manufacturing rights of this implant. 7% reduction in repair systems duration. Note: Has no effect on remote armor repair modules or capital sized modules.
Ocular Filter - Advanced
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. +6 Bonus to Perception
Ocular Filter - Basic
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. +3 Bonus to Perception
Ocular Filter - Elite
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. +7 Bonus to Perception
Ocular Filter - Improved
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. +5 Bonus to Perception
Ocular Filter - Standard
This image processor implanted in the occipital lobe grants a bonus to a character's Perception. +4 Bonus to Perception
Ogdin's Eye Coordination Enhancer
Improved ability at hitting fast moving targets. 6% bonus to turrets tracking speed.
Onslaught Accelerator
The compounds are only guaranteed to function until YC 120-11-19. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid uptake of skill-related neural data. It will cease to function after 72 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. Heightened knowledge of Biology will increase this time up to 144 hours.
ORE 'Harvester' Efficiency 11-11
This Cerebral Accelerator is only designed for and available on Serenity.
ORE 'Harvester' Efficiency ZhenNiu
This Cerebral Accelerator is only designed for and available on Serenity.
ORE Mining Director Mindlink
This advanced interface link produced for Outer Ring Excavations' mining operations drastically improves a commander's Mining Foreman and Shield Command abilities by directly linking to the nanites launched by the foreman and command burst charges. +25% bonus to Mining Foreman and Shield Command Burst effect strength and duration.
Overmind 'Goliath' Drone Tuner T25-10S
The Overmind 'Goliath' Drone Tuner T25-10S increases the strength of drone defensive systems at the expense of the drone's speed. Implants that allow pilots to rewrite the firmware of standard drones on the fly are a relatively recent development but this implant uses rogue drone technology to achieve a similar effect. Using shipboard nano-systems the physical parameters of the drones will then be changed according to the tuning of the implant design. The leading drone technology corporation CreoDron developed and marketed a remarkably similar system recently but this implant is a product of the grey market in technology limited to capsuleer use.
Overmind 'Hawkmoth' Drone Tuner S10-25T
The Overmind 'Hawkmoth' Drone Tuner S10-25T increases the speed of drones at the expense of their defensive systems. Implants that allow pilots to rewrite the firmware of standard drones on the fly are a relatively recent development but this implant uses rogue drone technology to achieve a similar effect. Using shipboard nano-systems the physical parameters of the drones will then be changed according to the tuning of the implant design. The leading drone technology corporation CreoDron developed and marketed a remarkably similar system recently but this implant is the product of the grey market in technology limited to capsuleer use.
Pashan's Turret Customization Mindlink
A gunnery hardwiring implant designed to enhance turret rate of fire. 7% bonus to all turret rate of fire.
Pashan's Turret Handling Mindlink
A gunnery hardwiring implant designed to enhance skill with large energy turrets. 7% bonus to large energy turret damage.
Planetology Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Potent 'Bonding' Cerebral Accelerator
This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 4, YC125
Poteque 'Prospector' Archaeology AC-905
A neural Interface upgrade that boosts the pilots exploration skills. +5 Virus Coherence bonus for Relic Analyzers.
Poteque 'Prospector' Astrometric Acquisition AQ-702
A neural Interface upgrade that boosts the pilots scanning skills. 2% reduction in probe scanning time.
Poteque 'Prospector' Astrometric Acquisition AQ-706
A neural Interface upgrade that boosts the pilots scanning skills. 6% reduction in probe scanning time.
Poteque 'Prospector' Astrometric Acquisition AQ-710
A neural Interface upgrade that boosts the pilots scanning skills. 10% reduction in probe scanning time.
Poteque 'Prospector' Astrometric Pinpointing AP-602
A neural Interface upgrade that boosts the pilots scanning skills. 2% reduction in maximum scan deviation.
Poteque 'Prospector' Astrometric Pinpointing AP-606
A neural Interface upgrade that boosts the pilots scanning skills. 6% reduction in maximum scan deviation.
Poteque 'Prospector' Astrometric Pinpointing AP-610
A neural Interface upgrade that boosts the pilots scanning skills. 10% reduction in maximum scan deviation.
Poteque 'Prospector' Astrometric Rangefinding AR-802
A neural Interface upgrade that boosts the pilots scanning skills. 2% stronger scanning strength with scan probes.
Poteque 'Prospector' Astrometric Rangefinding AR-806
A neural Interface upgrade that boosts the pilots scanning skills. 6% stronger scanning strength with scan probes.
Poteque 'Prospector' Astrometric Rangefinding AR-810
A neural Interface upgrade that boosts the pilots scanning skills. 10% stronger scanning strength with scan probes.
Poteque 'Prospector' Environmental Analysis EY-1005
A neural interface upgrade that boosts the pilot's skill at environmental analysis. 5% reduction in cycle time of salvage, hacking and archaeology modules. +5 Virus Coherence bonus for Data and Relic Analyzers.
Poteque 'Prospector' Hacking HC-905
A neural Interface upgrade that boosts the pilots exploration skills. +5 Virus Coherence bonus for Data Analyzers.
Poteque 'Prospector' Salvaging SV-905
A neural Interface upgrade that boosts the pilots exploration skills. 5% increase in chance of salvage retrieval.
Poteque 'Prospector' Sharpeye 11-11
This Cerebral Accelerator is only designed for and available on Serenity.
Poteque 'Prospector' Sharpeye ZhenNiu
This Cerebral Accelerator is only designed for and available on Serenity.
Precursor Cruiser Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Projectile Turret Specialization Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Prototype Cerebral Accelerator
Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds.The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 14 days. Bonuses: +9 to all attributes
QA Agility Booster
This implant does not exist.
QA Cerebral Accelerator - (128)
This booster does not exist.
QA Cerebral Accelerator - (16)
This booster does not exist.
QA Cerebral Accelerator - (32)
This booster does not exist.
QA Cerebral Accelerator - (64)
This booster does not exist.
QA SpaceAnchor Implant
This implant does not exist
QA Starter Accelerator
QA Warp Accelerator
This implant does not exist.
Quafe Zero Classic
Congratulations, capsuleer! You have acquired a batch of Quafe Zero, the performance drink with the powers of a booster! Enjoy the benefits of increased reflexes with none of the drawbacks! Benefits: +5% Speed, +5% Scan Resolution. Duration: 1 hour. Attached Ad Copy As a capsuleer, you are immortal. You have all eternity to seize your destiny. Shouldn’t you have a soft drink that can perform as well as you? Quafe thinks so. That’s why we’ve developed Quafe Zero. Using the latest in cutting edge biotechnology, our industry-leading scientists have reverse-engineered Quafe Zero from compounds found only in Sleeper vessels. Quafe Zero is fortified with a proprietary mix of performance enhancers, oxidizers, and natural fruit juices designed to push your abilities to the limit. The secret is in our patented fulleroferrocene nanite delivery system, which attaches our exclusive pro-capsuleer formula directly to the neurons you want, not the ones you don’t. The result is an immediate and direct boost to your performance, with Zero drawbacks! Quafe Zero is a product of the Quafe Company. Quafe does not condone the use of boosters or other illicit substances. The Quafe Company disavows responsibility for any side effects caused by consuming Sleeper technology. Warning: Quafe Zero is designed for capsuleer use only. Side effects experienced by non-capsuleers include but are not limited to dizziness, blindness, nausea, internal hemorrhaging, IBS, sleepwalking, amnesia, sexual deviancy, vision changes, acute epidermal sloughing, partial or total loss of motor control, and minor skin rash. Quafe Zero is manufactured in the Phoenix constellation. Quafe Zero: Multiply your eternity by Zero!
