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Booster
Icon Name Attributes Market Slot
Advanced Blood Raider 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.

capacity = 0
mass = 1
volume = 1
boosterLastInjectionDatetime = 17136
charismaBonus = 12
followsJumpClones = 1
intelligenceBonus = 12
memoryBonus = 12
nondestructible = 1
perceptionBonus = 12
willpowerBonus = 12
radius = 1
Booster
35.246.934 ISK
12
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

capacity = 0
mass = 1
volume = 1
boosterMaxCharAgeHours = 168
charismaBonus = 17
followsJumpClones = 1
intelligenceBonus = 17
memoryBonus = 17
nondestructible = 1
perceptionBonus = 17
willpowerBonus = 17
radius = 0
  4
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.

capacity = 0
mass = 1
volume = 1
capacitorCapacityBonus = 8
radius = 1
Booster
1.926.884 ISK
1
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.

capacity = 0
mass = 1
volume = 1
radius = 1
trackingSpeedBonus = 8
Booster
1.862.831 ISK
2
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.

capacity = 0
mass = 1
volume = 1
armorDamageAmountBonus = 8
radius = 1
Booster
1.816.964 ISK
1
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.

shieldBoostMultiplier = 8
capacity = 0
mass = 1
volume = 1
radius = 1
Booster
1.768.443 ISK
1
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.

capacity = 0
mass = 1
volume = 1
maxFlightTimeBonus = 8
radius = 1
Booster
1.876.676 ISK
3
Blood Raider 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.

capacity = 0
mass = 1
volume = 1
boosterLastInjectionDatetime = 17136
charismaBonus = 10
followsJumpClones = 1
intelligenceBonus = 10
memoryBonus = 10
nondestructible = 1
perceptionBonus = 10
willpowerBonus = 10
radius = 1
Booster
856.341 ISK
12
Copper 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 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.

capacity = 0
mass = 1
volume = 1
boosterLastInjectionDatetime = 17032
charismaBonus = 10
followsJumpClones = 1
intelligenceBonus = 10
memoryBonus = 10
nondestructible = 1
perceptionBonus = 10
willpowerBonus = 10
radius = 1
Booster
17.912.987 ISK
12
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.

capacity = 0
mass = 1
volume = 1
boosterLastInjectionDatetime = 17032
charismaBonus = 10
followsJumpClones = 1
intelligenceBonus = 10
memoryBonus = 10
nondestructible = 1
perceptionBonus = 10
willpowerBonus = 10
radius = 1
Booster
86.907.692 ISK
12
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.
shieldBoostMultiplier = 25
capacity = 0
mass = 1
volume = 1
boosterAOEVelocityPenalty = -25
boosterCapacitorCapacityPenalty = -25
boosterEffectChance1 = 0.3
boosterShieldCapacityPenalty = -25
boosterTurretOptimalRange = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
Booster
6.786.698 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -25
boosterEffectChance1 = 0.3
boosterMaxVelocityPenalty = -25
boosterMissileVelocityPenalty = -25
boosterShieldBoostAmountPenalty = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
aoeCloudSizeBonus = -25
Booster
8.081.015 ISK
3
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.
capacity = 0
mass = 1
volume = 1
boosterArmorRepairAmountPenalty = -25
boosterEffectChance1 = 0.3
boosterMaxVelocityPenalty = -25
boosterShieldCapacityPenalty = -25
boosterTurretFalloffPenalty = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
trackingSpeedBonus = 31.25
Booster
7.579.743 ISK
2
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.
capacity = 0
mass = 1
volume = 1
armorDamageAmountBonus = 25
boosterArmorHPPenalty = -25
boosterCapacitorCapacityPenalty = -25
boosterEffectChance1 = 0.3
boosterMissileAOECloudPenalty = 25
boosterTurretTrackingPenalty = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
Booster
12.451.618 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -25
boosterEffectChance1 = 0.3
boosterMaxVelocityPenalty = -25
boosterShieldBoostAmountPenalty = -25
boosterTurretTrackingPenalty = -25
rangeSkillBonus = 15
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
Booster
12.685.286 ISK
2
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.
capacity = 0
mass = 1
volume = 1
capacitorCapacityBonus = 15
boosterArmorRepairAmountPenalty = -25
boosterEffectChance1 = 0.3
boosterMissileAOECloudPenalty = 25
boosterShieldBoostAmountPenalty = -25
boosterTurretOptimalRange = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
Booster
7.704.816 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorRepairAmountPenalty = -25
boosterEffectChance1 = 0.3
boosterMaxVelocityPenalty = -25
boosterShieldCapacityPenalty = -25
boosterTurretOptimalRange = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
falloffBonus = 15
Booster
4.771.688 ISK
2
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -25
boosterEffectChance1 = 0.3
boosterMissileVelocityPenalty = -25
boosterShieldCapacityPenalty = -25
boosterTurretFalloffPenalty = -25
boosterEffectChance2 = 0.3
boosterEffectChance3 = 0.3
boosterEffectChance4 = 0.3
boosterEffectChance5 = 0.3
radius = 0
signatureRadiusBonus = -11.25
Booster
12.535.431 ISK
1
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.
shieldBoostMultiplier = 5
capacity = 0
mass = 1
volume = 1
radius = 0
Booster
632.973 ISK
1
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

capacity = 0
mass = 1
volume = 1
boosterMaxCharAgeHours = 336
charismaBonus = 9
followsJumpClones = 1
intelligenceBonus = 9
memoryBonus = 9
nondestructible = 1
perceptionBonus = 9
willpowerBonus = 9
radius = 0
  4
Quafe Zero
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!

