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Boosters and Drugs

Take or refresh your drugs at any time during the fleet. You will make the cost back in short order.

Boosters, often referred to as “drugs” by pilots, are enhancers that are taken by pilots to improve one’s attributes.

There are 4 standard booster slots which means at most you can take 4 normal boosters at any one time. Event boosters can be taken in a further 4 slots. Some drugs are mandatory, but others are up to a pilot’s discretion. The aim of this guide is to try and help you decide which drugs to take depending upon your skills, the ship you wish to fly and your role within the fleet.

Types of Drugs & Negative Effects

There are essentially three types of drugs; normal drugs, drifter drugs and event drugs.

Normal drugs can be made or bought on the open market and are the ones most generally used by pilots day to day. Drifter drugs, Antipharmakon, can be useful but are often too expensive. Event drugs, these are drugs introduced by CCP and can be very powerful for a limited amount of time so be sure to check them out when there is an event on.

Most normal drugs will come in different strengths. The greater the strength, the greater the boost to the attribute but this comes at a price, and not just the isk, but you will also possibly get side effects which have negative impacts upon other attributes.

Type Positive attribute change Chance of side effect (base)* Side effect change (base)
Synth 6% None None
Standard 20% 20% 20%
Improved 25% 30% 25%
Strong 30% 40% 30%

*For each side effect the chance of incurring the side effect is independent of the other side effects.

Pyrolancea is a damage multiplier booster and has no side effects even with the strongest dose, it ranges from DB1 to DB9

For logistical ships Overclocker boosters increase maximum velocity and range in strength from SB3 to SB9.

Skills

Biology: The science of life and of living organisms, and how chemicals affect them. 20% Bonus to attribute booster duration per skill level. With level 5 normal drugs will last 1 hr rather than the standard 30 minutes.

Neurotoxin Recovery: Proficiency at biofeedback techniques intended to negate the side effects typically experienced upon injection of combat boosters. With level 5, the chances of incurring a side effect will be reduced by 25%.

Neurotoxin Control: Proficiency at reducing the severity of the side effects experienced upon injection of combat boosters. With level 5 side effects will be reduced by 25%

Drugs to Use

Check with FC before taking drugs as sometimes the fleet will be standing down shortly and therefore taking boosters may not be worthwhile.

Role Drugs

DPS Drugs
Name Slot Duration (with Biology V) Positive Effects Possible Side Effects
guides:mindfloodicon.png Mindflood 1 1hr Capacitor Modifier Shield Booster
Armor Repair Amount
Turret Optimal Range
Missile Explosion Radius
guides:dropicon.png Drop 2 1hr Tracking Speed Velocity
Shield Capacity
Turret Falloff
Armor Repair Amount
guides:db9icon.png Pyrolancea 11 1hr Damage Multiplier Bonus None
guides:quafezeroclassicicon.png Quafe Zero Classic

Quafe Zero Green Apple

1 2hrs +5% Speed
+5% Scan resolution
None
Logi Drugs
Name Slot Duration (with Biology V) Positive Effects Possible Side Effects
guides:mindfloodicon.png Mindflood 1 1hr Capacitor Modifier Shield Booster
Armor Repair Amount
Turret Optimal Range
Missile Explosion Radius
guides:sb9icon.png Overclocker 11 1hr Velocity Modifier None
guides:quafezeroclassicicon.png Quafe Zero Classic 1 2hrs +5% Speed
+5% Scan resolution
None
guides:quafezerogreenicon.png Quafe Zero Green Apple 1 2hrs -5% Cap Recharge
-5% Inertia Modifier
None
guides/drugs.txt · Last modified: 26/10/2023 09:27 by 127.0.0.1

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