Quafe Zero Green Apple
Capsuleers can now enjoy Quafe Zero Green Apple, the new flavor of New Eden's favorite performance drink with the potency of a booster! A taste explosion that will help avoid ship explosions, the Green Apple edition of Quafe Zero provides the benefits of increased agility and power with Zero drawbacks! Benefits: +5% Agility, +5% Capacitor Recharge Rate. Duration: 1 hour. Quafe Zero Green Apple is fortified with a proprietary mix of performance enhancers, oxidizers, and natural fruit juices designed to push your abilities to the limit. The secret is in our patented fulleroferrocene nanite delivery system, which attaches our exclusive pro-capsuleer formula directly to the neurons you want, not the ones you don't. The result is an immediate and direct boost to your performance, with Zero drawbacks! For maximum experience overload Quafe Zero Green Apple has been further enhanced with proprietary Quafe nanoparticles responsive to popular brands of subcranial nanocontroller personal enhancements, such as the LD-X100 range from Lai Dai! Note: Quafe Zero is a product of the Quafe Company. Quafe does not condone the use of boosters or other illicit substances. The Quafe Company disavows responsibility for any side effects caused by consuming technology developed from research into Sleeper, Drifter, Triglavian, Rogue Drone, and/or illegal, extralegal, ancient, or unknown technologies. Warning:Quafe Zero is designed for capsuleer use only. Side effects experienced by non-capsuleers include but are not limited to dizziness, blindness, nausea, internal hemorrhaging, bowel irritation, sleepwalking, violent impulses, amnesia, sexual dysfunction, vision changes, acute epidermal sloughing, partial or total loss of motor control, and minor skin rash.
Republic Fleet Command Mindlink
This advanced interface link produced for the Republic Fleet and its allies drastically improves a commander's Shield Command and Skirmish Command abilities by directly linking to the nanites launched by the command burst charge. +25% bonus to Shield and Skirmish Command Burst effect strength and duration.
Republic Special Ops Field Enhancer - Gamma
This image processor implanted in the parietal lobe grants a +4 bonus to one's Willpower and a 5% bonus to the ship's maximum speed.
S11
Sansha Modified 'Gnome' Implant
Improved skill at regulating shield capacity and recharge rate. 3% bonus to shield capacity. 3% bonus to shield recharge rate.
Serenity Anniversary Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Cerebral Accelerator II
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Cerebral Accelerator IV
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Limited 'Efficiency' Dose
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Limited 'Hardshell' Dose
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Limited 'Overclocker' Dose
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Limited 'Pyrolancea' Dose
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Anniversary Limited 'Sharpeye' Dose
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity August Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/09/17.
Serenity August Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity August Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/09/17.
Serenity Autumn Limited 'Efficiency' Dose Type-A
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Efficiency' Dose Type-B
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Hardshell' Dose Type-A
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Hardshell' Dose Type-B
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Overclocker' Dose Type-A
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Overclocker' Dose Type-B
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Pyrolancea' Dose Type-A
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Pyrolancea' Dose Type-B
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Sharpeye' Dose Type-A
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited 'Sharpeye' Dose Type-B
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited Cerebral Accelerator II
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Autumn Limited Cerebral Accelerator IV
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Basic 'Bonding' Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 1, YC123.
Serenity Basic Capsuleer Day Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This cerebral accelerator has been produced and distributed by the four empires to celebrate the 18th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 30, YC123.
Serenity Basic Capsuleer Day Glamourex Booster
This Cerebral Accelerator is only designed for and available on Serenity. This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 18th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 20% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 30, YC123.
Serenity December Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/1/10.
Serenity December Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity December Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/1/10.
Serenity EoM Season Accelerator Bronze
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity EoM Season Accelerator Gold
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity EoM Season Accelerator Silver
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Extended 'Bonding' Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 1, YC123.
Serenity Extended Capsuleer Day Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This cerebral accelerator has been produced and distributed by the four empires to celebrate the 18th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 30, YC123.
Serenity Extended Capsuleer Day Glamourex Booster
This Cerebral Accelerator is only designed for and available on Serenity. This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 18th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 25% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 30, YC123.
Serenity Monthly Cerebral Accelerator - 2020.10
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/10/31.
Serenity Monthly Cerebral Accelerator - 2020.11
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/11/30.
Serenity Monthly Cerebral Accelerator - 2020.12
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/12/31.
Serenity Monthly Cerebral Accelerator - 2020.6
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/06/30.
Serenity Monthly Cerebral Accelerator - 2020.7
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/07/31.
Serenity Monthly Cerebral Accelerator - 2020.8
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/08/31.
Serenity Monthly Cerebral Accelerator - 2020.9
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/09/30.
Serenity Monthly Cerebral Accelerator - 2021.1
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/1/31.
Serenity Monthly Cerebral Accelerator - 2021.10
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/10/31.
Serenity Monthly Cerebral Accelerator - 2021.2
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/2/28.
Serenity Monthly Cerebral Accelerator - 2021.3
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/3/31.
Serenity Monthly Cerebral Accelerator - 2021.4
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/4/30.
Serenity Monthly Cerebral Accelerator - 2021.5
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/5/31.
Serenity Monthly Cerebral Accelerator - 2021.6
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/6/30.
Serenity Monthly Cerebral Accelerator - 2021.7
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/7/31.
Serenity Monthly Cerebral Accelerator - 2021.8
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/8/31.
Serenity Monthly Cerebral Accelerator - 2021.9
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/9/30.
Serenity November Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/12/10.
Serenity November Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity November Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/12/10.
Serenity October Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/11/10.
Serenity October Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity October Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/11/10.
Serenity Potent 'Bonding' Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This cerebral accelerator has been produced by the master pharmaceutical engineers of the Serpentis Corporation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after April 1, YC123.
Serenity Potent Capsuleer Day Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. This cerebral accelerator has been produced and distributed by the four empires to celebrate the 18th anniversary of the first independent capsuleer licenses. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after June 30, YC123.
Serenity Potent Capsuleer Day Glamourex Booster
This Cerebral Accelerator is only designed for and available on Serenity. This booster has been produced and distributed by Impetus and CONCORD to to celebrate the 18th anniversary of the first independent capsuleer licenses. Working much like the Social skill this highly potent booster provides a 50% bonus to agent, corporation and faction standing increases. Volatile compounds were used to create this booster, limiting its shelf life. It will cease to function after June 30, YC123.
Serenity Poteque 'Prospector' Harvesting MC-108
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Poteque 'Prospector' Harvesting MC-308
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Poteque 'Prospector' Harvesting MC-708
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Rookie DLI Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a limited time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Designed for new capsuleers, this cerebral accelerator will cease to function for pilots who have been registered for more than 45 days.
Serenity Rookie Exclusive Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a limited time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Designed for new capsuleers, this cerebral accelerator will cease to function for pilots who have been registered for more than 30 days.
Serenity September Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/10/01.
Serenity September Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity September Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC122/10/01.
Serenity Special Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a limited time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Designed for new capsuleers, this cerebral accelerator will cease to function for pilots who have been registered for more than 100 days.