capacity = 0
mass = 1
volume = 1
velocityBonus = 5
radius = 0
scanResolutionBonus = 5
Booster
8.776.996 ISK
1
Silver 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 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.

capacity = 0
mass = 1
volume = 1
boosterLastInjectionDatetime = 17032
charismaBonus = 10
followsJumpClones = 1
intelligenceBonus = 10
memoryBonus = 10
nondestructible = 1
perceptionBonus = 10
willpowerBonus = 10
radius = 1
Booster
59.044.092 ISK
12
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.
shieldBoostMultiplier = 20
capacity = 0
mass = 1
volume = 1
boosterAOEVelocityPenalty = -20
boosterCapacitorCapacityPenalty = -20
boosterEffectChance1 = 0.2
boosterShieldCapacityPenalty = -20
boosterTurretOptimalRange = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
Booster
2.327.022 ISK
1
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.

capacity = 0
mass = 1
volume = 1
boosterMaxCharAgeHours = 840
charismaBonus = 3
damageMultiplierBonus = 20
followsJumpClones = 1
intelligenceBonus = 3
memoryBonus = 3
nondestructible = 1
perceptionBonus = 3
rofBonus = -20
willpowerBonus = 3
radius = 0
  4
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -20
boosterEffectChance1 = 0.2
boosterMaxVelocityPenalty = -20
boosterMissileVelocityPenalty = -20
boosterShieldBoostAmountPenalty = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
aoeCloudSizeBonus = -20
Booster
1.352.871 ISK
3
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.
capacity = 0
mass = 1
volume = 1
boosterArmorRepairAmountPenalty = -20
boosterEffectChance1 = 0.2
boosterMaxVelocityPenalty = -20
boosterShieldCapacityPenalty = -20
boosterTurretFalloffPenalty = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
trackingSpeedBonus = 25
Booster
2.565.864 ISK
2
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.
capacity = 0
mass = 1
volume = 1
armorDamageAmountBonus = 20
boosterArmorHPPenalty = -20
boosterCapacitorCapacityPenalty = -20
boosterEffectChance1 = 0.2
boosterMissileAOECloudPenalty = 20
boosterTurretTrackingPenalty = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
Booster
3.339.358 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -20
boosterEffectChance1 = 0.2
boosterMaxVelocityPenalty = -20
boosterShieldBoostAmountPenalty = -20
boosterTurretTrackingPenalty = -20
rangeSkillBonus = 10
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
Booster
1.393.136 ISK
2
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.
capacity = 0
mass = 1
volume = 1
capacitorCapacityBonus = 10
boosterArmorRepairAmountPenalty = -20
boosterEffectChance1 = 0.2
boosterMissileAOECloudPenalty = 20
boosterShieldBoostAmountPenalty = -20
boosterTurretOptimalRange = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
Booster
2.180.906 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorRepairAmountPenalty = -20
boosterEffectChance1 = 0.2
boosterMaxVelocityPenalty = -20
boosterShieldCapacityPenalty = -20
boosterTurretOptimalRange = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
falloffBonus = 10
Booster
1.374.446 ISK
2
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -20
boosterEffectChance1 = 0.2
boosterMissileVelocityPenalty = -20
boosterShieldCapacityPenalty = -20
boosterTurretFalloffPenalty = -20
boosterEffectChance2 = 0.2
boosterEffectChance3 = 0.2
boosterEffectChance4 = 0.2
boosterEffectChance5 = 0.2
radius = 0
signatureRadiusBonus = -7.5
Booster
1.347.029 ISK
1
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.
shieldBoostMultiplier = 30
capacity = 0
mass = 1
volume = 1
boosterAOEVelocityPenalty = -30
boosterCapacitorCapacityPenalty = -30
boosterEffectChance1 = 0.4
boosterShieldCapacityPenalty = -30
boosterTurretOptimalRange = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
Booster
29.631.345 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -30
boosterEffectChance1 = 0.4
boosterMaxVelocityPenalty = -30
boosterMissileVelocityPenalty = -30
boosterShieldBoostAmountPenalty = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
aoeCloudSizeBonus = -30
Booster
16.969.331 ISK
3
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.
capacity = 0
mass = 1
volume = 1
boosterArmorRepairAmountPenalty = -30
boosterEffectChance1 = 0.4
boosterMaxVelocityPenalty = -30
boosterShieldCapacityPenalty = -30
boosterTurretFalloffPenalty = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
trackingSpeedBonus = 37.5
Booster
20.247.738 ISK
2
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.
capacity = 0
mass = 1
volume = 1
armorDamageAmountBonus = 30
boosterArmorHPPenalty = -30
boosterCapacitorCapacityPenalty = -30
boosterEffectChance1 = 0.4
boosterMissileAOECloudPenalty = 30
boosterTurretTrackingPenalty = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
Booster
22.525.324 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -30
boosterEffectChance1 = 0.4
boosterMaxVelocityPenalty = -30
boosterShieldBoostAmountPenalty = -30
boosterTurretTrackingPenalty = -30
rangeSkillBonus = 20
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
Booster
32.439.192 ISK
2
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.
capacity = 0
mass = 1
volume = 1
capacitorCapacityBonus = 20
boosterArmorRepairAmountPenalty = -30
boosterEffectChance1 = 0.4
boosterMissileAOECloudPenalty = 30
boosterShieldBoostAmountPenalty = -30
boosterTurretOptimalRange = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
Booster
29.533.889 ISK
1
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.
capacity = 0
mass = 1
volume = 1
boosterArmorRepairAmountPenalty = -30
boosterEffectChance1 = 0.4
boosterMaxVelocityPenalty = -30
boosterShieldCapacityPenalty = -30
boosterTurretOptimalRange = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
falloffBonus = 20
Booster

