An implant is an item that plugs directly into a capsuleer's head, providing increased abilities. Once an implant is plugged in, it can only be removed by selecting and destroying it, or by being pod killed.
Each implant has a particular place called an implant slot where it goes in a clone's head. Only one plugged-in implant per implant slot is allowed. There are ten implant slots per clone: five implant slots for attribute enhancers and five more slots for skill hardwirings.
Implants and Clones
Implants exist in one of two states: as a normal item, and plugged in. When they are normal items, they have no effect in the game. Once plugged in, they affect only the particular clone they are plugged in to.
Characters always have one active clone, but they may also have one or more inactive clones, called jump clones. Implants are particular to the clone they were plugged in to; if you clone-jump, you get whatever implants the clone you jump into has. The implants your previous clone has remain implanted in it, but they do not affect anything until such time as you jump back into that clone.
Implants are destroyed whenever a clone is killed. A new medical clone has no implants initially. (For this reason players often keep a small stockpile of implants at their medical clone station.)
You can see which implants a character's clones have on the Character Sheet. To see the implants in the current clone, select the "Implants" tab. Select the "Jump Clones" tab to see a list of jump clones; you can "open up" a jump clone using the small triangle to see which implants it has.
How to Get Implants
Generally, implants are sold on the open market in many stations in New Eden. Good ones may be quite expensive. If you want one, go to a nearby market hub and buy one.
Implants can also be obtained as agent rewards and rarely as loot drops in missions. Storyline agents occasionally give them out as a reward. Most implants originate from the various loyalty point stores around New Eden.
Plugging in Implants
To use an implant, you must plug it in to your character's currently active clone. Each clone can hold up to 10 different implants, in 10 different implant slots. Five slots (numbers 1 through 5) are reserved for the various attribute implants. The remaining five slots (numbers 6 through 10) are used for hardwiring implants.
Each implant has a Cybernetics skill requirement to be allowed to plug it in. Generally, higher levels of Cybernetics allow increasingly powerful (and expensive) implants to be plugged in. The skill requirements for any implant can be found on its information screen, on the Requirements tab.
To plug in an implant, the implant must be accessible to the character in his hangar, or the ship he is currently in. Right-click on the implant; it will have a "Plug in" menu. Select this menu. You will get a warning dialog (unless you disable it) to tell you that the action cannot be undone. Similarly there is a warning when plugging an implant into a slot that is already filled will result in the destruction of the latter implant. Verify that you want to proceed and the implant will be plugged in. Any existing implant in that slot will be destroyed.
It is possible to remove an implant, although there is no reason why you'd ever actually want to do that. To remove an implant, find it on the character sheet and right click on it. There is a "Unplug" menu item.
There are five different groups of attribute implants to boost the five respective character attributes of Intelligence, Perception, Charisma, Willpower and Memory. Each attribute implant increases the corresponding attribute by a number of points ranging from 1 to 5. While attribute enhancers with stronger effects exist, they are not available in game.
List of Attribute Enhancers
In addition to the standard implants, special so-called Pirate Implant Sets provide additional abilities in addition to attribute improvements.
Skill hardwiring implants boost various skills to give you the edge in combat or increased speed to elude your enemy.
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