Serenity Special Cruisers Insurance
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Special Frigates Insurance
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Spring Festival Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Spring Festival Cerebral Accelerator II
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Spring Festival Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Spring Festival Cerebral Accelerator IV
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Spring Festival Cerebral Accelerator V
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Spring Festival Cerebral Accelerator VI
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity The Hunt Accelerator Bronze
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity The Hunt Accelerator Gold
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity The Hunt Accelerator Silver
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC122.9 Season Booster - Agility
+5% Agility. Duration 12 hours. +5 to all attibutes.
Serenity YC122.9 Season Booster - EW Range
+5% EW Range. Duration 12 hours. +5 to all attibutes.
Serenity YC122.9 Season Booster - Max Velocity
+5% Max Velocity. Duration 12 hours. +5 to all attibutes.
Serenity YC122.9 Season Booster - Mining Range
+5% Mining Range. Duration 12 hours. +5 to all attibutes.
Serenity YC122.9 Season Booster - Probe Scanning Strength
+5% Probe Scanning Strength. Duration 12 hours. +5 to all attibutes.
Serenity YC122.9 Season Booster - Signature Radius
-5% Signature Radius. Duration 12 hours. +5 to all attibutes.
Serenity YC122.9 Season Booster - Warp Speed
+5% Warp Speed. Duration 12 hours. +5 to all attibutes.
Serenity YC123.1 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/2/10.
Serenity YC123.1 Season Pass
Serenity YC123.1 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/2/10.
Serenity YC123.2 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/3/10.
Serenity YC123.2 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.2 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/3/10.
Serenity YC123.3 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/4/10.
Serenity YC123.3 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.3 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/4/10.
Serenity YC123.4 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/5/10.
Serenity YC123.4 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.4 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/5/10.
Serenity YC123.5 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/6/10.
Serenity YC123.5 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.5 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/6/10.
Serenity YC123.6 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/7/10.
Serenity YC123.6 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.6 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/7/10.
Serenity YC123.7 Cerebral Accelerator I
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.7 Cerebral Accelerator II
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.7 Cerebral Accelerator III
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.7 Cerebral Accelerator IV
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.7 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/8/10.
Serenity YC123.7 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.8 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/9/10.
Serenity YC123.8 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity YC123.8 Season Standard Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 12 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/9/10.
Serenity YC123.9 Season Advanced Cerebral Accelerator
This Cerebral Accelerator is only designed for and available on Serenity. Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a given window of time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The only drawback to this accelerator is that capsuleer training renders it ineffective after one use. Depending on the Capsuleer's knowledge of the Biology skill it will cease to function after at least 24 hours once activated, due to natural degradation of the biochemical compounds used to stimulate the user’s neural activity. The compounds are only guaranteed to function until YC123/10/10.
Serenity YC123.9 Season Pass
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Zainou 'Beancounter' Manufacturing RP-108
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Zainou 'Beancounter' Manufacturing RP-308
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity Zainou 'Beancounter' Manufacturing RP-708
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity ZhenNiu Cerebral Accelerator Type-A
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity ZhenNiu Cerebral Accelerator Type-B
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity ZhenNiu Cerebral Accelerator Type-C
This Cerebral Accelerator is only designed for and available on Serenity.
Serenity ZhenNiu Cerebral Accelerator Type-X
This Cerebral Accelerator is only designed for and available on Serenity.
Shaqil's Speed Enhancer
A hardwiring implant designed to enhance pilot navigation skill. 8% bonus to ship velocity.
Shield Command Mindlink
This advanced interface link drastically improves a commander's Shield Command ability by directly linking to the nanites launched by the command burst charge. +25% bonus to Shield Command Burst effect strength and duration.
Skirmish Command Mindlink
This advanced interface link drastically improves a commander's Skirmish Command ability by directly linking to the nanites launched by the command burst charge. +25% bonus to Skirmish Command Burst effect strength and duration.
Social Adaptation Chip - Advanced
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. +6 Bonus to Charisma
Social Adaptation Chip - Basic
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. +3 Bonus to Charisma
Social Adaptation Chip - Improved
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. +5 Bonus to Charisma
Social Adaptation Chip - Standard
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. +4 Bonus to Charisma
Specialist 'Boost' Cerebral Accelerator
When redeemed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Bonus: +8 to all learning attributes Base Duration: 8 days
Standard 'Boost' Cerebral Accelerator
When redeemed by a capsuleer, this booster will increase the rate at which they train skills for a short time. Bonus: +4 to all learning attributes Base Duration: 4 days
Standard 'Equality' Cerebral Accelerator
Standard 'Guri Hivaa' Cerebral Accelerator
Standard 'Synapse' Overmind Accelerator
Standard Armor Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Blue Pill Booster
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Standard Capsuleer Defense Augmentation Chip
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Cerebral Accelerator
Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds, and as a bonus also enhanced spatial processing abilities that are critical for weapons handling.The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 35 days. Bonuses: +3 to all attributes; +20% Damage to Laser, Projectile and Hybrid weaponry; +20% Rate of Fire to Missile weaponry.
Standard Cerebral Accelerator
Standard Crash Booster
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Standard drone skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Drop Booster
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Standard energy turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Engineering Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Exile Booster
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Standard Frentix Booster
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Standard gunnery skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard hybrid turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Mindflood Booster
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Standard missile launcher skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard missile skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard ore processing skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard projectile turret skill accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Shield Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Standard Sooth Sayer Booster
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Standard X-Instinct Booster
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Starsi Blast! Classic
Starsi Blast! is the latest offering from the Drink Starsi™ soft drinks business prevalent across Caldari space and beyond. Starsi Blast! is pitched at the ever-growing market for high energy, neurostimulating drinks craved by space industrial and colonial workers across New Eden. Starsi Blast! Classic is formulated to evoke the stimulating flavors of the original and patriotic Starsi soft drink. Benefits: +5% Agility, +5% Velocity Duration: 1 hour Launched by Caldari loyalist capsuleers as a rival to Quafe, Starsi has become a popular drink within the Caldari State in the two decades since its creation. Notably, following the Nugoeihuvi megacorporation's acquisition of the brand in December YC117, the soft drink, and its numerous variants have taken on a new lease of life, stocked in stores and commissaries across New Eden. Disclaimer: Starsi Blast! Classic is licensed for production by NOH to all PKN Interstellar consortium members and partners. Consumers should be aware that proprietary Starsi Blast! technology remains the property of NOH at every metabolic stage of consumption and excretion. Users of Subcranial Nanocontrollers may experience amplified or altered performance and should contact their preferred nanotechnology service professional in the event of unforeseen effects.
Starsi Blast! Orange
Starsi Blast! is the latest offering from the Drink Starsi™ soft drinks business prevalent across Caldari space and beyond. Starsi Blast! is pitched at the ever-growing market for high energy, neurostimulating drinks craved by space industrial and colonial workers across New Eden. Starsi Blast! Orange is a refreshing variant of the drink designed to sharpen the senses and enhance energy uptake for key workers everywhere. Benefits: +5% Scan Resolution, +5% Capacitor Recharge Duration: 1 hour Launched by Caldari loyalist capsuleers as a rival to Quafe, Starsi has become a popular drink within the Caldari State in the two decades since its creation. Notably, following the Nugoeihuvi megacorporation's acquisition of the brand in December YC117, the soft drink, and its numerous variants have taken on a new lease of life, stocked in stores and commissaries across New Eden. Disclaimer: Starsi Blast! Orange is licensed for production by NOH to all PKN Interstellar consortium members and partners. Consumers should be aware that proprietary Starsi Blast! technology remains the property of NOH at every metabolic stage of consumption and excretion. Users of Subcranial Nanocontrollers may experience amplified or altered performance and should contact their preferred nanotechnology service professional in the event of unforeseen effects.
