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= Skills and Implants = Main Page: [[Skills_and_Implants | Skills and Implants]] * Eifyr and Co. 'Alchemist' Biology hardwiring implants apply their effects upon booster consumption, so it's possible to consume a booster and switch to a different clone while retaining the increased duration. * The 2 most valuable attribute implant sets for explorers are Virtues, which increase probe strength, and Nomads, which reduce align time. * As with ships, don't use implants you can't afford to lose. The exception to this is lowsec, where it's pretty easy to escape with your pod due to the lack of bubbles and pods instawarping. * The Archaeology skill is generally more useful than Hacking for new players due to relic sites being more valuable than datas for the most part. Training each skill to 5 unlocks their respective T2 analyzers, which offer massive boosts to hacking ability. * Remapping should be considered carefully due to all the random skills new players find themselves training. That said, Intellegence is the most useful attribute for scanning skills, followed by Memory. * The AIR program provides a lot of skillpoints, as does using a referral link. Referral links can be retroactively applied by existing accounts. Since the account providing the referral gets rewards, you can use your main account's referral link to create another alpha account, then retroactively use the alpha account's referral link on your main account. That way, both accounts will get rewards for omega or PLEX purchases on either, even if you don't end up using the 2nd account.
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