2
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.
capacity = 0
mass = 1
volume = 1
boosterArmorHPPenalty = -30
boosterEffectChance1 = 0.4
boosterMissileVelocityPenalty = -30
boosterShieldCapacityPenalty = -30
boosterTurretFalloffPenalty = -30
boosterEffectChance2 = 0.4
boosterEffectChance3 = 0.4
boosterEffectChance4 = 0.4
boosterEffectChance5 = 0.4
radius = 0
signatureRadiusBonus = -15
Booster
22.963.274 ISK
1
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.
shieldBoostMultiplier = 3
capacity = 0
mass = 1
volume = 1
radius = 0
Booster
257.185 ISK
1
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.
capacity = 0
mass = 1
volume = 1
radius = 0
aoeCloudSizeBonus = -3
Booster
419.964 ISK
3
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.
capacity = 0
mass = 1
volume = 1
radius = 0
trackingSpeedBonus = 3
Booster
709.040 ISK
2
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.
capacity = 0
mass = 1
volume = 1
armorDamageAmountBonus = 3
radius = 0
Booster
427.433 ISK
1
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.
capacity = 0
mass = 1
volume = 1
rangeSkillBonus = 3
radius = 0
Booster
611.136 ISK
2
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.
capacity = 0
mass = 1
volume = 1
capacitorCapacityBonus = 3
radius = 0
Booster
646.611 ISK
1
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.
capacity = 0
mass = 1
volume = 1
radius = 0
falloffBonus = 3
Booster
337.040 ISK
2
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.
capacity = 0
mass = 1
volume = 1
radius = 0
signatureRadiusBonus = -2.25
Booster
477.788 ISK
1
YC119 Yoiul Festival 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.

capacity = 0
mass = 1
volume = 1
boosterLastInjectionDatetime = 17187
charismaBonus = 10
followsJumpClones = 1
intelligenceBonus = 10
memoryBonus = 10
nondestructible = 1
perceptionBonus = 10
willpowerBonus = 10
radius = 1
Booster
48.722.666 ISK
10
Booster (Not Published)
Icon Name Attributes Market Slot
QA Cerebral Accelerator - (128)
This booster does not exist.
capacity = 0
mass = 1
volume = 1
charismaBonus = 128
followsJumpClones = 1
intelligenceBonus = 128
memoryBonus = 128
nondestructible = 1
perceptionBonus = 128
willpowerBonus = 128
radius = 1
  12
QA Cerebral Accelerator - (16)
This booster does not exist.
capacity = 0
mass = 1
volume = 1
charismaBonus = 16
followsJumpClones = 1
intelligenceBonus = 16
memoryBonus = 16
nondestructible = 1
perceptionBonus = 16
willpowerBonus = 16
radius = 1
  4
QA Cerebral Accelerator - (32)
This booster does not exist.
capacity = 0
mass = 1
volume = 1
charismaBonus = 32
followsJumpClones = 1
intelligenceBonus = 32
memoryBonus = 32
nondestructible = 1
perceptionBonus = 32
willpowerBonus = 32
radius = 1
  6
QA Cerebral Accelerator - (64)
This booster does not exist.
capacity = 0
mass = 1
volume = 1
charismaBonus = 64
followsJumpClones = 1
intelligenceBonus = 64
memoryBonus = 64
nondestructible = 1
perceptionBonus = 64
willpowerBonus = 64
radius = 1
  8


Database: YC119.1 (2017-01-14)

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