Starter Gift Cerebral Accelerator
Cerebral accelerators are military grade boosters that significantly increase a pilot’s skill development for a limited time. This is achieved by priming the user’s brain and neural pathways for increased data bandwidth during knowledge transfer. Designed for new capsuleers, this cerebral accelerator will cease to function for pilots who have been registered for more than 45 days.
Strong Blue Pill Booster
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Strong Crash Booster
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Strong Drop Booster
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Strong Exile Booster
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Strong Frentix Booster
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Strong Mindflood Booster
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Strong Sooth Sayer Booster
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Strong Veilguard Booster
The product of extensive research by the SOE's research organization, the Sanctuary, this booster increases the stabilized cloak duration for any cloaks used by the capsuleer. Using a novel cocktail of neural pharmaceuticals in carefully designed proportions, the scientists of the Sanctuary have developed the Veilguard booster. This potent formula enhances the ability of a capsuleer to sustainably handle the complex quantum fluctuation calculations necessary to maintain a stable cloaking field. The SOE use this booster for their exploration and covert rescue missions but also make it available to friendly capsuleers. The effect of this booster is so powerful that the stabilization can be maintained for up to three times the normal sustainable period.
Strong X-Instinct Booster
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Support Drones Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Synth Blue Pill Booster
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
Synth Crash Booster
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
Synth Drop Booster
This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
Synth Exile Booster
This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
Synth Frentix Booster
This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
Synth Mindflood Booster
This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
Synth Sooth Sayer Booster
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
Synth X-Instinct Booster
This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
Tiamat Prremium Insurance
This Cerebral Accelerator is only designed for and available on Serenity
Trade Skill Accelerator
This Cerebral Accelerator is only designed for and available on Serenity.
Whelan Machorin's Ballistic Smartlink
A neural Interface upgrade that boost the pilots skill in a specific area. 5% bonus to all missile launcher rate of fire.
Wisdom of Gheinok
"And so it was, That Gheinok led his people on the great exodus, To the land of our Salvation, To the land of God, To the land of his Chosen, To Athra." - The Scriptures, Gheinok the First 1:32 +4% Energy Turret Damage. +7% Armor Repair +3% Max Velocity Base Duration: 2 days This item cannot be sold.
Zainou 'Beancounter' Industry BX-801
A neural Interface upgrade that boosts the pilot's manufacturing skills. 1% reduction in manufacturing time.
Zainou 'Beancounter' Industry BX-802
A neural Interface upgrade that boosts the pilot's manufacturing skills. 2% reduction in manufacturing time.
Zainou 'Beancounter' Industry BX-804
A neural Interface upgrade that boosts the pilot's manufacturing skills. 4% reduction in manufacturing time.
Zainou 'Beancounter' Metallurgy MY-701
A neural Interface upgrade that boosts the pilot's research skills. 1% bonus to material efficiency research speed.
Zainou 'Beancounter' Metallurgy MY-703
A neural Interface upgrade that boosts the pilot's research skills. 3% bonus to material efficiency research speed.
Zainou 'Beancounter' Metallurgy MY-705
A neural Interface upgrade that boosts the pilot's research skills. 5% bonus to material efficiency research speed.
Zainou 'Beancounter' Reprocessing RX-801
A neural Interface upgrade that boosts the pilot's reprocessing skills. 1% bonus to ore and ice reprocessing yield.
Zainou 'Beancounter' Reprocessing RX-802
A neural Interface upgrade that boosts the pilot's reprocessing skills. 2% bonus to ore and ice reprocessing yield.
Zainou 'Beancounter' Reprocessing RX-804
A neural Interface upgrade that boosts the pilot's reprocessing skills. 4% bonus to ore and ice reprocessing yield.
Zainou 'Beancounter' Research RR-601
A neural Interface upgrade that boosts the pilot's research skills. 1% bonus to blueprint manufacturing time research.
Zainou 'Beancounter' Research RR-603
A neural Interface upgrade that boosts the pilot's research skills. 3% bonus to blueprint manufacturing time research.
Zainou 'Beancounter' Research RR-605
A neural Interface upgrade that boosts the pilot's research skills. 5% bonus to blueprint manufacturing time research.
Zainou 'Beancounter' Science SC-801
A neural Interface upgrade that boosts the pilot's research skills. 1% bonus to blueprint copying speed.
Zainou 'Beancounter' Science SC-803
A neural Interface upgrade that boosts the pilot's research skills. 3% bonus to blueprint copying speed.
Zainou 'Beancounter' Science SC-805
A neural Interface upgrade that boosts the pilot's research skills. 5% bonus to blueprint copying speed.
Zainou 'Deadeye' Guided Missile Precision GP-801
A Zainou missile hardwiring designed to enhance skill with missiles. 1% reduced factor of signature radius for all missile explosions.
Zainou 'Deadeye' Guided Missile Precision GP-802
A Zainou missile hardwiring designed to enhance skill with missiles. 2% reduced factor of signature radius for all missile explosions.
Zainou 'Deadeye' Guided Missile Precision GP-803
A Zainou missile hardwiring designed to enhance skill with missiles. 3% reduced factor of signature radius for all missile explosions.
Zainou 'Deadeye' Guided Missile Precision GP-804
A Zainou missile hardwiring designed to enhance skill with missiles. 4% reduced factor of signature radius for all missile explosions.
Zainou 'Deadeye' Guided Missile Precision GP-805
A Zainou missile hardwiring designed to enhance skill with missiles. 5% reduced factor of signature radius for all missile explosions.
Zainou 'Deadeye' Guided Missile Precision GP-806
A Zainou missile hardwiring designed to enhance skill with missiles. 6% reduced factor of signature radius for all missile explosions.
Zainou 'Deadeye' Large Hybrid Turret LH-1001
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets. 1% bonus to large hybrid turret damage.
Zainou 'Deadeye' Large Hybrid Turret LH-1002
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets. 2% bonus to large hybrid turret damage.
Zainou 'Deadeye' Large Hybrid Turret LH-1003
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets. 3% bonus to large hybrid turret damage.
Zainou 'Deadeye' Large Hybrid Turret LH-1004
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets. 4% bonus to large hybrid turret damage.
Zainou 'Deadeye' Large Hybrid Turret LH-1005
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets. 5% bonus to large hybrid turret damage.
Zainou 'Deadeye' Large Hybrid Turret LH-1006
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets. 6% bonus to large hybrid turret damage.
Zainou 'Deadeye' Medium Hybrid Turret MH-801
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. 1% bonus to medium hybrid turret damage.
Zainou 'Deadeye' Medium Hybrid Turret MH-802
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. 2% bonus to medium hybrid turret damage.
Zainou 'Deadeye' Medium Hybrid Turret MH-803
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. 3% bonus to medium hybrid turret damage.
Zainou 'Deadeye' Medium Hybrid Turret MH-804
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. 4% bonus to medium hybrid turret damage.
Zainou 'Deadeye' Medium Hybrid Turret MH-805
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. 5% bonus to medium hybrid turret damage.
Zainou 'Deadeye' Medium Hybrid Turret MH-806
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets. 6% bonus to medium hybrid turret damage.
