Hardwiring Guide
Skill hardwirings are a type of implant. Hardwiring usually gives a bonus equivalent to improving your trained level of a given skill. Often the top of the line in a given hardwiring is equivalent to training another level in that skill, though only for the bonus granted by the skill, not for satisfying prerequisites, and stacking separately (i.e. if a skill gives you 5% per level, and you have the 5% hardwiring, your total effect is 1.25*1.05=1.3125 for a positive bonus or .75*.95=.7125 for a negative bonus, not the 1.30 or .70 you would get by adding the 25% and the 5% for a 30% bonus).
Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades of that specific hardwiring giving a different bonus amount (most often 1%, 3%, 5%)
Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades of that specific hardwiring giving a different bonus amount (most often 1%, 3%, 5%)
Skill Area
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Racial Specialization or
Missile Type |
Model Name
|
Slot 6
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Slot 7
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Slot 8
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Slot 9
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Slot 10
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Gunnery
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Projectile Turret
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Gunslinger
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SX: Small Damage
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AX: Tracking (all)
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MX: Medium Damage
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CX Damage (all)
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LX: Large Damage
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Energy Turret
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Lancer
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Alpha: Small Damage
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Beta: Capacitor Use (all)
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Gamma: Medium Damage
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Delta: Rate of Fire (all)
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Epsilon: Large Damage
|
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Hybrid Turret
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Deadeye ZG
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ZGS: Small Damage
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ZGC: Falloff Bonus (all)
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ZGM: Medium Damage
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ZGA: Optimal Range Bonus (all)
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ZGL: Large Damage
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(non-racial) Turret CPU
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Gnome --
See Engineering Below
|
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KZA: Reduced CPU Need (all)
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Missiles
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Unguided
|
Snapshot
Deadeye ZM Deadeye ZG (hybrid) |
ZMT: Torpedo Damage
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ZME: Hvy Assault Missile Dmg
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ZMR: Rocket Damage
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Guided
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ZMU: Cruise Missile Damage
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ZMH: Heavy Missile Damage
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ZMA: Explosion Radius
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ZMN: Light Missile Damage
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Defender
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ZMD: Velocity
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FoF
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ZMF: Explosion Radius
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All
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ZMC: Range (Flight Time)
ZML: Range (Velocity) |
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ZMS: Explosion Velocity
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ZMM: Rate of Fire
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Navigation
|
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Rogue
|
CY: Velocity
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AY: Agility
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DY: AB Capacitor Need
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GY: MWD Capacitor Need
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MY: AB/MWD Speed Bonus
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EY: AB Duration
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FY: Warp Capacitor Need
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HY: Warp Speed
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Mechanic
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Noble
(# of zeroes indicate strength) |
ZET-10: Armor/Hull Repair Duration
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ZET-20: Remote Repair Cap Use
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ZET-30: Hull Hitpoints
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ZET-40: Armor/Hull Repair Amount
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ZET-50: Armor Hitpoints
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Electronics
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Gypsy
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KLB: Electronics Upg CPU Use
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KNB: Scan Resolution
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KPB: Targeting Range
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KOB: ECM Cap Need
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KMB: Total CPU Output
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KQB: Propulsion Jam Cap Need
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KRB: Sensor Link/Damper Cap Need
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KSB: Weapon Disrupt Cap Need
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KTB: Target Painter Cap Need
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Engineering
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Squire
|
CR: Capacitor Recharge Rate
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EE: Energy Emission Cap Need
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CC: Total Capacitor Output
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PG: Powergrid Output
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GU: Enegery Upgrade CPU Need
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EP: Smartbomb Duration
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Gnome --
See Gunnery Above
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KTA: Launcher CPU
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KVA: Shield Capacity
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KXA: Shield Emission Cap Need
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KYA: Shield Recharge Rate
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KZA: Reduced CPU Need
|
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KTB: CPU Boost
|
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Science
|
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Prospector
|
PPF: Max Scan Deviation
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PPF: Scan Duration
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PPH: Scan Strength
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PPW: Archeological Find Chance
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PPZ: Salvage, Hacking, Archaeology Duration
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PPX: Data Retrieval Chance
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PPY: Salvage Chance
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Beancounter
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I: BP Manufacturing Research
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J: Material Efficience Research
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K: Blueprint Copy
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Alchemist
|
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WA: Booster Duration
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YA: Diminish Booster Side Effect
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XA: Booster Side Effect Chance
|
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Industry
|
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Beancounter
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F: Manufacturing Time
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H: Refinery Waste Reduction
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Highwall
Yeti Alchemist |
|
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ZA: Gas Cloud Harvest Duration
|
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HX: Mining Yield
HY: Mining Upg CPU Penalty BX: Ice Harvester Duration |