Quick and Dirty Reference Info
Skill stimulator boosters all have 4 levels, Standard, Improved, Strong, and Synth.
The effect strength for Standard/Improved/Strong is shown in the table.
The effect strength for Synth is always 3%.
The side effect gives a 20%/25%/30% penalty to the affected skills for Standard/Improved/Strong, and
The chance of the side effects is 20%/30%/40%.
All boosters last 30 minutes.
The table below is sorted by slot, alphabetically within slot.
|Name||Slot||Affected skill||Possible side effects|
|Blue Pill||1||shield boost (20%/25%/30%)||explosion velocity, capacitor, shield, optimal range|
|Exile||1||armor repair (20%/25%/30%)||armor, capacitor, missile explosion cloud, tracking|
|Mindflood||1||capacitor (10%/15%/20%)||armor repair, missile explosion cloud, shield boost, turret optimal range|
|X-Instinct||1||signature radius (10%/15%/20%)||armor, missile velocity, shield, turret falloff|
|Drop||2||tracking speed (25%/31.25%/37.5%)||armor repair, velocity, shield, turret falloff|
|Frentix||2||optimal range (10%/15%/20%)||armor, velocity, shield boost, tracking|
|Sooth Sayer||2||falloff (10%/15%/20%)||armor repair, velocity, shield boost, turret optimal range|
|Crash||3||explosion radius (20%/25%/30%)||armor, velocity, missile velocity, shield boost|
== What are combat boosters? ==
Combat Boosters are specially designed drugs which allow the user to temporarily boost certain combat related abilities at the risk of more or less harsh penalties to other combat abilities.
Currently there exist eight different boosters, each of them affects a different attribute and each of them has different possible side effects. Each of the eight boosters comes in four different flavors, each one more potent but also more dangerous regarding the side effects.
Booster types and booster slots
There exist currently eight different booster types. Each type affects exactly one combat ability. The eight different boosters can be categorized into three groups: defensive boosters, turret boosters and missile boosters.
|•||The defensive boosters are the blue pill, exile, mindflood and x-instinct boosters. They increase either shield boosting amount, armor repair amount, increase the capacitor amount or reduce the signature radius.|
|•||The turret boosters are the x-instinct, drop and frentix boosters. They increase tracking speed, optimal range or falloff range of turrets.|
|•||The only missile booster is the crash booster which reduces the missile explosion radius.|
|Booster Name||Boosted attribute||Booster slot|
|Blue pill||shield boosting amount||1|
|Exile||armor repair amount||1|
|Sooth Sayer||falloff range||2|
|Crash||missile explosion radius||3|
There exist three booster slots and each of the three different booster groups is assigned to one of these slots.
It is not possible to use more than one booster at any slot therefore it is only possible to use at maximum three boosters at the same time: one booster in slot 1, one booster in slot 2 and one booster in slot 3.
For example it is not possible to use both the drop and frentix booster, boosting both tracking speed and optimal range since they are both booster which use the slot 2. But it is perfectly fine to use a blue pill and a crash booster thus improving the shield boost amount and missile explosion radius because those boosters use different slots, namely slot 1 and slot 3.
Each of the eight different booster types are available in four different flavors. The weakest flavor are the synth boosters which give a relatively small boost, as shown in the table below, but they give no side effects and are additionally legal in high sec. This makes them popular among Faction Warfare pilots. Standard boosters are the weakest type of booster that is illegal in high sec, more powerful than synth boosters, but they come with a 20% chance of a penalty, aka. Side-effect, occurring. Improved are stronger than standard, with a 30% chance of a penalty occurring, and strong are the most potent, with 40% chance of side effect. The strength of each booster is shown in the following table:
The flavors combined with the different booster types result in a total of 32 different boosters.
Using combat boosters
== Skills needed to use boosters ==
To be able to use boosters, the following skills are necessary:
can be mitigated by the following skills:
- Neurotoxin Recovery - reduces the chance of side effects
- Nanite Control - reduces the severity of side effects
can be used to reduce the effects of boosters
Edge Implants are Pirate Implants which give a reduction in booster side effects
How to use boosters
To use the booster, it is necessary to right-click the booster icon and to select consume. When this is done, the Character Sheet icon in the NeoCom will blink. The currently active boosters can be seen at the Character Sheet at the Augmentations tab. A list of the active effects of the booster, the negative side effects and a countdown of the duration left is shown for each booster there.
As above explained, only at maximum one booster can be active in each booster slot. If already a booster is active in a certain slot any attempt to consume another booster of the same slot-type will be impossible.
Note that it is not possible to cancel or abort the booster prematurely once it is consumed. They only way to get rid of the booster effects is to wait until the duration of the booster is over.
Side effects of boosters
All except the weak synth boosters have possible negative side effects. The side effects have the same strength as the main effect, but the side effects are negative and affect certain abilities of the pilot. Each booster has four possible different side effects, shown in the info chart of the boosters.
An example of the standard blue pill booster follows:
|Standard blue pill Shield boost bonus||20%|
|Chance of side effect||20%|
|Turret optimal range||-20%|
Capacitor capacity -20%
While the positive effect of the booster is guaranteed to happen, there exists a chance for each of the four side effects to become active. If the pilot is lucky only unimportant side effects will take part or even no side effect at all will happen. But if the pilot is unlucky, then all of the side effects will kick in leaving the pilot severely crippled and making the consumption of this booster a real horror trip.
The stronger the flavor of the booster, the more severe the side effects will become and additionally the chances for the side effects to happen will increase also.
Only the synth boosters will give no side effects at all.
All except the synth boosters are illegal in high security space. Those illegal boosters will confiscated by the authorities once they get discovered in the cargohold of a ship. The pilot then has to pay a fee and will get imprinted by a standing loss. All of the synth boosters are legal.
However, being "under the influence" of boosters is not illegal.
Acquiring combat boosters
Boosters are sold on regular market as well as over the Sell Orders subforum of the main EVE forums. There are corporations and small groups of players who specialize in booster production. Because of the hassles associated with their transport many also run delivery services for extra fees.
For average prices simply browse a few of the more recent sales threads.
How to get boosters
Boosters are completely player manufactured items. The booster production is a difficult and dangerous business; it utilizes the skill set of mini-professions, and uses specialized starbase structures required to process the gas clouds. The eight COSMOS Constellations each contain their own unique Booster ingredients, with the more advanced Boosters requiring ingredients from all over the universe.
Due to the difficulties encountered at booster production pod pilots often decide to acquire these boosters in trade hubs at lawless space. Synth boosters can be also purchased in high security space.
Prices of boosters
Prices of booster pills varies greatly and go from one million isk for the weaker synth booster pills up to tens of million isk for the strongest and most potent boosters.
Compiled from Eve-O WTS forums