Zainou 'Deadeye' Missile Bombardment MB-701
A Zainou missile hardwiring designed to enhance skill with missiles. 1% bonus to all missiles' maximum flight time.
Zainou 'Deadeye' Missile Bombardment MB-702
A Zainou missile hardwiring designed to enhance skill with missiles. 2% bonus to all missiles' maximum flight time.
Zainou 'Deadeye' Missile Bombardment MB-703
A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to all missiles' maximum flight time.
Zainou 'Deadeye' Missile Bombardment MB-704
A Zainou missile hardwiring designed to enhance skill with missiles. 4% bonus to all missiles' maximum flight time.
Zainou 'Deadeye' Missile Bombardment MB-705
A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to all missiles' maximum flight time.
Zainou 'Deadeye' Missile Bombardment MB-706
A Zainou missile hardwiring designed to enhance skill with missiles. 6% bonus to all missiles' maximum flight time.
Zainou 'Deadeye' Missile Projection MP-701
A Zainou missile hardwiring designed to enhance skill with missiles. 1% bonus to all missiles' maximum velocity.
Zainou 'Deadeye' Missile Projection MP-702
A Zainou missile hardwiring designed to enhance skill with missiles. 2% bonus to all missiles' maximum velocity.
Zainou 'Deadeye' Missile Projection MP-703
A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to all missiles' maximum velocity.
Zainou 'Deadeye' Missile Projection MP-704
A Zainou missile hardwiring designed to enhance skill with missiles. 4% bonus to all missiles' maximum velocity.
Zainou 'Deadeye' Missile Projection MP-705
A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to all missiles' maximum velocity.
Zainou 'Deadeye' Missile Projection MP-706
A Zainou missile hardwiring designed to enhance skill with missiles. 6% bonus to all missiles' maximum velocity.
Zainou 'Deadeye' Rapid Launch RL-1001
A Zainou missile hardwiring designed to enhance skill with missiles. 1% bonus to all missile launcher rate of fire.
Zainou 'Deadeye' Rapid Launch RL-1002
A Zainou missile hardwiring designed to enhance skill with missiles. 2% bonus to all missile launcher rate of fire.
Zainou 'Deadeye' Rapid Launch RL-1003
A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to all missile launcher rate of fire.
Zainou 'Deadeye' Rapid Launch RL-1004
A Zainou missile hardwiring designed to enhance skill with missiles. 4% bonus to all missile launcher rate of fire.
Zainou 'Deadeye' Rapid Launch RL-1005
A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to all missile launcher rate of fire.
Zainou 'Deadeye' Rapid Launch RL-1006
A Zainou missile hardwiring designed to enhance skill with missiles. 6% bonus to all missile launcher rate of fire.
Zainou 'Deadeye' Sharpshooter ST-901
A Zainou gunnery hardwiring designed to enhance optimal range. 1% bonus to turret optimal range.
Zainou 'Deadeye' Sharpshooter ST-902
A Zainou gunnery hardwiring designed to enhance optimal range. 2% bonus to turret optimal range.
Zainou 'Deadeye' Sharpshooter ST-903
A Zainou gunnery hardwiring designed to enhance optimal range. 3% bonus to turret optimal range.
Zainou 'Deadeye' Sharpshooter ST-904
A Zainou gunnery hardwiring designed to enhance optimal range. 4% bonus to turret optimal range.
Zainou 'Deadeye' Sharpshooter ST-905
A Zainou gunnery hardwiring designed to enhance optimal range. 5% bonus to turret optimal range.
Zainou 'Deadeye' Sharpshooter ST-906
A Zainou gunnery hardwiring designed to enhance optimal range. 6% bonus to turret optimal range.
Zainou 'Deadeye' Small Hybrid Turret SH-601
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. 1% bonus to small hybrid turret damage.
Zainou 'Deadeye' Small Hybrid Turret SH-602
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. 2% bonus to small hybrid turret damage.
Zainou 'Deadeye' Small Hybrid Turret SH-603
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. 3% bonus to small hybrid turret damage.
Zainou 'Deadeye' Small Hybrid Turret SH-604
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. 4% bonus to small hybrid turret damage.
Zainou 'Deadeye' Small Hybrid Turret SH-605
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. 5% bonus to small hybrid turret damage.
Zainou 'Deadeye' Small Hybrid Turret SH-606
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets. 6% bonus to small hybrid turret damage.
Zainou 'Deadeye' Target Navigation Prediction TN-901
A Zainou missile hardwiring designed to enhance skill with missiles. 1% decrease in factor of target's velocity for all missiles.
Zainou 'Deadeye' Target Navigation Prediction TN-902
A Zainou missile hardwiring designed to enhance skill with missiles. 2% decrease in factor of target's velocity for all missiles.
Zainou 'Deadeye' Target Navigation Prediction TN-903
A Zainou missile hardwiring designed to enhance skill with missiles. 3% decrease in factor of target's velocity for all missiles.
Zainou 'Deadeye' Target Navigation Prediction TN-904
A Zainou missile hardwiring designed to enhance skill with missiles. 4% decrease in factor of target's velocity for all missiles.
Zainou 'Deadeye' Target Navigation Prediction TN-905
A Zainou missile hardwiring designed to enhance skill with missiles. 5% decrease in factor of target's velocity for all missiles.
Zainou 'Deadeye' Target Navigation Prediction TN-906
A Zainou missile hardwiring designed to enhance skill with missiles. 6% decrease in factor of target's velocity for all missiles.
Zainou 'Deadeye' Trajectory Analysis TA-701
A Zainou gunnery hardwiring designed to enhance falloff range. 1% bonus to turret falloff.
Zainou 'Deadeye' Trajectory Analysis TA-702
A Zainou gunnery hardwiring designed to enhance falloff range. 2% bonus to turret falloff.
Zainou 'Deadeye' Trajectory Analysis TA-703
A Zainou gunnery hardwiring designed to enhance falloff range. 3% bonus to turret falloff.
Zainou 'Deadeye' Trajectory Analysis TA-704
A Zainou gunnery hardwiring designed to enhance falloff range. 4% bonus to turret falloff.
Zainou 'Deadeye' Trajectory Analysis TA-705
A Zainou gunnery hardwiring designed to enhance falloff range. 5% bonus to turret falloff.
Zainou 'Deadeye' Trajectory Analysis TA-706
A Zainou gunnery hardwiring designed to enhance falloff range. 6% bonus to turret falloff.
Zainou 'Gnome' Launcher CPU Efficiency LE-601
1% reduction in the CPU need of missile launchers.
Zainou 'Gnome' Launcher CPU Efficiency LE-602
2% reduction in the CPU need of missile launchers.
Zainou 'Gnome' Launcher CPU Efficiency LE-603
3% reduction in the CPU need of missile launchers.
Zainou 'Gnome' Launcher CPU Efficiency LE-604
4% reduction in the CPU need of missile launchers.
Zainou 'Gnome' Launcher CPU Efficiency LE-605
5% reduction in the CPU need of missile launchers.
Zainou 'Gnome' Launcher CPU Efficiency LE-606
6% reduction in the CPU need of missile launchers.
Zainou 'Gnome' Shield Emission Systems SE-801
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array. 1% reduction in capacitor need of modules requiring the Shield Emission Systems skill.
Zainou 'Gnome' Shield Emission Systems SE-802
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array. 2% reduction in capacitor need of modules requiring the Shield Emission Systems skill.
Zainou 'Gnome' Shield Emission Systems SE-803
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array. 3% reduction in capacitor need of modules requiring the Shield Emission Systems skill.
Zainou 'Gnome' Shield Emission Systems SE-804
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array. 4% reduction in capacitor need of modules requiring the Shield Emission Systems skill.
Zainou 'Gnome' Shield Emission Systems SE-805
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array. 5% reduction in capacitor need of modules requiring the Shield Emission Systems skill.
Zainou 'Gnome' Shield Emission Systems SE-806
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array. 6% reduction in capacitor need of modules requiring the Shield Emission Systems skill.
Zainou 'Gnome' Shield Management SM-701
Improved skill at regulating shield capacity. 1% bonus to shield capacity.
Zainou 'Gnome' Shield Management SM-702
Improved skill at regulating shield capacity. 2% bonus to shield capacity.
Zainou 'Gnome' Shield Management SM-703
Improved skill at regulating shield capacity. 3% bonus to shield capacity.
Zainou 'Gnome' Shield Management SM-704
Improved skill at regulating shield capacity. 4% bonus to shield capacity.
Zainou 'Gnome' Shield Management SM-705
Improved skill at regulating shield capacity. 5% bonus to shield capacity.
Zainou 'Gnome' Shield Management SM-706
Improved skill at regulating shield capacity. 6% bonus to shield capacity.
Zainou 'Gnome' Shield Operation SP-901
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship. 1% boost to shield recharge rate.
Zainou 'Gnome' Shield Operation SP-902
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship. 2% boost to shield recharge rate.
Zainou 'Gnome' Shield Operation SP-903
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship. 3% boost to shield recharge rate.
Zainou 'Gnome' Shield Operation SP-904
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship. 4% boost to shield recharge rate.
Zainou 'Gnome' Shield Operation SP-905
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship. 5% boost to shield recharge rate.
Zainou 'Gnome' Shield Operation SP-906
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship. 6% boost to shield recharge rate.
Zainou 'Gnome' Shield Upgrades SU-601
A neural Interface upgrade that reduces the shield upgrade module power needs. 1% reduction in power grid needs of modules requiring the Shield Upgrades skill.
Zainou 'Gnome' Shield Upgrades SU-602
A neural Interface upgrade that reduces the shield upgrade module power needs. 2% reduction in power grid needs of modules requiring the Shield Upgrades skill.
Zainou 'Gnome' Shield Upgrades SU-603
A neural Interface upgrade that reduces the shield upgrade module power needs. 3% reduction in power grid needs of modules requiring the Shield Upgrades skill.
Zainou 'Gnome' Shield Upgrades SU-604
A neural Interface upgrade that reduces the shield upgrade module power needs. 4% reduction in power grid needs of modules requiring the Shield Upgrades skill.
Zainou 'Gnome' Shield Upgrades SU-605
A neural Interface upgrade that reduces the shield upgrade module power needs. 5% reduction in power grid needs of modules requiring the Shield Upgrades skill.
Zainou 'Gnome' Shield Upgrades SU-606
A neural Interface upgrade that reduces the shield upgrade module power needs. 6% reduction in power grid needs of modules requiring the Shield Upgrades skill.
Zainou 'Gnome' Weapon Upgrades WU-1001
A neural Interface upgrade that lowers turret CPU needs. 1% reduction in the CPU required by turrets.
Zainou 'Gnome' Weapon Upgrades WU-1002
A neural Interface upgrade that lowers turret CPU needs. 2% reduction in the CPU required by turrets.
Zainou 'Gnome' Weapon Upgrades WU-1003
A neural Interface upgrade that lowers turret CPU needs. 3% reduction in the CPU required by turrets.
Zainou 'Gnome' Weapon Upgrades WU-1004
A neural Interface upgrade that lowers turret CPU needs. 4% reduction in the CPU required by turrets.
Zainou 'Gnome' Weapon Upgrades WU-1005
A neural Interface upgrade that lowers turret CPU needs. 5% reduction in the CPU required by turrets.
Zainou 'Gnome' Weapon Upgrades WU-1006
A neural Interface upgrade that lowers turret CPU needs. 6% reduction in the CPU required by turrets.
Zainou 'Gypsy' CPU Management EE-601
A neural interface upgrade that boosts the pilot's skill at electronics. 1% bonus to CPU output.
Zainou 'Gypsy' CPU Management EE-602
A neural interface upgrade that boosts the pilot's skill at electronics. 2% bonus to CPU output.
Zainou 'Gypsy' CPU Management EE-603
A neural interface upgrade that boosts the pilot's skill at electronics. 3% bonus to CPU output.
Zainou 'Gypsy' CPU Management EE-604
A neural interface upgrade that boosts the pilot's skill at electronics. 4% bonus to CPU output.
Zainou 'Gypsy' CPU Management EE-605
A neural interface upgrade that boosts the pilot's skill at electronics. 5% bonus to CPU output.
Zainou 'Gypsy' CPU Management EE-606
A neural interface upgrade that boosts the pilot's skill at electronics. 6% bonus to CPU output.
Zainou 'Gypsy' Electronic Warfare EW-901
A neural interface upgrade that boosts the pilot's skill at electronic warfare. 1% reduction in ECM and ECM Burst module capacitor need.
Zainou 'Gypsy' Electronic Warfare EW-902
A neural interface upgrade that boosts the pilot's skill at electronic warfare. 2% reduction in ECM and ECM Burst module capacitor need.
Zainou 'Gypsy' Electronic Warfare EW-903
A neural interface upgrade that boosts the pilot's skill at electronic warfare. 3% reduction in ECM and ECM Burst module capacitor need.
Zainou 'Gypsy' Electronic Warfare EW-904
A neural interface upgrade that boosts the pilot's skill at electronic warfare. 4% reduction in ECM and ECM Burst module capacitor need.
Zainou 'Gypsy' Electronic Warfare EW-905
A neural interface upgrade that boosts the pilot's skill at electronic warfare. 5% reduction in ECM and ECM Burst module capacitor need.
Zainou 'Gypsy' Electronic Warfare EW-906
A neural interface upgrade that boosts the pilot's skill at electronic warfare. 6% reduction in ECM and ECM Burst module capacitor need.
Zainou 'Gypsy' Electronics Upgrades EU-601
A neural interface upgrade that boosts the pilot's skill with electronics upgrades. 1% reduction in CPU need of modules requiring the Electronics Upgrade skill.
Zainou 'Gypsy' Electronics Upgrades EU-602
A neural interface upgrade that boosts the pilot's skill with electronics upgrades. 2% reduction in CPU need of modules requiring the Electronics Upgrade skill.
Zainou 'Gypsy' Electronics Upgrades EU-603
A neural interface upgrade that boosts the pilot's skill with electronics upgrades. 3% reduction in CPU need of modules requiring the Electronics Upgrade skill.
Zainou 'Gypsy' Electronics Upgrades EU-604
A neural interface upgrade that boosts the pilot's skill with electronics upgrades. 4% reduction in CPU need of modules requiring the Electronics Upgrade skill.
Zainou 'Gypsy' Electronics Upgrades EU-605
A neural interface upgrade that boosts the pilot's skill with electronics upgrades. 5% reduction in CPU need of modules requiring the Electronics Upgrade skill.
Zainou 'Gypsy' Electronics Upgrades EU-606
A neural interface upgrade that boosts the pilot's skill with electronics upgrades. 6% reduction in CPU need of modules requiring the Electronics Upgrade skill.
Zainou 'Gypsy' Long Range Targeting LT-801
A neural interface upgrade that boosts the pilot's skill at long range targeting. 1% bonus to max targeting range.
Zainou 'Gypsy' Long Range Targeting LT-802
A neural interface upgrade that boosts the pilot's skill at long range targeting. 2% bonus to max targeting range.
Zainou 'Gypsy' Long Range Targeting LT-803
A neural interface upgrade that boosts the pilot's skill at long range targeting. 3% bonus to max targeting range.
Zainou 'Gypsy' Long Range Targeting LT-804
A neural interface upgrade that boosts the pilot's skill at long range targeting. 4% bonus to max targeting range.
Zainou 'Gypsy' Long Range Targeting LT-805
A neural interface upgrade that boosts the pilot's skill at long range targeting. 5% bonus to max targeting range.
Zainou 'Gypsy' Long Range Targeting LT-806
A neural interface upgrade that boosts the pilot's skill at long range targeting. 6% bonus to max targeting range.
Zainou 'Gypsy' Propulsion Jamming PJ-801
A neural interface upgrade that boosts the pilot's skill at propulsion jamming. 1% reduction in capacitor need for modules requiring Propulsion Jamming skill.
Zainou 'Gypsy' Propulsion Jamming PJ-802
A neural interface upgrade that boosts the pilot's skill at propulsion jamming. 2% reduction in capacitor need for modules requiring Propulsion Jamming skill.
Zainou 'Gypsy' Propulsion Jamming PJ-803
A neural interface upgrade that boosts the pilot's skill at propulsion jamming. 3% reduction in capacitor need for modules requiring Propulsion Jamming skill.
Zainou 'Gypsy' Propulsion Jamming PJ-804
A neural interface upgrade that boosts the pilot's skill at propulsion jamming. 4% reduction in capacitor need for modules requiring Propulsion Jamming skill.
Zainou 'Gypsy' Propulsion Jamming PJ-805
A neural interface upgrade that boosts the pilot's skill at propulsion jamming. 5% reduction in capacitor need for modules requiring Propulsion Jamming skill.
Zainou 'Gypsy' Propulsion Jamming PJ-806
A neural interface upgrade that boosts the pilot's skill at propulsion jamming. 6% reduction in capacitor need for modules requiring Propulsion Jamming skill.
Zainou 'Gypsy' Sensor Linking SL-901
A neural interface upgrade that boosts the pilot's skill at sensor linking. 1% reduction in capacitor need of modules requiring the Sensor Linking skill.
Zainou 'Gypsy' Sensor Linking SL-902
A neural interface upgrade that boosts the pilot's skill at sensor linking. 2% reduction in capacitor need of modules requiring the Sensor Linking skill.
Zainou 'Gypsy' Sensor Linking SL-903
A neural interface upgrade that boosts the pilot's skill at sensor linking. 3% reduction in capacitor need of modules requiring the Sensor Linking skill.
Zainou 'Gypsy' Sensor Linking SL-904
A neural interface upgrade that boosts the pilot's skill at sensor linking. 4% reduction in capacitor need of modules requiring the Sensor Linking skill.
Zainou 'Gypsy' Sensor Linking SL-905
A neural interface upgrade that boosts the pilot's skill at sensor linking. 5% reduction in capacitor need of modules requiring the Sensor Linking skill.
Zainou 'Gypsy' Sensor Linking SL-906
A neural interface upgrade that boosts the pilot's skill at sensor linking. 6% reduction in capacitor need of modules requiring the Sensor Linking skill.
Zainou 'Gypsy' Signature Analysis SA-701
A neural interface upgrade that boosts the pilot's skill at operating targeting systems. 1% bonus to ships scan resolution.
Zainou 'Gypsy' Signature Analysis SA-702
A neural interface upgrade that boosts the pilot's skill at operating targeting systems. 2% bonus to ships scan resolution.
Zainou 'Gypsy' Signature Analysis SA-703
A neural interface upgrade that boosts the pilot's skill at operating targeting systems. 3% bonus to ships scan resolution.
Zainou 'Gypsy' Signature Analysis SA-704
A neural interface upgrade that boosts the pilot's skill at operating targeting systems. 4% bonus to ships scan resolution.
Zainou 'Gypsy' Signature Analysis SA-705
A neural interface upgrade that boosts the pilot's skill at operating targeting systems. 5% bonus to ships scan resolution.
Zainou 'Gypsy' Signature Analysis SA-706
A neural interface upgrade that boosts the pilot's skill at operating targeting systems. 6% bonus to ships scan resolution.
Zainou 'Gypsy' Target Painting TG-901
A neural interface upgrade that boosts the pilot's skill at target painting. 1% reduction in capacitor need of modules requiring the Target Painting skill.
Zainou 'Gypsy' Target Painting TG-902
A neural interface upgrade that boosts the pilot's skill at target painting. 2% reduction in capacitor need of modules requiring the Target Painting skill.
Zainou 'Gypsy' Target Painting TG-903
A neural interface upgrade that boosts the pilot's skill at target painting. 3% reduction in capacitor need of modules requiring the Target Painting skill.
Zainou 'Gypsy' Target Painting TG-904
A neural interface upgrade that boosts the pilot's skill at target painting. 4% reduction in capacitor need of modules requiring the Target Painting skill.
Zainou 'Gypsy' Target Painting TG-905
A neural interface upgrade that boosts the pilot's skill at target painting. 5% reduction in capacitor need of modules requiring the Target Painting skill.
Zainou 'Gypsy' Target Painting TG-906
A neural interface upgrade that boosts the pilot's skill at target painting. 6% reduction in capacitor need of modules requiring the Target Painting skill.
Zainou 'Gypsy' Weapon Disruption WD-901
A neural interface upgrade that boosts the pilot's skill at weapon disruption. 1% reduction in capacitor need of modules requiring the Weapon Disruption skill.
Zainou 'Gypsy' Weapon Disruption WD-902
A neural interface upgrade that boosts the pilot's skill at weapon disruption. 2% reduction in capacitor need of modules requiring the Weapon Disruption skill.
Zainou 'Gypsy' Weapon Disruption WD-903
A neural interface upgrade that boosts the pilot's skill at weapon disruption. 3% reduction in capacitor need of modules requiring the Weapon Disruption skill.
Zainou 'Gypsy' Weapon Disruption WD-904
A neural interface upgrade that boosts the pilot's skill at weapon disruption. 4% reduction in capacitor need of modules requiring the Weapon Disruption skill.
Zainou 'Gypsy' Weapon Disruption WD-905
A neural interface upgrade that boosts the pilot's skill at weapon disruption. 5% reduction in capacitor need of modules requiring the Weapon Disruption skill.
Zainou 'Gypsy' Weapon Disruption WD-906
A neural interface upgrade that boosts the pilot's skill at weapon disruption. 6% reduction in capacitor need of modules requiring the Weapon Disruption skill.
Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1001
A neural interface upgrade that boosts the pilot's skill with auto-target missiles. 1% bonus to explosion radius of auto-target missiles.
Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1002
A neural interface upgrade that boosts the pilot's skill with auto-target missiles. 2% bonus to explosion radius of auto-target missiles.
Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1003
A neural interface upgrade that boosts the pilot's skill with auto-target missiles. 3% bonus to explosion radius of auto-target missiles.
Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1004
A neural interface upgrade that boosts the pilot's skill with auto-target missiles. 4% bonus to explosion radius of auto-target missiles.
Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1005
A neural interface upgrade that boosts the pilot's skill with auto-target missiles. 5% bonus to explosion radius of auto-target missiles.
Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1006
A neural interface upgrade that boosts the pilot's skill with auto-target missiles. 6% bonus to explosion radius of auto-target missiles.
Zainou 'Snapshot' Cruise Missiles CM-601
A neural interface upgrade that boosts the pilot's skill with cruise missiles. 1% bonus to the damage of cruise missiles.
Zainou 'Snapshot' Cruise Missiles CM-602
A neural interface upgrade that boosts the pilot's skill with cruise missiles. 2% bonus to the damage of cruise missiles.
Zainou 'Snapshot' Cruise Missiles CM-603
A neural interface upgrade that boosts the pilot's skill with cruise missiles. 3% bonus to the damage of cruise missiles.
Zainou 'Snapshot' Cruise Missiles CM-604
A neural interface upgrade that boosts the pilot's skill with cruise missiles. 4% bonus to the damage of cruise missiles.
Zainou 'Snapshot' Cruise Missiles CM-605
A neural interface upgrade that boosts the pilot's skill with cruise missiles. 5% bonus to the damage of cruise missiles.
Zainou 'Snapshot' Cruise Missiles CM-606
A neural interface upgrade that boosts the pilot's skill with cruise missiles. 6% bonus to the damage of cruise missiles.
Zainou 'Snapshot' Defender Missiles DM-801
A neural interface upgrade that boosts the pilot's skill with defender missiles. 1% bonus to the velocity of defender missiles.
Zainou 'Snapshot' Defender Missiles DM-802
A neural interface upgrade that boosts the pilot's skill with defender missiles. 2% bonus to the velocity of defender missiles.
Zainou 'Snapshot' Defender Missiles DM-803
A neural interface upgrade that boosts the pilot's skill with defender missiles. 3% bonus to the velocity of defender missiles.
Zainou 'Snapshot' Defender Missiles DM-804
A neural interface upgrade that boosts the pilot's skill with defender missiles. 4% bonus to the velocity of defender missiles.
Zainou 'Snapshot' Defender Missiles DM-805
A neural interface upgrade that boosts the pilot's skill with defender missiles. 5% bonus to the velocity of defender missiles.
Zainou 'Snapshot' Defender Missiles DM-806
A neural interface upgrade that boosts the pilot's skill with defender missiles. 6% bonus to the velocity of defender missiles.
Zainou 'Snapshot' Heavy Assault Missiles AM-701
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles. 1% bonus to heavy assault missile damage.
Zainou 'Snapshot' Heavy Assault Missiles AM-702
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles. 2% bonus to heavy assault missile damage.
Zainou 'Snapshot' Heavy Assault Missiles AM-703
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles. 3% bonus to heavy assault missile damage.
Zainou 'Snapshot' Heavy Assault Missiles AM-704
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles. 4% bonus to heavy assault missile damage.
Zainou 'Snapshot' Heavy Assault Missiles AM-705
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles. 5% bonus to heavy assault missile damage.
Zainou 'Snapshot' Heavy Assault Missiles AM-706
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles. 6% bonus to heavy assault missile damage.
Zainou 'Snapshot' Heavy Missiles HM-701
A neural interface upgrade that boosts the pilot's skill with heavy missiles. 1% bonus to heavy missile damage.
Zainou 'Snapshot' Heavy Missiles HM-702
A neural interface upgrade that boosts the pilot's skill with heavy missiles. 2% bonus to heavy missile damage.
Zainou 'Snapshot' Heavy Missiles HM-703
A neural interface upgrade that boosts the pilot's skill with heavy missiles. 3% bonus to heavy missile damage.
Zainou 'Snapshot' Heavy Missiles HM-704
A neural interface upgrade that boosts the pilot's skill with heavy missiles. 4% bonus to heavy missile damage.
Zainou 'Snapshot' Heavy Missiles HM-705
A neural interface upgrade that boosts the pilot's skill with heavy missiles. 5% bonus to heavy missile damage.
Zainou 'Snapshot' Heavy Missiles HM-706
A neural interface upgrade that boosts the pilot's skill with heavy missiles. 6% bonus to heavy missile damage.
Zainou 'Snapshot' Light Missiles LM-901
A neural interface upgrade that boosts the pilot's skill with light missiles. 1% bonus to damage of light missiles.
Zainou 'Snapshot' Light Missiles LM-902
A neural interface upgrade that boosts the pilot's skill with light missiles. 2% bonus to damage of light missiles.
Zainou 'Snapshot' Light Missiles LM-903
A neural interface upgrade that boosts the pilot's skill with light missiles. 3% bonus to damage of light missiles.
Zainou 'Snapshot' Light Missiles LM-904
A neural interface upgrade that boosts the pilot's skill with light missiles. 4% bonus to damage of light missiles.
Zainou 'Snapshot' Light Missiles LM-905
A neural interface upgrade that boosts the pilot's skill with light missiles. 5% bonus to damage of light missiles.
Zainou 'Snapshot' Light Missiles LM-906
A neural interface upgrade that boosts the pilot's skill with light missiles. 6% bonus to damage of light missiles.
Zainou 'Snapshot' Rockets RD-901
A neural interface upgrade that boosts the pilot's skill with rockets. 1% bonus to the damage of rockets.
Zainou 'Snapshot' Rockets RD-902
A neural interface upgrade that boosts the pilot's skill with rockets. 2% bonus to the damage of rockets.
Zainou 'Snapshot' Rockets RD-903
A neural interface upgrade that boosts the pilot's skill with rockets. 3% bonus to the damage of rockets.
Zainou 'Snapshot' Rockets RD-904
A neural interface upgrade that boosts the pilot's skill with rockets. 4% bonus to the damage of rockets.
Zainou 'Snapshot' Rockets RD-905
A neural interface upgrade that boosts the pilot's skill with rockets. 5% bonus to the damage of rockets.
Zainou 'Snapshot' Rockets RD-906
A neural interface upgrade that boosts the pilot's skill with rockets. 6% bonus to the damage of rockets.
Zainou 'Snapshot' Torpedoes TD-601
A neural interface upgrade that boosts the pilot's skill with torpedoes. 1% bonus to the damage of torpedoes.
Zainou 'Snapshot' Torpedoes TD-602
A neural interface upgrade that boosts the pilot's skill with torpedoes. 2% bonus to the damage of torpedoes.
Zainou 'Snapshot' Torpedoes TD-603
A neural interface upgrade that boosts the pilot's skill with torpedoes. 3% bonus to the damage of torpedoes.
Zainou 'Snapshot' Torpedoes TD-604
A neural interface upgrade that boosts the pilot's skill with torpedoes. 4% bonus to the damage of torpedoes.
Zainou 'Snapshot' Torpedoes TD-605
A neural interface upgrade that boosts the pilot's skill with torpedoes. 5% bonus to the damage of torpedoes.
Zainou 'Snapshot' Torpedoes TD-606
A neural interface upgrade that boosts the pilot's skill with torpedoes. 6% bonus to the damage of torpedoes.
Zor's Custom Navigation Hyper-Link
A neural Interface upgrade that boost the pilots skill in a specific area. This Navigation Hyper-Link was created for the ruthless pirate commander, referred to as 'Zor'. 5% bonus to afterburner and micro-warpdrive speed-boost.
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'. 10% bonus to afterburner duration.